Author Topic: Build 31  (Read 25134 times)

Narga

  • 68 Carbine
  • Posts: 401
Re: Build 31
« Reply #40 on: December 25, 2010, 01:00:21 AM »
The only problem with this game is that when I downloaded it on my computer, I had no problem getting it. On my notebook computer, since it is on the news page now, I went to the files page to get it but it seems that it is not there and the files page is wicked huge for some reason. :(
« Last Edit: December 25, 2010, 03:35:51 AM by Narga »

Narga

  • 68 Carbine
  • Posts: 401
Re: Build 31
« Reply #41 on: December 25, 2010, 01:09:25 AM »
I remember an auto balance feature in build 30. I swear.

rafalluz

  • VM-68
  • Posts: 131
Re: Build 31
« Reply #42 on: December 25, 2010, 05:47:45 AM »
Except it was somewhat experimental.

ViciouZ

  • Map Committee
  • Autococker
  • Posts: 2227
Re: Build 31
« Reply #43 on: December 25, 2010, 06:11:03 AM »
Builds posted on the official files page.

You appear to have put all of the extra info into one of the page headers, ridiculously deforming the files page o.O

Narga

  • 68 Carbine
  • Posts: 401
Re: Build 31
« Reply #44 on: December 25, 2010, 09:51:49 AM »
You appear to have put all of the extra info into one of the page headers, ridiculously deforming the files page o.O

And where's the download?

Chef-Killer

  • Map Committee
  • Autococker
  • Posts: 1312
Re: Build 31
« Reply #45 on: December 25, 2010, 01:31:36 PM »
You can use one of these...
ftp://otb-server.de/pub/Game/

jitspoe

  • Administrator
  • Autococker
  • Posts: 18801
Re: Build 31
« Reply #46 on: December 25, 2010, 11:02:30 PM »
Download page has been fixed.  I don't know how that happened.

T3RR0R15T

  • Map Committee
  • Autococker
  • Posts: 2593
Re: Build 31
« Reply #47 on: December 26, 2010, 07:12:39 AM »
If you want, you can make our ftp as a mirror on the files page. We have enough free traffic.

Narga

  • 68 Carbine
  • Posts: 401
Re: Build 31
« Reply #48 on: December 26, 2010, 11:36:32 AM »
Download page has been fixed.  I don't know how that happened.

Thx. BTW, can I upgrade from a pre test to a full build?

T3RR0R15T

  • Map Committee
  • Autococker
  • Posts: 2593
Re: Build 31
« Reply #49 on: December 26, 2010, 11:56:17 AM »
Yes.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18801
Re: Build 31
« Reply #50 on: December 26, 2010, 08:54:43 PM »
The pretest is exactly the same, so you don't need to upgrade if you already installed the pretest version of build 31.

MyeRs

  • Autococker
  • Posts: 1635
Re: Build 31
« Reply #51 on: December 27, 2010, 10:31:18 AM »
Haven't paid much attention to this thread so this might be a useless post but -- Do not have the team auto-balance enabled on match servers. Team's without voice recon need to all join 1 colour to talk about their map before choosing, with this enabled it becomes very annoying to try and do this.

This should be said to just server admins, but I figured this will be the thread they check the most.

prozajik

  • Autococker
  • Posts: 761
Re: Build 31
« Reply #52 on: December 27, 2010, 05:35:39 PM »
Ok well i find an interesting thing. We tried to talk on ic3y server but the autobalance was still putting us into different teams even the match didnt start yet (There was message:This map needs at least 2 palyers, before the autoswitch put us into different teams)

T3RR0R15T

  • Map Committee
  • Autococker
  • Posts: 2593
Re: Build 31
« Reply #53 on: December 27, 2010, 05:43:56 PM »
1. id (name over the player) often doesn't work if i see the player from the side or back.

viewgib also, viewkick not tested.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18801
Re: Build 31
« Reply #54 on: December 27, 2010, 06:14:29 PM »
I thought I fixed that id thing.  Wonder if the fix didn't make it over to the Linux version (or maybe I didn't fix it completely).  Does it have the problem in the windows version?  (Try running a local server with bots).

T3RR0R15T

  • Map Committee
  • Autococker
  • Posts: 2593
Re: Build 31
« Reply #55 on: December 27, 2010, 06:48:54 PM »
It works mostly with the windows bots, but only sometimes with the linux bots (they are too fast to say it 100%).

jitspoe

  • Administrator
  • Autococker
  • Posts: 18801
Re: Build 31
« Reply #56 on: December 28, 2010, 12:24:07 AM »
The problem was that the raycasts would hit the interpolated hitboxes instead of the players.  I either did something to ignore the interpolated hitboxes or make them register as the player entities to fix that.  I'm not sure how that fix failed to work in the linux version.  It's pretty easy to tell when it's happening, though.  If somebody is moving toward you, it will register (because the interpolated hitbox is behind them), and if he's moving away from you, it won't register (because the interpolated hitbox is between you and him).

Guess I'll have to look into that when I get back home after the new year.

T3RR0R15T

  • Map Committee
  • Autococker
  • Posts: 2593
Re: Build 31
« Reply #57 on: December 31, 2010, 08:28:15 AM »
There are very much pong issues. Play it on our soccer server and you will see it. Sometimes the ball gets faster and faster with each contact to an object, moving around or jumping after it spawns (in and between the rounds), the ball slide,...

T3RR0R15T

  • Map Committee
  • Autococker
  • Posts: 2593
Re: Build 31
« Reply #58 on: January 01, 2011, 03:35:51 PM »
Did you replaced any flag sounds?
flaghan6 for example sounds more muffled in my opinion.
Is flaghan7 already implemented? I never hear it.



And i found a way to see the hitbox working. Play soccer and run backwards if a ball comes in front of you. It will recoil or stop before it can be at your position (so it must be from your hitbox).

ViciouZ

  • Map Committee
  • Autococker
  • Posts: 2227