rivalspecies.com => Rival Species - News => Topic started by: Bahl on April 30, 2007, 10:27:58 PM

Title: Prerelease of Rival Species Alpha 1260 (update39)
Post by: Bahl on April 30, 2007, 10:27:58 PM
The next Rival Species Beta is getting into sight! Since the Tester Team has somewhat dwindled in numbers, I need You to test the new version and give feedback for its balancing and debugging!

So join the public Tester Team, increase its numbers and get cracking at this new Alpha version:

http://www.banntal.de/rivalspecies.com/files/rspecies_1260_u3_full.zip

simply download the file, copy it to Your Half-Life 1 folder and extract it with the directory structure in place. You should have a new modfolder called rspecies_test afterwards and a new entry in your steam games after a restart of steam.

+++ update +++

By now we have a patch for the current alpha running on the server:

http://www.banntal.de/rivalspecies.com/files/rspecies_1260_u3_to_1260_u39.zip

It fixes quite some bugs concerning performance. I hope with this fix, the version gains a lot in playability.

I have started a 24/7 dedicated linux server with this version, so you can fully test the multiplayer game. Have fun, and be prepared for the bugs and imbalances!

Report any of those on our new Forum:
http://www.banntal.de/common/smf/index.php?theme=8;action=collapse;c=3;sa=collapsebut
Title: Re: Prerelease of Rival Species Alpha 1260 (update3)
Post by: Bahl on May 06, 2007, 02:26:36 PM
thanx for the report :-). i shall see what i can do about this.
Title: Re: Prerelease of Rival Species Alpha 1260 (update3)
Post by: Bahl on May 06, 2007, 07:41:44 PM
well, i fixed a timing bug that most likely caused the weapon not firing and buttons not working. however, to fix the occosional client crash, that you report, i need a file from you. its called *.mdmp in your halflife folder. can you send it my way please?
Title: Re: Prerelease of Rival Species Alpha 1260 (update3)
Post by: Bahl on May 11, 2007, 06:50:07 AM
atm, it seems to be like that. i plan to release a newsletter, to inform the rest of the community about this public alpha. Originally i wanted to fix both the client crash and the weapon not firing bug. but it seems like its necessary to release a fix for the weapon not firing alone and then immediatly write the letter.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on May 12, 2007, 07:23:49 AM
thanx :-) and well, what  I saw, when trying to verify what you said was:

- you can use weapons (yay :-D)
- you can use buttons (which one were you not able to use?)
- the timer is completely gone into negative values (boo!)
- the necron weapons had such a fast recharge, that you could think it had unlimited ammo (bug)

okay, ive fixed the mentioned stuff above (the fix will be released with the next patch)... got anything else?
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on May 12, 2007, 04:09:40 PM
yeah, the wraith can fly with their special move.

as a necron leader, you should see the leader menu (which looks similar to the class menu).
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on May 15, 2007, 09:28:06 AM
well, from the latest tests, im able to identify 3 bugs:

- the classmenu buggers up when selecting necron tombspider first on platform, then via teammenu scrolling over blacktemplars higher classes.
+++ update: i was able to fix that in an internal alpha. +++
- as well the soundmanager buggers up in the above situation (after selecting a lower class, if you manage to avoid scrolling over higher class buttons.)
+++ see above! now only the map bug and we have a new alpha ready for release. +++
- the necrons dont win the map, when capturing the artefact. (the round doesnt end.)
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on May 16, 2007, 11:49:06 AM
ok, the bugs i remmebered are fixed. a new update has been released, you can find it in the modified news post.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on May 24, 2007, 02:49:59 PM
okay, i have released a new update (u6) for this version. fixes quite some stuff:
- the bug where the server was 'hanging' in a waiting state
- part of the view bobbing problem for the spectators (they are stil responsive to the ground.. weird phaenomenon)
- adds class images to the menues
- some other stuff i dont remember
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on May 25, 2007, 07:51:29 AM
yeah :-).
what i remember from yesterday:
- the hud chat is a bit weird (cuts off numbers and has a huge distance)
- we had quite some lag due to an attack maybe thats the reason why your client didnt get updated properly.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on May 25, 2007, 11:21:48 PM
oh, i do remember your name :-). youre welcome ^^. feel free to enlist on the thread for alpha tester registration for the Source alpha.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on May 26, 2007, 07:54:00 PM
heh, thanx for the report! could you explain the melee bug a bit more? i dont remember the old demonsword bug.
pressing n or m to get loads points is just a leftover developement command. (not really a bug)
the wraiths are supposed to fly. ill see what is about their energy not draining.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on May 27, 2007, 11:09:31 PM
thanx a bunch guys :-). tonite im releasing a new internal RSS alpha, so ill e able to care for al these bugs during the week and do a new RS1 alpha afterwards ^^.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on May 28, 2007, 08:09:41 AM
well, im up for it :-). we can settle a time at any evening this week. i suggest it being rather late, so that Michael can join us too (he must be from rather far away, since he is always online late.) howabout tuesday night at 22 MET?
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on May 29, 2007, 09:20:57 AM
ooookay, let my clarify a few things:
- i switched the server from platform to canyon in the hope to bring you a tau vs IG map.
- the curertnly released version of canyon does however bring you IW vs BT (thats the old setup).
- obviously, your clients didnt recognize the shutdown and startup and messed up.
- if such occurrs, please quit hl1 alltogether and restart the game.
- because anything that happens after a client messes up looks like a whole LOAD of bugs but it isnt.
- its really just that the client messed up at some point and what we need to do is avoid exactly that.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on May 31, 2007, 09:19:34 AM
btw, ive restartet the server on fortress, to make for a little change :-).
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on May 31, 2007, 09:04:26 PM
maybe you want to wait a little while, im close to releasing annew version, which is hopefully much improved.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on May 31, 2007, 09:39:54 PM
okido, im taking down the server now. im in the proess of releasing a new alpha.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on May 31, 2007, 09:49:49 PM
all right, new version is relased as update (as usual ;-)). you an find the link in the modified news.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on June 01, 2007, 08:26:10 AM
welcome back then :-). and dont forget to post the bugs, gell michael65? ;-).
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on June 01, 2007, 10:37:52 PM
i was recompiling rs_dc_canyon for tau vs IG. apart from that, we wont see IG so easily. it might appear on another map when we get this alpha stale, the newsletter out and a certain mapper back in ;-).
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on June 02, 2007, 07:32:02 AM
the ones youre best motivated to do, clearly! i guess you are motivated to do IG ;-). their counterparts are eldar, tau and orks. the other races are a bit too tough to counter them.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on June 02, 2007, 10:20:49 PM
wow, yeah thats definitively a bug :-), thanx for reporting!

AND zenarion: WOW! triple times ^^. the psyker looks great!
you easily surpassed my expectations!
oh, how i love this world ^^.

well, for his abilities, i dont know yet, feel free to make suggestions. maybe he could get osmething new that we didnt have so far ^^. a heal seems obvious to me, but we could additionally impleemnt an ability of your imagination to celebarate this model :-).
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Prok on June 03, 2007, 03:00:06 AM
Hey Bahl, don't know if you remember me, but I just thought I'd check in and see how things are.  The mod seems like it's going very well so far.
Anyway, I downloaded the latest alpha and did some playing around on my own (just on a LAN server I created).

DONE: The hands for the Eldar shuriken pistol (I tried the Dire Avenger class) are pointing downwards.
DONE: Stamina recharge seems to be very, very fast (I'm not sure if it's a bug, but I'm hoping it is- I thought one of the great things about the game was the lack of idiotic bunny hopping and focus on realistic movement and being careful).
CANT: Maybe it's just me, but the "switch firemode" function hasn't worked in the last few alphas, including this one.  I set the function to the "f" key, so maybe that's the problem?
++ works perfectly for me. its at G by default, while F is use by default. ++

DONE: The hands for the Eldar grenade are a bit too far out, so you can see into the arms.

BTW, the animation for the BT grenade throw seems to be working great  :)
DONE: The animation for the IW grenade throw seems to work too fast.

That's it for now.  I can't promise I'll be testing much or often, but I just thought I'd help out where I can.

-Prok
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on June 03, 2007, 06:23:21 AM
hey prok, yeah i remember you :-). and thanx for helping out, any help is welcome ^^.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: darknar on June 03, 2007, 06:33:07 PM
hi bahl hows it going mate. just noticed the alpha and decided to dl and try it out. however for some reason i cant join  the server due to the map not being correct. should i just try installing it again or is there another file somewhere.

other than that. i will inform you if i find something that looks buggy to me :P
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on June 05, 2007, 11:01:32 AM
heh, well terrain advantage: itd have to be an advantage of te sort 'big mean gun' or 'airstrike' ;-).
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on June 11, 2007, 06:57:24 AM
well, i just fear that wont be enough to keep them from dying like flies.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on June 12, 2007, 07:05:32 AM
hehehe, well thats derailing :-) at its  best ^^ but its great to hear! i've been away from IRC a bit (real life), but yesterday night, i was able to get the basic weapon control and conversion process done. so next internal source alpha is due tonight and itll feature all the BT weapons (though with Postil behaviour). well, and ill build those necron textures :-).
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on June 14, 2007, 07:48:18 PM
well actually i managed to do that two days later ;-). anyhow, its done and as soon as you get access to the source alpha, theyll be available to you. if you want em earlier, i can send them your way.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on June 17, 2007, 03:59:00 PM
and well, ive released update 4 to this public alpha. some of you might have noticed already, because they couldnt connect anymore. we have a new update (rspecies_1260_u8) which fixes the bugs mentioned since update 7 and it also fixes the chat problems and improves the chat and death message look. have fun :-).
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on June 23, 2007, 06:50:46 AM
thanx :-). from the report i get, that were almost completely at balancing ^^. ill edit it a bit, to be able to fix the things and report the progress.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on June 24, 2007, 11:03:28 PM
funny, it sure is up. mightve been down for a short period (it restarts itself if it crashes after a while).
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on July 02, 2007, 08:27:15 AM
ive added yet another update (#9) to fix the problems mentioned by olimnuz :-).
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on July 03, 2007, 09:05:25 AM
yep definitively! and even more, one step closer to the newsletter ;-).

anyhow, i also already got the first bugs with it:

DONE the dread vehicle dies after one explosion

DONE the dread movement whobbles up and down clientside

btw, the alpha includes a new jetpack implementation.
it doesnt look different, but itll feel different. tell me what you think.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on July 06, 2007, 07:35:44 AM
thanx a lot :-). ill work on this today.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on July 15, 2007, 10:58:46 AM
well it wasnt exactly that day, but by now i actually have a new alpha for you :-).
i was able to fix about half the reported bugs. for the other ones, ill need more information and possibly a testing session.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on July 19, 2007, 07:19:09 AM
Im ready to join in on friday :-). ill be out over the weekend though, but friday would be good ^^.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on July 21, 2007, 07:10:09 AM
hehe, its ok :-). ill be there with a new version in a week ^^.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on July 30, 2007, 08:27:29 AM
hey, welcome an thanx for your input :-). well, you are corrext. the mappers just didnt care to create the missing minimap. as well the spectator spawning inside solid or out of place is a minor bug. thanx for mentioning!

im currently most interested in reactions to the jetpack. you cna find it with the assault marine on Black Templars for example. rs_ca_platform is a good map to test it with its high buildings and platforms.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on August 01, 2007, 09:38:50 AM
hmm, that weird witht he course, cause i can definitively change the course... funny. what do you mean by proper distance? you basicylly fly where you aim at (as witht he old version). it just has a lagged accelleration atht ehstart which might feel weird. ( i have to add proper accell code there.)

and well yes, you can reach a very far distance with it. that was the problem of the old implmentation. what to do? if i prolong the recharge time, so that you cant, then itll be very short jups where you cant reach the top of a building.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on August 07, 2007, 12:18:05 PM
i had troubles with that spawn over and over again. i wonder why it keeps breaking. well, itll be fixed, its rather easy to check on.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on August 14, 2007, 05:39:39 PM
thanx for the reports :-). ive been able to recode the jetpack to a state today that kind of satisfies me. im rther sure, itll still need tweaking, but the basic way of working should be better now.

well, we will see, once i fixed the rest of the bugs and balance thingies.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on August 17, 2007, 09:28:54 AM
wow, thank you very much! thats a really good report!
thankfully many of the things in it are just balancing.
in general you can say, that balancing 'bugs' dont cost much coding time (however much more testing time).
on the other hand, there are one or two really weird bugs (gordon and the center visual effect) that i will most likely not be able to fix so easily. with the gordon bug, that has a simple reason: it is unknown, how to directly reproduce it. if that would be known as in 'start up the game, join team A, disconnect and join team B' or something like this, then the bug would be as well as dead. so, we will need some patience and more testing ;-). with the balancing we will need it anyway, so please dont be discouraged, if the bug is still existing in the next patch.

i will write some clearifications and answers into your post as usual.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on September 07, 2007, 07:36:03 AM
sorry, I've been busy organising my thesis in sweden. I'm still there and i intend to build a patch. actually, you might have note edits in older posts of yours where i state my progress. anyhow, its quite a lot. yet I have good news too :-). Eltharyon has returned and is already helping with the mapping part. that means we get minimaps for many maps next patch.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on September 15, 2007, 06:42:14 PM
welcome back :-). I hope to be able to release a new alpha patch rather soon ^^. yeah yeah I know... but i cant be anymore precise about that. I'm still rather busy with dissolving my apartment and preparing for Sweden.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on September 19, 2007, 12:47:01 PM
and there we have it :-D. a new alpha version ^^.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on September 19, 2007, 07:35:54 PM
thanx, you too :-). im especially interested in feedback on my 'leader weapon' solution, which implemented for BT only.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on September 19, 2007, 09:48:12 PM
oh and yeah, I've settled an hour of beta testing with eltharyon ^^. we will be playing on the server on friday at 21:00 MET.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on September 21, 2007, 07:00:29 AM
sure, ill try that ^^. sadly, im no administrator there, so i cant post events.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on September 29, 2007, 09:03:33 PM
hmm, I've been doing a very little bit of solo testing to fight the spectator / gordon / roundrestart bug. it seems, as if the player that looks like gordon is actually on the spectator team, so didnt actually join a proper team during his initialisation. as well, it looks as if the spectator team is very full (253 members in my testcase).
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on September 29, 2007, 09:08:16 PM
DONE as well, it seems as if when having the problem, your actions on the menus are not recognized. changing the team, class or weaponset seems impossible.
in a different situation, when joining late in a started round (when you don't get enough points to spawn), the program seems to repick your stuff so that you can spawn properly.

DONE however, when issuing startround in that situation (which you can, as long as you are alone on the server), the client bails out with a crash.

DONE with each disconnect after getting stuck in gordon mode, the number of spectators seems to decrease.

DONE additionally, i had the situation, that the round ended by timer when getting me spawned correctly due to joining late in the round. in that situation, the client crashed just as if i had issued startround. (which makes sense, since it acts similar)
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on October 07, 2007, 09:40:10 AM
it does :-). i wonder if its still true... . atm im in sweden in a youth hostel and the conn speed dows not really support any testing.

DONE and the BT marine doesnt seem to be able to jump.

DONE as well the game seems to crash on time up  round restart, when the spectator problem has occurred.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on October 07, 2007, 11:52:00 PM
okej, we have a new version ^^. i hope to have fixed a good part of the gordon problem and so on... i cant really test if that is true.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Alhaus on October 15, 2007, 06:46:12 PM
Let me back in!!
I miss ya Bahly :( what files do i need to be all upto date? ;D
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on October 15, 2007, 08:06:57 PM
well, i guess youll have to miss me a little longer ;-). im still without a flat. but the things you need are all inside the first post of this thread!
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Alhaus on October 16, 2007, 05:27:01 PM
Ah thats good i got that then lol
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on October 17, 2007, 07:39:37 PM
hmm good :-). and, got something to report which looks like a bug?
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Alhaus on October 21, 2007, 10:22:21 PM
Hm, possably but im not sure if its my comp.

My sounds are playing fast and my first person animations are fast too. EG reloading my bolter is done at the speed of light. but it reloads normally with regards to being able to fire it.

DONE Couldn't jump as a marine **EDIT** OK i CAN jump with marine but not with the first spawn it seems :S

When your next in IRC Bahly i wanna have a test with ya :D
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on October 22, 2007, 06:03:33 PM
hey Al :-). you can most likely see me there and ale to test at 9:30 MET. (GMT+1 i think). if im there earlier during the week, then im not able to test, because im at the lab.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Alhaus on October 23, 2007, 05:48:42 PM
Ok, gives me a poke on the OX chan :)
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on October 28, 2007, 12:15:38 PM
DONE funny, your followbot is still persistent on the server... . that causes indefinite restart of rounds, as long as you are only one player on the server. votemap to a different map kicks the followbot.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Alhaus on October 28, 2007, 01:57:36 PM
DONE: Spawned with knife as BT but couldnt re-select it if i use the mouse wheel, yet can select it using the 1 key.
CANT: First person anims for me were playing fast and twitchy -Seems to just be me...odd
++ what abot the demo? ++
DONE: capping 1 flag ended the round, instead of needing to cap all the flags.
DONE: Necron warrior couldn't shoot
DONE: < Bahl > as IW marine, i cant choose my weapon number 3. my pistol is weapon number 4
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on November 04, 2007, 08:31:35 PM
all right, everything fixed, update available :-)
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Alhaus on November 08, 2007, 12:14:06 AM
CANT: Class menu said there was players when there wasnt.
++ no idea how this is reproducable! the value should be the same on all clients at least after a new player connects, even if its wrong for some reason. its a shared value. ++
DONE: Gauss flayers was  reloading to 99 then went to 90 when it was finished
DONE: When connecting to the server i was sometimes stuck at the end of the water fall and wouldn't spawn, even after getting the menus. Reconnecting worked.
++ added a new spectator class to each team. (will remove the spectator team too later on.) that class cost 0 points, so this should be fixed ig uess. ++
DONE: Chainsword idle sound was playing when chainsword wasnt out but the sound was 'broken'
++ i think this was after the player with the chainsword disconnected there, wasn'T it? ++
DONE: Cahinsword was attacking uber fast

Not sure about these bugs:

CANT: Got case when i couldnt see or hear the necron warrior weapon effects. Before that i was a flayed one then changed class to a warrior.
++ when i do that, i can perfectly see the effects. ++

DONE: Kept getting "connection errors" unknown cause. Also i got dumped back to my desktop a few times without an error message. Each time i was near the bridge though (coinsidence?)
One time when you got D/C i also got D/C when you reconnected.
++ tried to fix something.. dunno if its a solution... no diea how to properly reproduce this. ++
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on November 08, 2007, 12:16:15 AM
the last one has most likely been crashes, the connection problems most likely server crashes!
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on November 21, 2007, 09:19:58 PM
I'm working on that :-). it's not so easy to solve and might not be solved next time as well, but I'm trying my best! atm, I've fixed all mentioned bugs, but introduced changes to the menu system whcih currently mess up the game. (thus im still working on it.) the changes should also eliminiate yet another few reasons for the freeman bug. there might still be some left though.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on November 26, 2007, 11:52:02 AM
and there goes another one ^^. new update!

known bugs:

DONE: if you die within the first ten seconds, youre likely to eperience a nastily shortlived deathmenu. in that case, just hack 'deathmenu' in your console to bring it up again.

DONE: if you move the ladder, you get extremely fast

DONE: if you reconnect, you get into gordon mode
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 01, 2007, 02:21:17 PM
sooo there is a new update :-).

i hope there is a major reason gone for gordon.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 02, 2007, 11:07:06 PM
well, i've updated the update. i fixed two crash and timing errors, but the

BUG gordon bug is still there.

if you connect, spawn and then reconnect, it is rather likely to happen. not absolutely sure though. i have no clue what causes it.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 04, 2007, 02:33:07 PM
thanks for trying to connect to the server :-). atm it is not in a testable mode though. I'm working on a very serious bug, the so called 'gordon' bug. every damn second connect to a dedicated server, the player gets spawned as gordon freeman from half-life 1. this behavior is really weird, but it was systematic within 6 trials right now.

I will put the server in testable mode again, when Ive found a solution for this. until then, you will always get the 'different client.dll' error message.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 05, 2007, 12:03:05 AM
absolutely :-). i shall tell you as soon as i killed him ^^. so far, i found out, that it even acts in the same pattern, if you shut down the game after each disconnection. so it really is a serverside bug. each frigging damn second connect, you get a gordon.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 06, 2007, 03:30:34 PM
heureka, ive found a reason! at some point, serverside, a client object is created that is nonzero, but has a ad index. it later on gets a good index, but my metaengine doesnt recognize this change. and this happens every second connect. (for some weird reason, on every second connect, hl creates a client with number 0 .... WHY ever.)
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 08, 2007, 01:49:17 PM
well, while i sure have gordon cornered, im still in teh process of handing him the justice he deserves! By now I know more about the nature of the bug (found out by biting his tail). He actually really happens each second connect, because the game decides to re-allocate the CBasePlayer object after I've created the engine client object. (which leaves me with a 0 index in the CBasePlayer object and thus cant find the engine client object anymore and thus not being able to properly initialise the player later on.)
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 08, 2007, 03:54:53 PM
HAH! he is dead :-D . oh yeah baby.... what a hunt! new update ^^.

DONE: the menues get very fast as soonas two players are online

DONE: the round constantly restarts if one team consists only of spectators

DONE: calling the scoreboard kills any menu that is currently up and thus destroying the chain of events during the roundstart.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 09, 2007, 04:50:26 PM
okej, new update :-)
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 09, 2007, 06:11:03 PM
DONE: fast menus at roundend

DONE: no deathmenu after the time of the round ran out
++ that is actually correct because the time ran out and the rundstate changed. deathmenus are only supposed to be shown during ROUND_PLAY not later on. they would interfere with the normal menus. however these didnt show up! ++

CANT: end not detected from captured artefact (after running out of time though)
++ cant reproduce this bug in my system. i think this is due to time running out. the question is, why the hell does the game not end when the time is running up? usually it does but after a while that stops. maybe the general timer is reset after a while? ++

DONE: the necrons should get followbot

DONE: the BT should loose followbot

DONE: the necrons should be restricted to one resurrect.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 09, 2007, 10:21:08 PM
all right, lil bugs fixed and new version up ^^. enjoy :-D
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Alhaus on December 11, 2007, 08:07:24 PM
DONE: Killing specs on maps where there disabled crashes the server
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 13, 2007, 08:39:35 PM
DONE: Necrons still dont stand enough

KNOWN: the dreads fall slowly

KNOWN: weapon origin dont change on rocket when i crouch

KNOWN: plasma effect needs to be made smaller i think
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 14, 2007, 04:00:51 AM
all right, i was cutting short without fixing everything... had a veeeery long chat with a nice american guy.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 15, 2007, 12:03:58 AM
hey, ive updated the update. download it again please ^^
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 15, 2007, 03:58:51 PM
all right. i had a nice test with T today. seems to be pretty stable by now without major showstoppers.

quite some minor things though, lets see what condump says:

DONE: set sv_maxspeed 900 on server

DONE: use a switch to determine flying

DONE: copy assault values to wraith

DONE: make the strong cc units medium armor

DONE: display the state of resurrection in the menu

DONE: points dont get fully stored or recovered by engine file loading being buggered most likely

DONE: the message menu is not shown at endround

DONE: add more sparks to the bullet hits
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 16, 2007, 10:23:13 PM
all right, update 21 is released :-)
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 18, 2007, 02:42:36 PM
oh wow, welcome home kharn :-). and of course i remember you *g*. (especially for driving other players nuts with your skills and making them accuse you of cheating :-).) Well this is a VERY valuable feedback for me! even though a certain amount of it seems to be the result of one bug (you might be able to verify that at some point)

CANT: sometimes forunknown reasons so far, the game doesnt reset. the results are among others:
- entities are not rest
- the TIMER in the top hud is going into negative values (this might be directly connected to the reason for this bug)
- in general weird things start to happen.
- please try to find out, what you have to do, to get the game going into that negative timer mode. that information would certainly help a LOT.

++ guys, i need help on reproducing that! ++
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 23, 2007, 01:37:55 AM
alll right, new update available :-)
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Alhaus on December 23, 2007, 02:43:14 AM
DONE: Pics are wrong on the HUD (lower left corner ones)

WONT: Weapons have no recoil.
++ but they do have recoil... just with marines its too low to build up. ++

DONE: You can move around when the death menu is up after you die and if you dont choose respawn after it times out you can walk around (though as a corpse not a spec)

DONE: having a high score gives you negative points.

DONE: If you reload the iron warrior bolter flamer when it has no bolter ammo left but has flamer ammo left the gun goes to the middle of the screen

DONE: IW terminators dont get the autocannon (even when there a sergeant)

CANT: Some reason its possable to SOMETIMES capture the object in the tunnel on forgotten, but it dosnt end the round, you just loose the object.
++ i need the circumstances to reproduce it ++

DONE: IW dread hammer animation stops playing in first person if you manage to hit someone (or a wall)

DONE: Make weapons weaker.

KNOWN: The team menu needs a "cancel" button

DONE: Iron warriors marine sergeant doesnt get the same weapon options as the BT one (i meen no chainsword option etc)
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 23, 2007, 10:37:45 AM
KNOWN: avatar, me, actionstate, energy have a high message value

DONE: class sprites are out of sync

DONE: i could not see the text anyone wrote as spectator.

DONE: k gausscannon now seems to bee to heavy

DONE: gauss gun in geenral seems to be toohard now

DONE: make all weapons weaker! :P

DONE: i got a negative score from that kill

Zenarion: heres a suggestion. can the wraiths become transparent in flight?

KNOWN: stack overflow with close combat weapons
CL_PushPMStates called with pushed tack
CL_PopPMStates called without stack
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 23, 2007, 08:29:14 PM
new update :-D
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Alhaus on December 23, 2007, 09:10:02 PM
DONE: Dreads dont die when they fall off the world.

DONE: The dread has the wrong pic in the lower left corner

DONE: allow 2 jumps before running out of stamina

DONE: increase recoil for marines
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 26, 2007, 01:59:03 PM
all right, new version u24 is up ^^.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 26, 2007, 04:41:05 PM
DONE: at some point, the points were negative after hitting each other. from then on they continued to add up negatively while shooting each other too

KNOWN: the jetpacks still seem to be slow

DONE: the victory messages were bogus: when i died, my own team won due to extinction of the enemy team

DONE: sometimes the weapon sounds and effects are played from outdated positions

KNOWN: sometimes particles appear as red dots
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 28, 2007, 01:08:19 AM
awwight, we got new update ^^ (u25) have fun!
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 28, 2007, 11:08:38 PM
reports from todays first test sesssion:

DONE: bad icon for claws

DONE: high speeds for tombspider

DONE: I could get dreadnaight after playing 2 rounds *badly*

DONE: more clips for clipbased weapons

KNOWN: marines shooting from there groin

DONE: heal should be restricted to friendly units

DONE: i dindt die when my tombspider vehicle died

DONE: termis can swim

DONE: levelchange didnt seem to work

DONE: the destroyer assumed a crusifix pose when killed

DONE: the radar sprite at levelchange and in general the dynamically loaded sprites are crashy.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 29, 2007, 04:56:47 PM
well, if we test, then its most likely around 20:00 GMT. that means 6 o'clock in the morning for you... and it's not so very likely that we test at all these days. I guess you'll have to wait for the release and see to find some Australian fans. We had a few.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 30, 2007, 10:00:12 AM
well, at weekends, we can sometimes test at very different times... late in the night or in the morning.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 30, 2007, 06:21:11 PM
all right, we've got yet another new update ^^. i hope were getting to a state where i can release a new full version soon!
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 31, 2007, 06:26:08 PM
and yet another bug report... :

DONE: messages seem to get lost a lot with high ping. that affects ammo counters, shooting effects etc.

DONE: hitting with HeavyBolter seems hard. it seems like one needs to aim below.
++ i dont kow if i fixed that one, but the changes concerning recoil and spread seem grave, so we better wait and see. ++

DONE: the lascannon seems to have spread
++ should've less spread now. ++

DONE: the lascannon seems not to do much damage and takes ages to reload

DONE: still, sounds and effects of guns get played at the own position after the spawn of another player
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on January 01, 2008, 06:04:26 PM
and we've got a new update :-)

http://www.banntal.de/rivalspecies.com/files/rspecies_1260_u3_to_1260_u27.zip
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Alhaus on January 01, 2008, 07:25:43 PM
DONE: Capping all the flags dosn't trigger a round end
++ if you are alone, then that is true. if you are with a second player then capping the first one ends the round ++

KNOWN: Cant see weapons in first person view for the IW dread (you know how the end of the plasma cannon stick out a bit)

DONE: I can afford every class after one capture. capping a flag gave me an insane amount of lives. As a marine after each cap my lives changed thus: 5 > 24 > 103 > 416 >1671

DONE: Lives get reset at the end of each round

KNOWN: After a few caps i got a negative score on the scoreboard -93952.2

CANT: On Fortress i was spawning near the first wall where the 2nd flag is from the BT base.
++ im spawningon the wall ... ++

DONE: When you were shooting at me from a distance with the assault cannon your bullets were going sideways
++ do you have the screenshot of that? ++
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on January 02, 2008, 02:34:39 AM
DONE: and you can afford every class

DONE: i was trying to precache a few tenthousand sprites

DONE: as well i think  that map changing doesnt work because it alwazs changes tot he first map  in the file

DONE: and it doubles the siye of the mapfil on the clienside each start of the game

DONE: can you see teh map on the radar?

DONE: sometimes shooting effects go sideways when one cant see them on his own (thats a direct result)

KNOWN: shooting from my dead body until coming into sight

DONE: the wraith  is not silent, instead the flayed one is

KNOWN: termies skip
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on January 03, 2008, 02:19:02 PM
and another one :-)

http://www.banntal.de/rivalspecies.com/files/rspecies_1260_u3_to_1260_u28.zip
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on January 04, 2008, 12:43:30 PM
CANT: last used weapon isnt working
++ works perfectly for me (middle mouse button) ++

DONE: Grenades really do need re doing... you cant throw them right

QUESTION: how do you turn autoreload on?
++ Options -> Multiplayer -> Advanced. The default values will then get active (which is automelee and autoreload on). ++

KNOWN: roundend without proper restart
++ we need ore experience with it ++

DONE: points pinata several thousand points per hit

DONE: stuck at map origin... because we had another area active which was not allowed anyore

CANT: attacks dont get animated and audible and their ammo doesnt show: dreadnaught hammer, terminator stormbolter
++ i need more info on how to reproduce it ++

DONE: and i should really adjust the plasma particle config

DONE: the deathmenu spawn areas dont care for ownership

DONE: my plasma shot goes through you the grenade model for them is extremely small and has no hitbox

DONE: ive distributed my config. i guess i should disable givepoints

DONE: =][=Apo. Alhaus: your muzzelflash is in the wrong place and your shooting sideways again
Bahl: yeah .. well this shotting sideways is really weird...
Bahl: seems to hapen with fast weapons.. i dont know
=][=Apo. Alhaus: your not shooting sideways
=][=Apo. Alhaus: but your bullets are gongi sideways
=][=Apo. Alhaus you were actually hitting mwe
Bahl: yeah.. well your client doest get the correct angle..
Bahl: and i wonder why...
Bahl: maybe i can find a better solution for that problem

DONE: iw leader the pic shows a marine^^

DONE: the deathmenu also displays all the useless spawn locations that arent available..

KNOWN: there are dreads allowed here... (rs_ca_command)

DONE: add a CHARGEABLE for the powerbar to allow a weapon to power up to scale its damage
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on January 07, 2008, 02:16:03 PM
http://www.banntal.de/rivalspecies.com/files/rspecies_1260_u3_to_1260_u29.zip

new one :-D less buggage i hope ^^.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on January 09, 2008, 11:42:45 AM
thanx for the testing :-). i experienced a similar message serverside. there is a double delete somewhere in the code. (meaning a pointer already deleted gets deleted again.) i guess ill have to e more carefull and set pointers to zero after deleting. i fear it inside the priority queue for my new event management system. (which reduces serverload by eliminating object think functions. we ha d aprolem with that earlier with weapon thinks leading to server lagg.)
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on January 09, 2008, 11:30:26 PM
well, you may be right there... while it should be possible to avoid when being careful, such a situation can easily drive away newbies... .
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on January 11, 2008, 11:25:02 PM
new version!
http://www.banntal.de/rivalspecies.com/files/rspecies_1260_u3_to_1260_u30.zip
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on January 12, 2008, 01:43:51 PM
and here comes the bug report :-)

DONE: lascannon had no sound

DONE: lascannon had a long reload time

DONE: lascannon has a weird chargable behaviour

DONE: assaultcannn has a too short range

DONE: bike kill command is not killing the bike

DONE: grenades jump way too much

MODEL: warsmith arm is wrong textured

MODEL: warsmith UV map is a off on face

DONE: flamer particle is too much

MAP: rs_dc_canyon is wrong version

Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on January 12, 2008, 08:51:52 PM
http://www.banntal.de/rivalspecies.com/files/rspecies_1260_u3_to_1260_u31.zip

new alpha new luck ^^
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on January 12, 2008, 09:35:56 PM
DONE: with three or more ppl on platform, the ones on spectator team cant join any team except for the first two players.

MAP: join a test server a a regular marine or destroy, only got offered the flamer weapon set

DONE: flamer particle is back to front, should be smaller near the gun gitting bigger as it goes away, it appears as a small particle trailing larger ones

CANT: missing notification message at the cap point on destroy
++ i dont have the current map source and so i cant look up which entity it is. ++

DONE: crashed when I selected havoc leader class

CANT: Capping the object on platform crashed the server as a lonely bt terminator
++ cant reproduce it. ++

CANT: client crash when pressing a button on destroy
++ cant reproduce it. ++

MODEL: the heavy bolter is also lookign odd, the projectile travels at an angle to the way the gun sits

Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on January 26, 2008, 02:31:34 PM
new one available :-). the reason why i took a while: ive been cleaning up the code into a 3 layerd structure and incorporated a chunk of code form the hl1 weapons into the metaengine, which should ease the hl2 portage of the weapon effects.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on February 06, 2008, 09:35:34 PM
DONE: make it 2 jumps before running out of stamina

CANT: flamer and any other follow particles dont work
++ works for me right now. i had some changes in the area though, before this report came in. ++

CANT: votemap doesnt work
++ works for me right now.++

CANT: im getting no death menu
++ works for me right now. i NEED more information about under which cirumstances it appears! ++

DONE: veteran and leader have a very long lasting assault jump

KNOWN: power fist needs an own particle effect and glow model

KNOWN: termies are animated too slowly

CANT: the assault cannon option was not refused by menu, but by command while being no leader
++  shouldnt happen anymore, i changed the code since last version. ++

KNOWN: gametime ran out but mapchange didnt work, so the round got stuck in the middle of nowhere

Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on February 10, 2008, 01:00:07 PM
DONE: game seems to crash whenever I kill my own followbots.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on February 15, 2008, 11:18:30 PM
http://www.banntal.de/rivalspecies.com/files/rspecies_1260_u3_to_1260_u33.zip

new update :-)
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on February 18, 2008, 09:55:11 PM
DONE: it doesn't create corpses.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on March 02, 2008, 08:35:31 PM
http://www.banntal.de/rivalspecies.com/files/rspecies_1260_u3_to_1260_u34.zip

quite the most bugs fixed codewise at least. c'mon ppl, show me some love and test this bugger!
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on March 06, 2008, 01:38:30 PM
well, it's gonna be cool aready, if you just give it a try in a short lonerun
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on April 16, 2008, 10:34:31 AM
well that seems to aply for more and more people ^^. yet we are still debugging the metaengine for hl1. little progress for hl2 there... since im in terrible work overload these days.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on April 21, 2008, 10:10:12 PM
rather randomly stumbled. we have no manpower for organised bug hunting anymore. everything is currently on hold anyhow, except for eltharyon and his progress on mapping automation. i want to do a huge new full alpha release, but i need his result for that. otherwise im loaded with re-release of all our models (this time automatically generated and corrected to fix anim glitches and muzzleflashes). that automation process is part of our port to hl2, since we wouldnt want to do the bornig work of porting everything manually.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Alhaus on April 23, 2008, 10:45:58 PM
Im still here...
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on April 24, 2008, 10:25:28 AM
thats good to know Alhaus :-). Ad don't worry, there is no giving up for me... I am not on the channel these days because I'm working on my thesis, but ... I'll be back ^^.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on April 28, 2008, 10:02:14 AM
well, it is fixing the sources for our maps, standardizing them and writing the scripts to automatically build them from the sources without having to start worldcraft and specifiying different configurations and so on... . in the end, we hope to write some more scripts that work on the standards and make it possible to convert the whole content in one go.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on May 13, 2008, 09:40:32 AM
Hej Olimnuz :-). Great to read you! It's about the same issue with us... I have to finish my Master thesis and Eltharyon has his project deadlines at work. things will loosen up a bit by end of June I think :-).
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Alhaus on May 25, 2008, 05:21:15 PM
moo
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: lukasx2 on May 25, 2008, 06:32:57 PM
what do you mean when you say :with the directory structure in place.You should a new modfolder called rspecies_test afterwards and a new entry in your steam games after a restart of steam?sorry but my english is very bad.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on May 26, 2008, 11:57:10 AM
your english seems to be good, dont worry.

what i mean is several steps:

1.) make sure you have the directory structure in place
2.) look for a directory called rspecies_new
3.) restart steam
4.) look for a new entry in your games list in steam

if all of these steps are done and you found everything as described, then you're ready to play.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Fulgrim [fr] on August 05, 2008, 10:57:35 PM
Yop !
   
I would like to play the game online to see what it looks like! But no way to find a server!

I tried to join the group (steam) but no way to get there? I click on "join group" but nothing happens !  :-[ :-\

Help!  ;D

ps :    congratulations for the mod ! AWESOME !!!!  ;) "bravo bravo !"
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on August 22, 2008, 03:04:30 PM
thanx for teh reports guys :-). I'll take a a look at first reproducing, then hunting, then killing them ;-).
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on November 19, 2008, 02:26:06 PM
today is the tenth anniversary of half life ^^. hmmm I wonder how old this mod is y now... .
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Alhaus on November 21, 2008, 11:37:17 PM
When i joined RS i was about 14/15 so gotta be a good 7-8 years now.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on November 22, 2008, 01:20:30 AM
incredible :-). I think I was 22 when I started with the first steps (still on sealteam6). well, I fixed a little bug today, just to get me going again ^^.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on November 23, 2008, 10:41:52 AM
the fruits of yesterday: analyzed the bug reports and fixed two small bugs and a big performance problem! I think I fixed the cause of many troubles with the recent alpha version.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on November 24, 2008, 12:28:55 AM
hehe yes :-). yet, I had to face a drawback today. With the recent steam update, valve decided to switch to libc6 v2.7. And I can't support that on my linux server. Bah... well anyways, we have an untested new alpha version :-).
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on November 25, 2008, 01:01:56 AM
CANT with bikes, player  models are detached:
- looks like the model is not updating
- the position is bogus
- creates a crash after a rejoin
- happens when hitting the bridge on platform
++ cant reproduce it ++

CANT with Flayer:
- first person animations stopped playing when shooting the bridge
- they are fine again after a while
++ no idea how to reproduce it. just shooting the bridge doesnt do the trick ++

DONE looks like necrons right now are a bit superior:
- flayer is HORRIFICALLY overpowered ++ i kept the strong ++
- they are too fast ++ but made them slow ++

DONE the scoreboard isnt updating anymore
- it was working first..
- a player dropped about this time

CANT rockets are suddenly way below my aim

DONE veteran status not shown on the scoreboard
- not i ment to have a chainsword
- the scoreboard still thinks u loose chainsword after first spawn
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on November 27, 2008, 06:42:29 PM
all right, I fixed the jump pack for the next alpha. now it has 9 seconds wait between using up all energy and recharging. as well i tripled the energy cost for flying. We'll see how that turns out... .
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on November 28, 2008, 03:52:25 PM
and here it comes: teh new update :-)

http://www.banntal.de/rivalspecies.com/files/rspecies_1260_u3_to_1260_u36.zip
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on November 28, 2008, 10:36:47 PM
WONT the necrons need to be a bit tougher
Servitor: in general the basic necrons feels a little flimsy
Servitor: nah, dies easy vs basic marine
++ well, I guess thats because they're slow (and supposed to be). remembr they can resurrect and have more lives! ++

DONE
=][=Apo. Alhaus killed Bahl with Claws
=][=Apo. Alhaus: lol this class seems a bit uber
Bahl: maybe its indeed uber

DONE necrons
Bahl: tehy seem to need a bit mroe speed

WONT
=][=Apo. Alhaus: chainsword seems weaker than knife
++ please test that thoroughly. according to code, chainsword is 1.5 times of a knife. ++

DONE the terminator guns are too strong
=][=Apo. Alhaus: how tough are termies these days?
Bahl: right now the terminator is killing like a god though
=][=Apo. Alhaus: only against warriros

DONE spider too fast
=][=Apo. Alhaus: btw is the tomb spider ment to move tha fast?
=][=Apo. Alhaus: was gonna say if its ment to be a bike type thing then the destroyers would be better
=][=Apo. Alhaus: mega fast dread
ZO: holy shit thats a fast dreddie

CANT the points for livs are reset at roundstart
Bahl: the resetting points
++ it works on windows, but is a bug on linux due to underlying file system dependencies. I've added a debug line to see with the next alpha whats up. ++

DONE the energy sometimes doesnt recharge
Bahl: the not recharging BT flyer
Bahl: its just sometimes that the energy isnt recharging...
Bahl: has to do with my zero check

DONE the lava doesnt kill you for the metaengine
=][=Apo. Alhaus: the lava bug
=][=Apo. Alhaus: you die but dont die...
Bahl: hl dead but not rs dead

DONE the chainswords are available for non-sergeants
=][=Apo. Alhaus: btw Bahl am i a sergeant?
Bahl: nope u arent
=][=Apo. Alhaus: am i ment to have a chainsword then?
Bahl: nope
Bahl: itll say sergeant on the scoreboard
=][=Apo. Alhaus: says marine
Bahl: k clearly a bug hen

CANT sometimes animations stall
Servitor: its not working
Servitor: no animatosn are playing
Servitor: no i mean none at all
Bahl: i could never confirm such a bug
=][=Apo. Alhaus: ok now no anmations or sounds are playing
=][=Apo. Alhaus: and my ammo counter isnt going down
=][=Apo. Alhaus: i have no idea how much ammo i have
Bahl: thw roundstate is fucked ight now
Bahl: were way into negative roundtime
Bahl: i buggered out of my classmenu somehow
Bahl: then reentered it bycommand
Bahl: and now the round never ends
++ i think this may have to do with a buggered roundstate. still need more info ++

DONE somehow the menue sometimes allows non-affordable classes (point bug?)
=][=Apo. Alhaus: thats what happens when i take a forbidden class
Bahl: feel free to take an affordable one
=][=Apo. Alhaus: i would if it gave me the menu...
=][=Apo. Alhaus: if i do class menu in the consol i can afford the propper stuff
Bahl: class u cant afford
Bahl: another bug

DONE the scarab is imprevious to lava
Bahl: ur a spectator
=][=Apo. Alhaus: im impervious to lava like this

CANT
Bahl: my recoil isnt resetting
++ I think this is maybe related to the roundstate as well. its not reproducable at least. ++

CANT
=][=Apo. Alhaus: cant see anyone on scoreboard
++ ive added a debug line to see next time what happened ++

CANT votemap doesnt work anymore
Bahl: feel free to votemap
=][=Apo. Alhaus: that wok?
Bahl: nope
Bahl: needs a menu as well i think
Bahl: i know it worked int eh alst version though
++ i think its buggered beause of the file system problem. I've implemented a simpler feature called votenextmap. that basically advances to the next map in the mapcycle if 50% agree. depends on the same stuff as votemap but easier to test. ++

CANT gunfire misplaced
=][=Apo. Alhaus: i can see it over here
Bahl: i think its because valves visible areas are buggered
Bahl: they dont ely on them but i changed the code to rely on them
Bahl: and ha to find out its not reliable now..
Bahl: too bad
++ I skimmed my code and my assumptions are wrong. I take the information for the attack origin directly from the physics code and transferr it. there is hardly a way to make this fail. thus i need more information on how to reproduce this to find out about the special circumstances. for example I think the damage is done correctly but the effect may be played incorrectly visible to somebody shooting himself. do you ever hapen to not see your weapon effects? and if, what triggers that? ++

DONE the menues can be confused at roundstart
Bahl: i know how to fuck up the menus
Bahl: u hit continue on your first started up menu right after the round ahs restarted
Bahl: i have to disconnect to get out of the enu loop
=][=Apo. Alhaus: im getting no death menu
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on November 30, 2008, 09:15:48 PM
heh and comes a new one!

http://www.banntal.de/rivalspecies.com/files/rspecies_1260_u3_to_1260_u37.zip
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 07, 2008, 12:54:12 PM
well, and a new bug report:

DONE: shift the damage classes for melee
Bahl: made the claws weaker
Bahl: maybe too weak

UNKNOWN: desynchronized models after mapchange
Bahl: i pressed that new button on the deathmenu
=][=Vet.Srg.Korkonius: how come i see you in one on the middle of the outside plains?
Bahl: wel i see zou at zour spwn location
Bahl: i saw zou first somewehre else
Bahl: did u spawn as a driver at some point?
=][=Vet.Srg.Korkonius: i hear you walking and see you shooting but your standing still on top of  rock in the centre of the map
=][=Vet.Srg.Korkonius: no i didnt
Bahl: thats where i was when zou spawned
Bahl: since then your client hasnt been updating my position
=][=Vet.Srg.Korkonius: i accidentaly pressed spectate in the death menu, and then went to classmenu and changed to marine and spawned again
Bahl: and my client hasnt been updating zours
Bahl: ok that could be it
=][=Vet.Srg.Korkonius: spectate->marineclass->respawn
=][=Vet.Srg.Korkonius: thats what i think i did in the deathmenu
Bahl: lets leve teh hl client and restart the game
Bahl: but models are still out of sznc
=][=Vet.Srg.Korkonius:  saw tracers now
Bahl: i saw ur flames
Bahl: also at the correct positions
Bahl: which is good
=][=Vet.Srg.Korkonius: flames seem to be shooting from some point over my head though
Bahl: since it means my weapon effects are independant from this crap
Bahl: that depends on whee u aim
=][=Vet.Srg.Korkonius: now you are stuck where i first saw you
Bahl: ur model spawned where u where when i joined
Bahl: yeah sae here
Bahl: interesting
=][=Vet.Srg.Korkonius: and shurikens stick to your model :P
Bahl: ill make us go back to platform
=][=Vet.Srg.Korkonius: i see damage feedback consistet with armour hits

DONE: round doesnt end without players and
Bahl: there i am again
Bahl: now i used secret dev access to end the round amnually
Bahl: ill cause a mapchange
] deathmenu

MAP: the turret has wrong status at the beginning
++ this is due to the turret end sticking out into the walkable area. its a map bug. ++
=][=Vet.Srg.Korkonius: and something is wrong with the turret
=][=Vet.Srg.Korkonius: start to use it and move away, and it is still moving and you dont have any guns
Bahl: it seems correc tnow
Bahl: but it was wrong first
=][=Vet.Srg.Korkonius: no damage to me
Bahl: by shoots or hits it doesnt go below 56
=][=Vet.Srg.Korkonius: I cant throw nades now
Bahl: me neither
=][=Vet.Srg.Korkonius: my hp hasnt moved at all

DONE: reconnect crashes server
Bahl: ill reconnect
that crashed the server
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 20, 2008, 08:58:55 PM
DONE: I think i found teh reason for the recent model sync problem. when crashing the server and playing on a freshly restarted server and pressing 'vote next map' on deathmenu as soon as possible, i end on the next map. there, the thirdperson view animations stop playing and this so far was always in sync with the models not being updated. now after waiting for about a minute (the time i stayed on the first map before pressing 'vote next map') the animations play again! that is an exteemely important inforation.
Title: Re: Prerelease of Rival Species Alpha 1260 (update4)
Post by: Bahl on December 23, 2008, 11:30:12 PM
okej, another new one :-). fixed most of what was mentioned before. lets see if this'd be worth a beta?

http://www.banntal.de/rivalspecies.com/files/rspecies_1260_u3_to_1260_u38.zip
Title: Re: Prerelease of Rival Species Alpha 1260 (update38)
Post by: Bahl on December 25, 2008, 12:56:57 PM
DONE:
=][=Apo. Alhaus: 7 damage with a bolt pistol
DONE:
Bahl: hes trying to shoot me
Bahl: no he shoots the map center
=][=Apo. Alhaus: looks at you though
Bahl: dies properly thouhgh
DONE:
combat knife does around 9 while the chaonsword only around 16.
chainsword and bolt pistol should do more damage.
DONE:
any projectile weapon shoots off center
DONE:
the jetpack creates no smoke
Title: Re: Prerelease of Rival Species Alpha 1260 (update38)
Post by: Bahl on December 27, 2008, 09:36:32 PM
http://www.banntal.de/rivalspecies.com/files/rspecies_1260_u3_to_1260_u39.zip

fixed the aforementioned bugs ^^
Title: Re: Prerelease of Rival Species Alpha 1260 (update39)
Post by: Bahl on December 28, 2008, 01:08:03 PM
tell me when that is :-). ill be up for testing with ya! and typheron may be available as well.
Title: Re: Prerelease of Rival Species Alpha 1260 (update39)
Post by: Bahl on December 28, 2008, 04:43:56 PM
from a first test sessions:

DONE: ork standard gun shots one shot per minute
DONE: the destroyer (leader?) icon is the spider
DONE: the pistols should be less accurate
DONE: the settle message should be changed to a deploy message
DONE: the ork heavy guy should be able to shoot without settling
DONE: the flamer should do more damage
DONE: death animation stops after a second
DONE: duck origin for bolter and bolt_pistol and lasgun and shuriken gun is lower than the barrel
DONE: tracers and lasers seem to go 90 degrees from the player
NOTED: thawk should have ramps in the ork base to allow bike driving
CANT: robots are vulnerable only to their owner / own team
DONE: when a player spawns, the clientside effects and sonds play at random positions until he re-enters the visible area
Title: Re: Prerelease of Rival Species Alpha 1260 (update39)
Post by: sodapop on May 28, 2009, 09:07:42 PM
Look i get the rspecies update but instead of help me it let me more angry i can't play when i chose the team class and weapon it disconects i can't find servers and i can just play on the map platform and i can't chose the bike :'( plz try to help me
Title: Re: Prerelease of Rival Species Alpha 1260 (update39)
Post by: Bahl on May 31, 2009, 10:34:17 AM
thanx for the bug report! I'll look into this once I start developing for it again. Right now I#m quite occupied earning money and conquering the world ;-).
Title: Re: Prerelease of Rival Species Alpha 1260 (update39)
Post by: Bahl on May 31, 2009, 08:34:05 PM
the alpha is so buggy because it hasn't been tested like the beta. it was developed later and with less support from the fanbase. the differences are a lot of bug fixes, but also huge refactorings to make it fit to the hl2 version. but codebases use the same gamelogic library now and the way to that point was costly in terms of bugfreeness.