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> 0.15 - Hud, Fixes, Flag Indicators Etc.
Tjoppen
post Dec 29 2005, 07:25 PM
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It's been a while since 0.14 came out, and I got tired of waiting. Here's 0.15.
I'll upload a patch for 0.15-pre to 0.15 for those that got the prerelease. Remember to rename the directory back to bg2. Basically the only difference is the team player counters in the menu. Should be forward compatible.

intaller:
http://static.thepiratebay.org/downloadtor...832.TPB.torrent - .torrent (use this preferrably)
ftp://85.25.3.37/bg2-0.15.exe
http://inquisitionmod.co.uk/files/bg2-0.15.exe
http://inquisitionmod.co.uk/files/bg2-0.15.exe
http://www.tineastwood.dk/bftc/forums/dloa...tegory&cat_id=3 (also zip)
http://www.bgmod.com/hosted/Tjoppen/bg2-0.15.exe

zip:
ftp://85.25.3.37/bg2-0.15.zip
http://www.dond.org/downloads/battlegrounds2/bg2-0.15.zip
http://www.bgmod.com/hosted/Tjoppen/bg2-0.15.zip

0.15-pre to 0.15(public) patch:
http://www.bgmod.com/hosted/Tjoppen/bg2-0.15-pre-to-pub.zip

code:
http://www.bgmod.com/hosted/Tjoppen/bg2-0.15-src.tar.bz2

changelog:
CODE

0.15 - 20051227
fired weapons now run the empty(hammer down) animations
weapons now use more sensible third person animations
w_ models no longer eject brass or spontaneous smoke
fixed "health getting sent across wire twice" tweak as described in the source sdk wiki
fixed british surviving round restarts and corpses laying around
textured crosshair(customizable)
cl_interp now defaults to 0.02. this seems to improve melee
mp_disable_melee and mp_disable_firearms added
simulated bullets off by default, and have much lower default drag thus improving range
tracelined bullets now have distance based damage
bg1 hud graphics implemented
flag status indicator added to hud(use cl_flagstatusdetail 0/1 and cl_flagstatus 0/1/2 for off/text/icon)
team menu now has counters for amount of players on both teams
proper death notices
players no longer switch teams when changing options
players choose team and class before they initially spawn
players can autoassign team
unassigned players now see through the eyes of a random info_intermission(mappers: place them)
flags now have outputs that trigger on various events, see fgd
spawnpoints now have inputs to enabled/disable/toggle them. this should provide for a rudimentary progressive spawning system
bg2 now has an icon in steam and on the desktop


This post has been edited by Tjoppen: Jan 11 2006, 10:55 PM
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MenZa
post Dec 29 2005, 07:35 PM
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Interesting. Just downloading it now.
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Monkwarrior
post Dec 29 2005, 08:10 PM
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Ah finally !
Good work tjoppen and draco.
Too bad all mappers seem to have vanished tho.

It's 0.15 from now on :cool:
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Pvt.Weissbrot
post Dec 29 2005, 08:45 PM
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Thanks Tjoppen. grin.gif
I will test it later this day. Good job BG team.
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jackx
post Dec 29 2005, 09:17 PM
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Let's see how this one plays out... but then, I just got my hands on v1.2 of the CWmod for OFP, and I do ever so slightly fear that BG2 can't provide hundreds of combatants including cavalry and artillery just yet ;)

DLing now, but I might not be playing for a while...


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no truth - no justice
all false belief
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there shall be... no peace
no peace!

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PG Tips
post Dec 30 2005, 12:00 AM
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Here's a torrent of the installer already made. Remember to seed.

BG2-0.15
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Ginger_Lord
post Dec 30 2005, 12:20 AM
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How do you go about toggling the spawns, I see by the .fgd they have the stuff there but the flags have no way of turning them on and off as the spawns do not have names.

Or am I missing something obvious?
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Draco
post Dec 30 2005, 12:29 AM
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QUOTE(Ginger_Lord @ Dec 30 2005, 10:20 AM)
How do you go about toggling the spawns, I see by the .fgd they have the stuff there but the flags have no way of turning them on and off as the spawns do not have names.

Or am I missing something obvious?
[snapback]15282[/snapback]



Hmm thats something to fix then ohmy.gif
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TinEastwood
post Dec 30 2005, 09:23 AM
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mirror to zip and exe

http://www.battleforthecolonies.net/dloa...tegory&cat_id=3

Could not find any server running 0.15 with player on:

picture1
picture2
picture3
picture4
picture5
picture6
picture7

This post has been edited by TinEastwood: Jan 3 2006, 02:19 AM
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Black Panther
post Dec 30 2005, 02:36 PM
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Please set up mirrors and collect screenhots and post them here.

I am not putting the news on the front page before we have at least 3 mirrors and at least 2 screenshots showing the latest version in action.
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shteve
post Dec 30 2005, 02:50 PM
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Does this include linux binaries? The server_i486.so is the same size as the test bg-dev linux binary - is that just a coincidence or are they the same?
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Monkwarrior
post Dec 30 2005, 03:11 PM
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Mirror for the zip-file.
DonD zip-file 0.15 version
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Tjoppen
post Dec 30 2005, 03:56 PM
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QUOTE(Ginger_Lord @ Dec 30 2005, 12:20 AM)
How do you go about toggling the spawns, I see by the .fgd they have the stuff there but the flags have no way of turning them on and off as the spawns do not have names.

Or am I missing something obvious?
[snapback]15282[/snapback]


Hm. Seems I forgot to commit my experimental fgd. Just add targetname to both spawns and it should work fine.
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Ginger_Lord
post Dec 30 2005, 06:13 PM
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QUOTE(Tjoppen @ Dec 30 2005, 03:56 PM)
QUOTE(Ginger_Lord @ Dec 30 2005, 12:20 AM)
How do you go about toggling the spawns, I see by the .fgd they have the stuff there but the flags have no way of turning them on and off as the spawns do not have names.

Or am I missing something obvious?
[snapback]15282[/snapback]


Hm. Seems I forgot to commit my experimental fgd. Just add targetname to both spawns and it should work fine.
[snapback]15307[/snapback]



Right. Shall see if it works now.
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Coolguy
post Dec 30 2005, 08:21 PM
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Too bad there aren't any servers running .15 yet except for DonD which is passworded atm sad.gif
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Tacticer
post Dec 30 2005, 08:28 PM
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Yes, there aren't many servers using the new version (0.15).
But that was a problem in the first days of 0.14, too.

0.15 seems to be a really good version, I hope, it will be on bgmod.com soon.
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Monkwarrior
post Dec 30 2005, 08:38 PM
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The DonD server is in the air running 0.15.
For now FF=OFF but that will change.

Monk.
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Pvt.Weissbrot
post Dec 30 2005, 11:27 PM
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QUOTE(Monkwarrior @ Dec 30 2005, 08:38 PM)
For now FF=OFF but that will change.
[snapback]15319[/snapback]




I will hope that. laughing.gif
FF on is a must. So, I can test v0.15 now. flower.gif
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Bossss
post Dec 30 2005, 11:28 PM
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mirror to zip and exe

http://www.flames-clan.de/downloads/bg2-0.15.exe
http://www.flames-clan.de/downloads/bg2-0.15.zip

hosted by www.flames-clan.de
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MassacrMan
post Dec 30 2005, 11:47 PM
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Downloading now, can't wait to play it. Just one thing, please tell me he holds the musket like a rifle. Not a pistol.
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gecko
post Dec 31 2005, 01:40 AM
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http://inquisitionmod.co.uk/files/bg2-0.15.exe

<3
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jackx
post Dec 31 2005, 01:50 PM
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Just played it for a while, and I have to admit I was positively surprised... it's still feeling quite rough in some places, but overall, it's a huge step forward... reminds me a bit of 1.1, tbh and while I still don't like Source, I'm starting to like BG2 nevertheless.


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no truth - no justice
all false belief
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there shall be... no peace
no peace!

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tomdon
post Dec 31 2005, 03:22 PM
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Few snaps from dond:

IPB Image
IPB Image
IPB Image
IPB Image

This post has been edited by tomdon: Dec 31 2005, 03:25 PM
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Camaro
post Dec 31 2005, 05:20 PM
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Well, I like it a lot.
Will there be a symbol in the HUD, if your staying in a line formation?
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Monkwarrior
post Dec 31 2005, 05:40 PM
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Just played it again and I'm not so positive.
Most annoying point: damages are way up, especially shooting damages.
It seems like moving attackers are even more deadly then before. Numerous times I have been killed by seemingly random shots from attacking enemies. This was never before (0.13 and 0.14).

Thing is: it kind of defeats the accuracy bonus when standing still. You don't have to be accurate because your damage is very high anyway. It even seems higher when moving, but that may be coincedence.

So 0.15 is looking gorgeous, nice HUD, ncie flag-symbols (sort of) etc. But somewhere it went wrong, because arcadish deathmatch is promoted again. I am a melee-lover and in 0.15 I hardly live long enough to use my bajonet any more. So skill seems less important and that is a sad thing to see.

First impressions are not so positive, because damages are the heart of gameplay.

Monk.
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