| 
		
	
	
	
		
	Posts: 586Threads: 24
 Joined: Jun 2010
 
	
		
		
		07 Feb 11, 11:27PM 
(This post was last modified: 08 Feb 11, 06:26PM by flowtron.)
		
	 
		We need to get some heavy-duty testing going with our current state of development.  
The new weapon-balance and -code has to be observed under near-to realistic conditions - meaning more than two to four developers only ;-)
 
* Mac Installer  [MD5: ff22e00b5fe9524395d1ec4699d3c117] - 51 MB 
* Windows ZIP  [MD5: db7755b22b42a336074e5e2f59f53d0d] - 50.21 MB 
* Linux Binaries in tar.bz2  [MD5: d0b11c167666423de83e7299a797822c] - 1.89 MB
 
For Mac there's the usual full-installer, for Windows & Linux just get the ZIP, unpack it and play from there (don't overwrite an old installation or anything!). If you can't manage to make the linux binaries executable from the ZIP (hint: chmod +x) there's also a tar.bz2 of just the linux binaries, which is better than the ZIP for you, since it keeps the executable bit intact - so just get that too and overwrite the files from the ZIP with it. 
There are a number of SVN servers already running, so you can test-play when you like, but also feel free to test out hosting your own servers with the binaries provided. 
 
The weekend will be the time I guess most testing will occur, it will also be the end of the beta-testing phase (unless it needs to be extended). After that we will continue with some more minor adjustments - assuming no bug-fixing is required (haha, as if) - and should then be ready to release in the near future.
 
Please leave your comments to this beta-test here; especially bug-reports should try to contain as much information as possible so we can reproduce the bug, find the cause and fix it. Thank you, in advance, to all who help contribute to improve the game for all players!
	
		
	 
	
	
	
		
	Posts: 1,823Threads: 20
 Joined: Jun 2010
 
	
	
		All stop whine and go play.
	 
		
	 
	
	
	
		
	Posts: 2,841Threads: 44
 Joined: Jun 2010
 
	
	
		Finally a mac version to test 1.1.0.5! Cheers!
	 
		
	 
	
	
	
		
	Posts: 241Threads: 3
 Joined: Jun 2010
 
	
	
		It's good that you go this way of distribution. But I thought more balance changes would be implemented before doing this.
	 
		
	 
	
	
	
		
	Posts: 3,462Threads: 72
 Joined: Jun 2010
 
	
	
		In terms of balance, I think the shotgun needs to be beefed up a little bit, and SMG has a noticeable difference.
	 
		
	 
	
	
	
		
	Posts: 15Threads: 2
 Joined: Jul 2010
 
	
	
		Is there a Windows version for testing ?
	 
		
	 
	
	
	
		
	Posts: 1,718Threads: 169
 Joined: Jun 2010
 
	
		
		
		08 Feb 11, 10:36AM 
(This post was last modified: 08 Feb 11, 10:41AM by MykeGregory.)
		
	 
		not yet Killight  Quote:"Shortly this post will contain (more) links to filesharing hosts...that can be used by both Windows players and those on linux"  -Flowtron 
betas are allways sweet!
 
how would you go about releasing a version where you dont have to uninstall the old one then reinstal the new one?
	
		
	 
	
	
	
		
	Posts: 751Threads: 14
 Joined: Jun 2010
 
	
	
	
		
	Posts: 586Threads: 24
 Joined: Jun 2010
 
	
	
		Okay, we've just updated the linux binaries and provided the appropriate packages - get the links from the #1-Post . Hopefully this all works smoothly for you brave & anxious beta-testers - your efforts are greatly appreciated by the dev-team and your feedback and it's impact on the next release will surely get you honoured by those that waited. (in theory)
	
		
	 
	
	
	
		
	Posts: 250Threads: 8
 Joined: Jun 2010
 
	
		
		
		08 Feb 11, 07:19PM 
(This post was last modified: 08 Feb 11, 07:33PM by Apollo{TyD}.)
		
	 
		Can't say much cause no other players have been online.  
Three things: 
a) 
The following bug which has been reported multiple times is still unfixed:
http://sourceforge.net/tracker/?func=det...tid=697089 
b) 
Gamma settings aren't re-executed when switching from window to full screen mode. Also already saved gamma setting (eg 190) aren't executed on the game start. You have always to use /gamma NN to solve this.
 
c) 
On my resolution (1280x1024) the blue and red flag icons at the bottom are overlapping the info about the nr of grenades (happens also in 1.1.0.4)
	
		
	 
	
	
	
		
	Posts: 148Threads: 4
 Joined: Jun 2010
 
	
	
		If I just update to the latest SVN version, will that be the same?
	 
		
	 
	
	
	
		
	Posts: 354Threads: 19
 Joined: Jun 2010
 
	
	
	
		
	Posts: 250Threads: 8
 Joined: Jun 2010
 
	
	
		One more:
 d) sound settings
 When you set the slider to "voice com off" this setting won't be saved. On the next start it's on again.
 
		
	 
	
	
	
		
	Posts: 865Threads: 35
 Joined: Dec 2010
 
	
	
		I noticed that sniper bullet trails are still continuing through people. I heard something about this earlier, is it meant to be like that?
	 
		
	 
	
	
	
		
	Posts: 840Threads: 10
 Joined: Jun 2010
 
	
	
		 (08 Feb 11, 01:24AM)|BC|Wolf Wrote:  Finally a mac version to test 1.1.0.5! Cheers! 
		
	 
	
	
			CyberKlown28 Unregistered
 
 
		
 
	 
	
	
		Can't get it working .-.'
	 
		
	 
	
	
	
		
	Posts: 586Threads: 24
 Joined: Jun 2010
 
	
	
		Apollo: The a)-bug was assigned to RK, but it's a source-issue - I've fixed it, but it won't be committed until after the CodeFreeze has been lifted (read: next week). The b)-bug doesn't occur for me, it works fine toggling fullscreen and keeping gamma, even across restarts of the engine - the code is in place too, do you maybe get any SDL-error-output? The c)-bug is a pain, I know, I've been contemplating a relief for it - but it'll have to wait a while - ATM it's recommended to play at 4:3 resolutions, sorry. The d)-bug was just an oversight (I bet) - I've made the pertinent variable persistent - so that's fixed too (next week).
 Lantry: basically yes, it's the way it's been since forever - but I guess, since it's most probably an easy fix I can get onto making the trail shorter.
 
 CyberKlown28: too bad; just like you not giving any hint as to what is the problem.
 
		
	 
	
	
	
		
	Posts: 638Threads: 10
 Joined: Jun 2010
 
	
		
		
		09 Feb 11, 12:21PM 
(This post was last modified: 09 Feb 11, 12:21PM by Mr.Floppy.)
		
	 
		I couldn't really test the current state, but though I'd like to ask wether the "empty clip sound" - bug is fixed with the new issue? It's pretty much like it used to be with the health pickup-sound, which was audible to all players (edit: at full volume).
	 
		
	 
	
	
	
		
	Posts: 1,718Threads: 169
 Joined: Jun 2010
 
	
	
		 (09 Feb 11, 04:33AM)Lantry Wrote:  I noticed that sniper bullet trails are still continuing through people. 
Does it continue to do damage once its hit someone? Halo style?
	 
		
	 
	
	
	
		
	Posts: 250Threads: 8
 Joined: Jun 2010
 
	
	
		@flowtron: no SDL-error message :|
	 
		
	 
	
	
	
		
	Posts: 865Threads: 35
 Joined: Dec 2010
 
	
	
		 (09 Feb 11, 12:39PM)MykeGregory Wrote:  Does it continue to do damage once its hit someone? Halo style? 
I dont think so, but i haven't really tested that.
	 
		
	 
	
	
	
		
	Posts: 250Threads: 8
 Joined: Jun 2010
 
	
	
		My comment on the weapons:http://forum.cubers.net/thread-2074-post...l#pid36758 
Is there anything else we should look over?  
Is there a changelist somewhere?
	
		
	 
	
	
	
		
	Posts: 840Threads: 10
 Joined: Jun 2010
 
	
	
	
		
	Posts: 67Threads: 2
 Joined: Nov 2010
 
	
	
	
		
	Posts: 534Threads: 10
 Joined: Oct 2010
 
	
	
		Hmm...personally, I'm fine with all the weapons. Except for the shotgun and the sniper + pistol combo.
 1. I feel that the shotgun has lost its power, and like what RR said, it needs to be beefed up a bit.
 
 2. Sniper + pistol combo = 1 shot with sniper, then 1 shot with pistol on an unarmoured opponent. Isn't that a bit overpowering?
 
		
	 
	
	
	
		
	Posts: 138Threads: 2
 Joined: Jul 2010
 
	
		
		
		10 Feb 11, 11:21AM 
(This post was last modified: 10 Feb 11, 11:24AM by Syntax.)
		
	 
		 (10 Feb 11, 10:33AM)Fate Wrote:  Hmm...personally, I'm fine with all the weapons. Except for the shotgun and the sniper + pistol combo.
 1. I feel that the shotgun has lost its power, and like what RR said, it needs to be beefed up a bit.
 Yep. You're going to get slaughtered with the shotgun out there.
 Quote:2. Sniper + pistol combo = 1 shot with sniper, then 1 shot with pistol on an unarmoured opponent. Isn't that a bit overpowering? 
Nope...
	 
		
	 
	
	
		just fine that Sniper + pistol Combo.
	 
		
	 
	
	
	
		
	Posts: 28Threads: 2
 Joined: Jun 2010
 
	
	
		Shotgun is weaker... What made it strong before was the damage it inflicted and the possibility of instant kill at close range. Maybe you could compensate for the "weakening" by reducing the lag between two consecutive shots. That would be great. Now if you just injure someone or miss him with your first shot, you have to dance around stupidly waiting for the possibility to fire your next shot, while your opponent has ample time to mow you down. I'd love a faster shotgun.
 
		
	 
	
	
	
		
	Posts: 751Threads: 14
 Joined: Jun 2010
 
	
	
		 (10 Feb 11, 11:21AM)Syntax Wrote:  Quote:2. Sniper + pistol combo = 1 shot with sniper, then 1 shot with pistol on an unarmoured opponent. Isn't that a bit overpowering?Nope... 
I personally think it is, the sniper pistol combo is perfect atm and I think other experienced players agree with me there.
	 
		
	 
	
	
	
		
	Posts: 2,136Threads: 50
 Joined: Jun 2010
 
	
	
		I had a quick chat with Robtics, to clear up whether he meant perfect ATM, in 1.1.0.4, or perfect ATM, in the beta release. He confirmed what I thought - perfect in the current release and overpowered in beta.We also agreed that this overpowered-ness would only apply in pub games where armour becomes more sparse. In matches players should be armouring up, controlling armour, and using better tactics to avoid dying so quickly. This leaves the dire situation of crowded pubs having good sniper players dominating, just as in 1.0.4. A possible solution would be to decrease the spawn time for armour as player numbers increase, just as with health, ammo and nades.
 
		
	 |