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> 0.14 - Simulated Bullets, Class Based Speeds Etc., new version naming system
Tjoppen
post Sep 17 2005, 08:33 PM
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As you may have noticed, this new version is not called v0.0.14, but simply 0.14. We decided that the old numbering system was too complicatd so we simplified.
If you grabbed the forum prerelease, it's outdated. Grab this instead. Sorry for the inconvenience.

installer
http://www.ausgamers.com/files/details/html/18677
http://files.moddb.com/566/
http://files.filefront.com/bg2_014/;4153345;;/fileinfo.html
http://www.benbanfield.com/hosted/trlr/bg2/bg2-0.14.exe (thanks StGeorge)
http://inquisitionmod.co.uk/files/bg2-0.14.exe (thanks gecko)
http://files1.dodflicks.net/bg2-0.14.exe (thanks travis)
http://games.internode.on.net/?page=fileli...iledetails=1619
*don't use unless you have to* http://www.bgmod.com/hosted/Tjoppen/bg2-0.14.exe
(more mirrors will come later)

zip
http://www.bgmod.com/hosted/Tjoppen/bg2-0.14.zip

source code
http://www.bgmod.com/hosted/Tjoppen/bg2-0.14-src.tar.bz2

changelog:
CODE

0.14 - 20050917
changed version naming scheme to something easier for people to remember/type
all new bullet physics - still experimental. use sv_simulatedbullets to activate
ragdolls are now removed on round restart
players no longer get to survive round restart if there aren't enough spawns
minor fixes to spectator mode
officers now have their own models
walk/run speeds are now dependant on class:
 loyalist/minute man      slow
 royal infantry/continental soldier    medium
 royal commander/continental officer    fast
admin helpers added.
 teams now autobalance
 class limits added(mp_limit_*)
 cvars to store team scores, if changed the real scores are too.(mp_americanscore/britishscore)
 mp_timeleft added, returns remaining time to map change.
 sv_restartround added, resets flags, scores and respawns all players.
added township
added bg_ambush
added bg_hill2
fixed missing language files
fixed snow in func_percipitation
added various map models
added new smoke material to replace CSS smoke nade one
voice commands look different to normal text and except for the warcry can only be seen by your team(but still heard by all)
updated and refined all player model skins
<mapname>.cfg now exec on mapchange. it is execed last, after listenserver.cfg
and last but definitely not least, fixed many, many exploits.


This post has been edited by Tjoppen: Sep 19 2005, 12:39 AM
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Cyris
post Sep 17 2005, 09:27 PM
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is this the same just with a different name?
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tomdon
post Sep 17 2005, 09:29 PM
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No its not.
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king420
post Sep 17 2005, 10:28 PM
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IS THIS THE REAL V014??? w00t.gif w00t.gif
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Monkwarrior
post Sep 17 2005, 10:32 PM
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Congrats lads, marvelous work.
I know how much work it is so thanks for this great new version.
The DonD clan is happy with such an active team.

W'll see each other on the battlefield then grin.gif

Cheers, Monk.
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A Yankee Rebel B...
post Sep 18 2005, 02:01 AM
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I just played a round of it, and I must say, the new skins looks very well done, except for the officer, he still looks like he is made of play-doh (no offense.)

And I think I caught sight of miniballs flying through the air, does this have to do with simulated bullet physics?
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David123
post Sep 18 2005, 06:10 AM
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Wow those skins look amazing and i like how the new maps are very detailed. None of the servers switched over yet so i created my own with bots unhappy.gif

Very nice job i love it smiling.gif smiling.gif smiling.gif
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travis
post Sep 18 2005, 09:51 AM
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Another mirror courtesy of internode

http://games.internode.on.net/?page=fileli...iledetails=1619


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cretorguy of some maps like ambush n maricopa n stuff like that
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Tjoppen
post Sep 18 2005, 11:48 AM
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Ah, great. I'll add it to my post.

QUOTE(A Yankee Rebel Bastard @ Sep 18 2005, 02:01 AM)
...
And I think I caught sight of miniballs flying through the air, does this have to do with simulated bullet physics?
[snapback]11167[/snapback]


Yes. They are actual bullets that move at 254 m/s.
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jackx
post Sep 18 2005, 12:11 PM
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Can't you do a hitscan weapon that simulates the ballistics?

This wouldn't only eliminate the lag problem, but also allow for more realistic values.


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there shall be... no peace
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Monkwarrior
post Sep 18 2005, 12:34 PM
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The mirror from the DonD-clan:
version 0.14

Monk.
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tomdon
post Sep 18 2005, 12:49 PM
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QUOTE(Monkwarrior @ Sep 18 2005, 12:34 PM)
The mirror from the DonD-clan:
version 0.14

Monk.
[snapback]11194[/snapback]



Do you mind me posting this mirror with the others, on some big news sites? It might use a lot of bandwidth so its up to you.
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Tjoppen
post Sep 18 2005, 12:55 PM
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QUOTE(jackx @ Sep 18 2005, 12:11 PM)
Can't you do a hitscan weapon that simulates the ballistics?

This wouldn't only eliminate the lag problem, but also allow for more realistic values.
[snapback]11192[/snapback]


I've considered that. It should be possible. Major problem would be to get the tracers to fly along the same path. But that's just chrome anyway.
The bullets would hit immediately aswell. Although, they are moving rather fast as it is. You can barely see them. So maybe it wouldn't matter. We shall see.

This post has been edited by Tjoppen: Sep 18 2005, 12:57 PM
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Monkwarrior
post Sep 18 2005, 12:59 PM
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QUOTE(tomdon @ Sep 18 2005, 02:49 PM)
QUOTE(Monkwarrior @ Sep 18 2005, 12:34 PM)
The mirror from the DonD-clan:
version 0.14

Monk.
[snapback]11194[/snapback]



Do you mind me posting this mirror with the others, on some big news sites? It might use a lot of bandwidth so its up to you.
[snapback]11196[/snapback]



Our bandwidth is free, so we don't mind whistling.gif
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gRanTeLbArT
post Sep 18 2005, 12:59 PM
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is it possible to have these new bullets penetrate certain material types (with reduced damage)?

[http://forums.bgmod.com/index.php?showtopic=834]

This post has been edited by gRanTeLbArT: Sep 18 2005, 01:02 PM


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jackx
post Sep 18 2005, 01:29 PM
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The only thing they should perhaps penetrate is cloth, perhaps... soft, round, lead balls don't penetrate all that well...


and that's good news, Tjoppen :)


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

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caouecs
post Sep 18 2005, 03:04 PM
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Hi,
and for french, by Vossey.com

Thanks of this new version


Caouecs
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tomdon
post Sep 18 2005, 03:12 PM
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Thanks for the mirror, I will update moddb news post with it.
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gRanTeLbArT
post Sep 18 2005, 03:15 PM
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QUOTE(jackx @ Sep 18 2005, 02:29 PM)
The only thing they should perhaps penetrate is cloth, perhaps... soft, round, lead balls don't penetrate all that well...


and that's good news, Tjoppen smile.gif
[snapback]11204[/snapback]



what would happen in the case they dont penetrate cloth? would they bounce off or would they be stopped completely?


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TinEastwood
post Sep 18 2005, 03:23 PM
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Mirror to exe and zip file

BftC
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jackx
post Sep 18 2005, 03:59 PM
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[ot]They'd bounce off, and depending on the distance at which you were hit, you'd be left with a bruise of varying nastiness... and yes, this was quite common if you happened to be a bit behind the battle line, Frederick II. managed to get himself knocked off his horse that way, for example...[/ot]


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

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treestuffer
post Sep 18 2005, 06:03 PM
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QUOTE(A Yankee Rebel Bastard @ Sep 17 2005, 08:01 PM)
And I think I caught sight of miniballs flying through the air, does this have to do with simulated bullet physics?
[snapback]11167[/snapback]



I didn't realise that there was a time warp that went from the American Civil War to the American Revolutionary War.
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Flask
post Sep 18 2005, 06:30 PM
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Possible Bug: There is an oddity in bg_ambush that becomes apparent with many players. Propelled by physics, players can be hurtled into the air, -land- on the overhanging cliffs in bg_ambush and safely kill players from above. I've been told by players that if you walk between tree models that are too close to the cliffs, you can teleport upwards. I'm not sure if I believe this last rumor. There's probably just a simple way to climb up. At any rate, the cliff overhangs are being exploited. Perhaps clip off those areas for the next release? :wink:

About five players on my server right now are on top of those cliffs in bg_ambush and are having a blast. :happy:

This post has been edited by Flask: Sep 18 2005, 06:45 PM
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treestuffer
post Sep 18 2005, 06:53 PM
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I have some screens, I'll get them resized and uploaded.

http://www.cojawfee.com/pictures/BGS/ambush_exploits/

#1: This is me flying across the map to the cliffs. Note: I started out by that big rock in the top center.
#2: This is another british soldier and I going to the American spawn area.
#3: This is me firing into onlookers below.
#4: I was knocked off the cliff shown by the guy standing on the cliff.
#5: This is me standing on the tree shown in image 6. As you can see, this gives the British an advantage (I didn't exploit this, I only took a picture. Plus I was being shot at).
#6: This is me after being shot from the rock in the top center. I am posting this to show you which tree I am standing on in image 5. I circled where I was standing.

This post has been edited by treestuffer: Sep 18 2005, 07:08 PM
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A Yankee Rebel B...
post Sep 18 2005, 08:03 PM
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I have also noticed this, it may be a bug with the simulated bullets. Not only on ambush, though. If you shoot the ground below a player at the right angle they can get launched (for lack of better word.)
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