October 14th, 2001Paintball II v.1.73 is Finally Here!(whoops, typo - that should have been 1.73 before -- you can grab it in the files section). Ok, sorry about the time it took to finally get this out, but the major bugs (that I know about) are fixed, and there are some new features added as well. Here's a list of what's new:
- in siege mode, attackers now have to get the flag out of the base (it was too easy before) - ball flight code improved - you can now bounce balls off of slight angles - completely revamped grenade physics: the balls explode off of the plane hit and move with the grenade so you can get ppl around the corners really well :) - friendly fire grenades can kill the thrower - bug where people can spawn in the wrong base fixed - memory leak fixed! - hud updates on round start - command flood protection only applies to certain commands now (you can drop several items at once now), and the delay is a server side setting (cmdfloodprotect, default 1 sec) - if gren hits an ent, balls go in all directions (fixes gren-to-head bug) - in dm, players spawn farthest from other players (so you don't spawn in the crossfire - that's annoying) - paint splatters are brighter and the color shade is randomized slightly - paint only splatters when balls have traveled more than 1 frame (lag reducer, esp. with grens) - balls only make splat sound if they travel more than 1 frame (lag reducer) - dropped ammo/co2 gets removed after 15 seconds (cuts down on lag/overflows when it gets piled up) - dropped weapons and other items get returned after elim + 10 seconds (again, cuts down on laggy spots) - dead people are forced into observer after 2 seconds (so dead bodies aren't a distraction) - pbgren smoke trails are now a server side option - funname / name commands check for certain chars that screw things up - the wave command hinders movement (this is server toggleable, of course) - grens only make tink sound when moving > 400units/s (for when explode on impact is disabled) - if balls hit an ent, no splat model is left (no mysterious floating splats when someone's hit) - timeleft hud display now only updates once/sec (oops - that was causing some overflows) - ppl can't spam swapping into observer and back anymore - idlers always get knocked into observer now - removed "Alive - ..." thing - it's on the hud (cut down on lag) - optimized some cvars - grenade spinning code modified (appearance only - grens rotate fast and slow down with time, rotation speed reset whenever they hit something; pbgrens spin really fast when exploding) - "endsround" "1" applied to a flag or a base will end the round when the flag is capped - "flagcapendsround" cvar added (same as above, but for all maps) - "speedometer" command switches your ammo count to a speedometer (in MPH) - "topspeed" command displays the person who went the fastest on a particular map (just some fun stuff to dink around with :)
Now what we need are some more good servers. If you can run one, email me (click on my name), and I'll add the IP to the server list.
September 25th, 2001Sorry About ThatI'm not sure what happened, there, but I emailed the guys at GameSpy, and it looks like it's all fixed up.
Oh, 1.73 is almost done. I've been insanely busy now that tests/projects/presentations have kicked in at my university, so it might be another week or two before it actually gets released, but there's some good stuff on the way! Beta testing is still running on jitspoe.dyndns.org.
September 8th, 20011.73 Beta TestingThere is a beta of 1.73 up on jitspoe.dyndns.org (it will show up on the server list as well). Check it out. Look for bugs and stuff. :) It doesn't have all of the features completed, but it should give you a good feel of what it'll be like. Be sure to post any bug reports on the forum, email them to me, or msg them to me on irc. August 29th, 2001TestThis is a test of the new news posting system. If this were an actual post, the content you are currently reading would be worth reading. August 18th, 2001Paintball II v1.73 Almost DoneOk, sorry I haven’t updated in a while, but there IS a new version on the way, and it’s just about done, too. Some of the things like the command flood protection didn’t work as well as they sounded in theory. Plus with the destruction old bugs comes new bugs :). Anyway, here’s what’s in store:
- command flood protection only applies to certain commands now (you can drop several items at once now), and the delay is a server side setting (cmdfloodprotect, default 1 sec) - bug where people can spawn in the wrong base fixed - paint splatters are brighter and the color shade is randomized slightly - paint only splatters when balls have traveled more than 1 frame (lag reducer, esp. with grens) - funnames/names check for certain chars that screw things up - the wave command hinders movement (this is server toggleable, of course) - grens only make tink sound when moving > 400units/s (for when explode on impact is disabled) - if gren hits an ent, balls go in all directions (fixes gren-to-head bug) - if balls hit an ent, no splat model is left (no mysterious floating splats when someone's hit) - timeleft hud display now only updates once/sec (oops - that was causing some overflows) - hud updates on round start - ppl can't spam swapping into observer and back - idlers always get knocked into observer now - removed "Alive - ..." thing - it's on the hud (cut down on lag) - optimized some cvars - grenade spinning code modified (appearance only) grens rotate fast and slow down with time, rotation speed reset whenever they hits something - pbgrens spin fast when exploding - pbgren smoke trails are now a server side option - balls only make splat sound if they travel more than 1 frame (lag reducer) - "endsround" "1" applied to a flag or a base will end the round when the flag is capped - "flagcapendsround" cvar added (same as above, but for all maps) - in siege mode, attackers now have to get the flag out of the base (it was too easy before) - in dm, players spawn farthest from other players (so you don't spawn in the crossfire - that's annoying)
I’m also working on server side options for the gl_modulate limit. Servers can set different punishments, ie - resetting it to an acceptable value, or making the player glow (which will be the new default). Somehow I get the feeling we’ll be seeing glowing players all over ;). Um, as usual, direct any comments/suggestions/complaints to the bboard (or you can email, I suppose - wouldn’t hurt to get some mail that wasn’t spam here and there :) Client Side AttacksA number of people have gotten annoyed and quit playing due to some children attacking their Quake2 clients, causing it to crash, disconnect, or have the bindings changed (ie, bind mouse1 "say I'm an idiot"). Our resident sleuth, Calrathan, has investigated and found a noteworthy solution. Read it here. Sad's New CodeSad's playing around with the deathmatch code and added a kinda fun feature - the person who's winning has a nice BFG effect floating above his(her?) head. It's weird, but adds a nice dimension to gameplay. Gives you a better idea of who to attack (or avoid). CGI StuffWell, GameSpy is rearranging their network or something, so some of the cgi stuff (like the POTD) isn't working. I'll get around to moving that over to dynamic... one of these days :)