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> V0.0.13 - Fixes, More Crosshairs, Distant Sounds, and a note for mappers about spawns
Tjoppen
post Aug 11 2005, 09:08 PM
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installer:
http://www.bgmod.com/hosted/Tjoppen/bg2-v0.0.13.exe

zip:
http://www.bgmod.com/hosted/Tjoppen/bg2-v0.0.13.zip

source code:
http://www.bgmod.com/hosted/Tjoppen/bg2-v0.0.13-src.zip
http://www.bgmod.com/hosted/Tjoppen/bg2-v0.0.13-src.tar.bz2

note for mappers:
Place spawn points at least 128 units apart from eachother, and place more than is actually needed.

I found out that the crashing of v0.0.12(and v0.0.11 I discovered) was due to massive telefragging in the spawns. This led me to adopt a more polite spawning system to avoid this.
The reason for this spacing is that the server looks withing 128 units of the spawn points if it's safe to spawn(and might kill anything that is there). But merely spacing stuff out might not be a guarantee due to reasons that are a bit of pain to explain.
For instance, in hill I put 32 spawns for each team in a honeycomb kinda shape, and in sq1 I put 23 for each team.

changelog:
CODE

v0.0.13 - 20050811
fixed flag capture issues when one team is empty
fixed player model textures
fixed bot_add abuse. it's now a cheat since there appear to be no way to make a ConCommand rcon only
fixed clientside melee attack spam.. caused massive viewpunch and lots of decalspray with high ping
fixed respawn system getting stuck after mapchange for mp_respawnstyle 1
fixed bots so that they do stuff instead of stand still after mapchange. also the name counter gets reset
removed unused old materials and models that got left in
removed some maps to reduce update size. some of them were also bugged or had other issues
removed old HL2DM helpers around crosshair
there's now a choice of three crosshairs(and combinations thereof):
 the dynamic circular from v0.0.12
 a static three-line thing
 a dot(tiny square)
 use cl_crosshair as a bitmask to switch between them(add their indiviual codes for combinations)
 also, check cl_crosshair_scale and cl_crosshair_r/g/b/a to set scale and color/opacity
made respawn system more polite. if someone happens to be in a spawn point, it simply waits a while
 this change should help avoid crashing due to massive telefragging
 it should be pointed out however that mappers should put spawn points at least 128 units apart
"ok" voicecomm added to yes
distance based gunshot and stab sounds added. they might need some work though
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hans030390
post Aug 11 2005, 09:14 PM
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Sweet, downloading now!
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tomdon
post Aug 11 2005, 09:41 PM
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I will upload this to moddb.
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TrevyCakes
post Aug 11 2005, 11:37 PM
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awesome, downloading
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SaintGreg
post Aug 12 2005, 12:32 AM
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Tjoppen do you read your pms?
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Slash
post Aug 12 2005, 12:45 AM
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Linux Dedicated Server: http://forums.bgmod.com/index.php?showtopic=627
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Helper Monkey
post Aug 12 2005, 12:59 AM
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I was gonna post some ideas for .13 but i think ill save em for 14. Nice job with the fixes, ill start a server and hopefully it wont blow up. *crosses fingers*
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HeRNiA
post Aug 12 2005, 09:05 AM
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haven't downloaded this version yet, but i want to make a suggestion anyway..the melee system in 0.12 just didn't feel right in my opinion. after 3 stabs the models were moving in slomo what was very annoying, the stamina penalty was far too big imo and it was akward to fight with a guy holding a musket like a pistol, but i'm sure you guys are working on that..I think the BG1 melee system is very good, and no need to change a winning formula right?
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Ginger_Lord
post Aug 12 2005, 10:20 AM
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The distant sounds seem to work well, glad I got them right.

They do however need properly doing, all I did was rehash the NPC distant sound from HL2 and each weapon sounds the same at distance, I was going to change each one slightly but never got round to it.

So if someone wants to have a bash at it, all you need to do is edit the fire1.wav and occassionaly fire2.wav's but only the right hand channel. That is the sound that is played at distance.
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Tjoppen
post Aug 12 2005, 10:53 AM
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QUOTE(SaintGreg @ Aug 12 2005, 12:32 AM)
Tjoppen do you read your pms?
[snapback]7290[/snapback]


Ah, you'd sent one. Must have missed it..
I'll get those triggers for the next version.
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Sgt Pepper
post Aug 12 2005, 08:38 PM
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I've been testing some today, and I realised that the pistol makes a cartridge dropping sound. I haven't seen any ejected cartridges though. I would also recommend you decrease the force which pushes people back when hit. They are still sent flying, and it doesn't look good.
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cover
post Aug 12 2005, 08:58 PM
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i was curious..i know that bullet wiz was added in the last version..but i still cant hear it..is there something i need to do to hear it better?
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Ginger_Lord
post Aug 12 2005, 09:11 PM
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Get closer to missed shots? It works fine.

Also heres a "realism omg!11" point, when you fire a BP weapon there is a definite delay between pulling the trigger, the flint striking, the initial explosion and the main shot being discharged. It's probably a worthless addition but I thought I'd throw it out there in the open. It certainly makes target shooting interesting with BP pistols, double triggers, delays and all that. Yet some still get an average of 95 angry.gif
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Sgt Pepper
post Aug 12 2005, 09:13 PM
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I've found that the loud noises most guns make totally deafen bullet whiz. I've heard much more whizzing since I started playing with fire sounds.
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Doggeti
post Aug 12 2005, 09:38 PM
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QUOTE(Ginger_Lord @ Aug 12 2005, 09:11 PM)
Get closer to missed shots? It works fine.

Also heres a "realism omg!11" point, when you fire a BP weapon there is a definite delay between pulling the trigger, the flint striking, the initial explosion and the main shot being discharged. It's probably a worthless addition but I thought I'd throw it out there in the open. It certainly makes target shooting interesting with BP pistols, double triggers, delays and all that. Yet some still get an average of 95  angry.gif
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I was thinking about that yesterday. IMO it's a must.
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jackx
post Aug 12 2005, 10:55 PM
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Hmm... I don't think if it's really worth it - to keep it in proportion, it'd have to be roughly half, maybe even a bit less of the time it actually takes, so it won't be noticeable much, I think...

however, if you add a delay to shooting, you'll have to add a delay to melee as well for the sake of consistency, and that delay will be longer and probably screw those with the higher pings over even more...


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tomdon
post Aug 12 2005, 11:01 PM
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It would end in everybody saying there lagging. "I press fire but nothing happens for a split second!!11one!"
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WaD
post Aug 13 2005, 12:05 AM
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Yes, it would fell like lag, and lag is annoying.
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Doggeti
post Aug 13 2005, 12:20 PM
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Not if you have good animations in your first person view that 'explain' what's happening with your gun.
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Ginger_Lord
post Aug 13 2005, 12:22 PM
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Or just a better sound, a smaller explosion followed by the normal sound, less sparks as well.

ba-BOOM rather than the current BOOM.
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Marine Eater
post Aug 13 2005, 12:36 PM
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Mirror:

bg2-v0.0.13.zip

Torrent File

This post has been edited by Marine Eater: Aug 13 2005, 12:37 PM
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gRanTeLbArT
post Aug 13 2005, 01:06 PM
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you could just put empty .5 sec in front of the firing sound blink.gif


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Rikupsoni
post Aug 13 2005, 10:39 PM
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The report mirror didn't seem to work..

I added it to HL2Files.. http://halflife2.filefront.com/file/;46045
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tomdon
post Aug 13 2005, 10:41 PM
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Awful screenshots there.
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Termin-X-man
post Aug 14 2005, 01:04 AM
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The firing sound could be like *Click *BOOM, you know cause the flint has to strike and make a spark first. Also are you guys going to add a Blunderbuss to the game? and also infantry men usually had a pistol or two not just a rifle.

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