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Beta3 update info Hi Guys (and girls) Sorry for the delays, but I wanted to spend the extra time getting various parts of the mod polished up properly. OK, well heres a quick rundown of bug-fixes and changes that will be included in 1.5beta3: Weapon selection bug fix, the game now remembers which weapon you had selected from map to map, it also remembers from class to class. I've rewritten some of the warm-up code, so we can now play DeathMatch during warmup. No points are given for kills and TK's are not registered either.. Its now a proper warm-up, rather than standing around waiting :) Due to feedback (and obsivations by myself) I've adjusted the accuracy of the Duel colt & Gatling gun.. base accuracy is the same, but they don't get so wildly inaccuract when moving or in rapid fire. I've created a new menu screen for brighness adjustment to aid players in getting their optimal screen brightness & gamma. I've fixed a lot of texture and shader problems in all maps (most of which players won't notice, but were needed to cure some underlying problems) Created overview movies for BC, Pedros & Canyon. Trigger hurts (like the snakes in battle creek now cause a "pain" sound) All reported Hacienda bugs are fixed, ie the unclipped gate, being able to TNT the govner through wall & Molotov damage through windows... Windows now have reduced health (like in town & BC), so 1 shot will break them & bombs will pass stright through. I've spend a LOT of time on Hacienda, due to issues I was having with the lighting, and other technical issues with the actual compile of the map. Drop weapon bug, when out of ammo (now searches for weapons with no ammo when you press drop ) This is beacuse when a weapon is out of ammo, you cannot select it, and thus you couldn't drop it :/ Fixed some spawn flag issues, like the flag raised noise when flag had already been taken, and the wrong model being used in CP mode. And I've started doing the text translations for our French, German, Italian & spanish players :) I've still got a LOT more to-do in the translations, but I will continue with these while we test Beta3. Lots of other minor tweeks and adjustments, that I can't remember ATM lol. Hopefully beta3 will be stable, and thus the final version for public release :D :D Time to get the pimping train running me thinks. ETA for beta3 to testers.. hopefully with 48hours, I'm giving myself a deadline of this weekend, ideally this Wednesday, as I'm away over next weekend, and I would like to test beta3 with you guys before I go. If anyone can think of any other bugs that need fixing, please post. Hewster |
Re: Beta3 update info SWEEEET! Sometime, Hewster, can you give us lessons about what you've done with the "lot of texture and shader problems in all maps"?Then we don't create more of the same problems... And maybe examples of some of the lighting issues in Hacienda? Since we know the olde versions of these maps so well, it will help us recognize similarities in our own maps... Thanks for all the work! |
Re: Beta3 update info Well the main issues were textures not in powers of 2... all textures used should be the power of 2 (2x2, 4x4, 8x8, 16x16, 32x32,64x64,128x128,256x256, 512x512) and indeed to ensure compatibility with older cards the max size should be 512x512. I found many textures breaking these rules, even some of BoltyBoys original ones, so I'm not blaming anyone :) Other problems were model shaders (like the bucket in the stable in the Town map) where if the shader does not have a "cull none" in the header, the engine will only show the texture on one face of the model, and so models which rely on both sides of the mesh to be drawn in game must have this instruction in its shader. This is a problem when trying to get maps to look good in vertex lit mode, since (because of an engine bug) all lightmapped shaders will look full bright in vertex mode, unless you create the shader "properly" and then don't distribute it with the actual map... ok your confused lol.... Shaders can be created with a path name different to that of the actual texture used, and the engine can cope, however if you create your shaders with the same path name as the texture used, and your shader uses "normal" blends, you can remove the shader after compile, and the .bsp still retains any surfaceparam info (like woodsteps ect) and since the path name of the shader is the same as the actual texture, it finds the texture, and it knows there is a lightmap for it too. On top of that, it will be correctly vertex lit when in vertex mode. This is something I discovered and shared with other members of the wolf mapping community some months ago :) There are cases where you must include your shader with you map however, these cases being: using alpha channel transparent shaders scrolling / animated shaders shaders that require "cull none" shaders that require anything other than "blendFunc filter" shaders that require anything other than "rgbGen identity" oh and most annoyingly all metashaders (Terrain) :( Here is a simple shader that could be removed after compile, it would look correct in lightmapped mode and vertex light mode: PHP Code: that would need to be included with the map: PHP Code: and quotes look like normal text !! :/ I believe this is why they removed vertex mode from ET, something I could enforce in WW, although to-do it properly I would need to change the wolfmp.exe, which I can't :( BACK to Beta3.. lol I have now finished my other tweaks, which are: Soldiers now have a health & speed advantage over all other classes.. not a big advantage, but it may be enough to encourage more players to play as soldier, as I believe that currently there is not enough incentive to play as soldier, but with the changes in accuracy for both the duel colts, and the gat, along with these speed & health advantages I think I might play soldier a bit more often :) hehe BTW, rather than increase speed of the soldier I have reduced all others. Ok, I've also fixed the pickup delay bug, where doctors could not pickup anything for 5 secs after picking up health..(I've introduced some nice code to make sure there are no exploits here ;) ) So the penalty carries over, even if they pickup ammo straight after health. Also, all classes pickup delay is not active when picking up treasure (ie the bible in BC & the swag in Town). I wanted to have a visual indication of the pickup penalty, but since I made all these time penalties server side, it was more work than I imagined, and so this feature will have to wait :( I've also corrected some prediction problems I was having with these pickup delays :) Man I wish I could just code and do 3D modelling all the time.. I love it :D I find mapping a bit of a PITA TBH, although that's probably because I want to be doing the coding lol... ie if I didn't have to code I'd enjoy the mapping more swings and roundabouts I guess :) Now where was I.. mmm I sure there was something else... errrrrr.. ummmmm..lol can't remember lol.. so thats it for now.. Hewster |
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Is it safe to say you should always delete your shaders except for these cases: the shader and texture have a different name it is an alpha channel transparent shaders it is a scrolling / animated shader it requires "cull none" so that it paints on both sides of a surface (example models with visible inside surfaces and bezeirs) shaders that require anything other than "blendFunc filter" shaders that require anything other than "rgbGen identity" It is a Terrain shader... True? Quote:
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Re: Beta3 update info I have to vote with Queeg on the player speed issue. You have to run for an eternity in order to get to a place where you can attack the canyon flag (or blow the grate in Hacienda). If you opt to run down the left side, it takes even longer. I am a big proponent of the slower speeds of WW compare to RTCW, but I would not wish to have my players run any slower than they already do. Ignacio |
Re: Beta3 update info I'd have to agree with Ignacio, if the WW characters get any slower, it would take forever to get to the action on some maps. I say don't change the speed. Just my 2 cents.:) |
Re: Beta3 update info I do like the soldiers becoming faster than the rest. That makes sense. And I think it would give the RtCW people one character that feels closer to what they are used to even though it still would be slower than RtCW. If you think about it, the big asset of soldiers is that they are trained to MOVE! in this sort of situation. They are stronger than and faster than a country doctor or even a sherrif. (Maybe that means they heal faster but start with less health than doctors? dunno Healing is probably a system wide setting anyway) Yes, I do like the idea that soldiers can go further, faster but I like the current speed of all the others. I would not slow it down... The main reason it took me 19:53 to beat Hacko into submission ;) is that it takes forever to get to that first flag in the Canyon map.... |
Re: Beta3 update info The main reason it took me 19:53 to beat Hacko into submission ;) As the Cowboys would say: ERRRRR,,,,NO!!! These Varmits are a bunch of panzies!! :D |
Re: Beta3 update info As the Very New guy I figured I'd put in my $0.02 as well. Of course, not wanting to be Cow Dung doesn't have anything to do with it. :nodding: I really like this idea of making the classes physically different as well as functionally. Why not have the soldier a little faster - and maybe be able to jump that extra height when not perfectly healthy - like maybe from 90 to 100% instead of just 100? Or am I stepping into more global settings again? BTW, does Hewster ever write short posts? ;) Quote:
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Re: Beta3 update info A panzie is a flower.:) So: Capt. Queeg = Flower :D Hacko:smokin: |
Re: Beta3 update info Actually, a pansy is a flower. Oh, nevermind... :) |
Re: Beta3 update info I'm just wondering where Yacko, Wacko and Dot are..... I kept on looking for them to come and avenge Hacko! See, Hacko's sort of like Chico Marx. Lesser known but still part of the group. I raise a tribute, my friends, to "Hacko" the forth of the Warner brothers and sister! http://www.bugkid.com/animaniacs/pictures/008.jpg |
Re: Beta3 update info Allright, the stupid Dutchman has arrived again!! I've a problem, maybe I'm just stupid, blond Dutch or whatever you wanna call it. DL'd the beta, de-installed my old WW version(s) and started the installation program, works like a charm ;) Now here's the thing, launched WW and connected to the test server, and suddenly WW starts to mown it needs to download pk3 files (one is pakmaps01b2.pk3). Probably it's me (as usual) making a mistake, but beats me what I'm doing wrong here. Anyone got the solution to my stupidness? |
Re: Beta3 update info Hi El-Paolo, Are you joining my server ? if so.. errrr sorry then its my mistake :( I'm, not at home at the moment, so I can't check. However, if you are trying to join my server, if you turn off "Auto-download", you should be able to join :) I'll be home later tonight (GMT) Hewster. BTW, I'm having a new experiance at the moment.......... I'm using a MAC to write this !!!!!!! lol (my first time lol) |
Re: Beta3 update info The problem he's describing actually happens on the Lone Wolf server. Hewster's server stopped appearing on my Interenet list last night. I actually saw it happen because I was going in and out of the game trying to get my wife's computer to work. As soon as 4 players got in the game the server dropped off the internet list. Luckily I had it on my favorites list. It seems to be back on the main list again for me. It is called "Hewsters 1.5Beta3 test server" If it is not on your list, Add it manually to your favorites using the IP address: 81.128.144.242:27969 Hope this helps.... I think Lone wolf says it is 1.5b3 when it is really 1.4. I'll see if I can figure out who the host of it really is and send them an email. |
Re: Beta3 update info Ok, problem solved. The Lone Wolf isn't running the beta nad Hew's server wasn't in the list. Thanks Queeg |
Re: Beta3 update info think i found the problem, I also had 'missing files' which were located in the 1.52 backup directory I made (didn't install w/ new version) I've moved them into the new WW directory and... am now getting a game mismatch error code WildWest_1500/WildWest_1503 will keep plugging at error reasons. Update, when I start my own server its saying version 1.43 so maybe there's cross coding or something. And I know it's not the newer version for the colored text test I have is still the default RtCW colors. Another update, it seems I may have fired up the wrong version. I have installed the right version now, and now when I try to join the server I get an even longer list of missing files (will troll threw older versions for them, but the only pk3's in the new WW folder are: ww_bin01b3.pk3 ww_pak00b3.pk3 missing and being looked for on the 1.53beta server are in attached image. Will be offline til monday (partial time online) and will check back on forums to see what's happening. |
Re: Beta3 update info Hi Guys.. I'm back home now :) Ok, I forgot to tell Danny (LoneWolf) to remove all his old pk3's, so he has installed beta3 on-top of beta2, and so we have these problems. I've mailed him, and hopefully he will have LoneWolf running tomorrow. The Windows installer should find any old files and insist that you uninstall any previous versions before beta3 will install, so all Windows users can feel confident that if beta3 installed without any problems, then they don't have anything to worry about, and indeed should be able to join my server. Hewster |
Re: Beta3 update info And in case you didn't catch that implication, that means lone wolf is running on Linux.... And yes, grumble grumble grumble, the windows part of that works really well forcing a true uninstall... |
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