September Update - RC3 build ready, New Website

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September Update - RC3 build ready, New Website

Postby urinal-cake » Mon Sep 29, 2008 6:23 pm

One month ago, we expanded the Dystopia team to incorporate better aspects of our Support/IT Group. The Support/IT group is comprised of those who manage the databases, servers and statistics -- It's a full time job. However, a need for web developers was fast approaching. Please welcome Cin, long time Dystopia fan boy and play tester (he was here on the forums long before most, and he'll tell you all about it...) and cornix, longtime play tester who has already been in a support role as a testing coordinator. Cin has invaluable experience with HTML and CSS with strict W3C standards, and experience with web design, to generally make things very pretty and run fast. Cornix is a powerful asset, knowing the ins and outs of Javascript, AJAX, PHP and MySQL. These two combined make quite a force.

Evidence of this was published late last week, when both released a re-coded website to be faster and sleeker, and new and improved upgraded forums that run off of the latest PHPBB3. The outdated media gallery has received an update as well. There you can find media like concepts, previous build screenshots and a large amount of information regarding Dystopia and its origins. Copious amounts of effort and time were put into this by not just the web development support guys, but the entire Support/IT team. Take the time to thank cornix, Cin, Contre and mindstormmaster. They keep this website and its services running, and make the development team's lives much easier.

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On the development side, finally being able to get some breathing room after releasing 1.2 to Supporters, the team is hard at work again. Supporter testing has been a great help to the developers in getting positive feedback regarding weapons, levels, balance changes and much more. The atmosphere, as always, has been fun and energetic when playing the supporters. Hearing good things about what you have worked on for a very long time, is always a motivational booster.

We're taking everyone's opinion into account, and making the changes accordingly to help alleviate problems that are immediately being seen. It seems that the supporters are always hard at work to impress us with bugs and very constructive feedback to give about Dystopia, as the testers did only a few short months ago. However, testing has not always been this way. When working very, very hard it's important to take some time out to have fun with what you're doing, especially for the testers and developers. It is an easy chance to joke around and play silly. Take for instance when the new assemble laser had some trouble actually reaching its destination, and instead sinking through the level -- or when the tesla secondary became miniature balls of destruction. Oh fun!

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As you can see, play testing can be fun and full of surprises as well, when it's not serious and down to business. The play testers have worked very hard to make sure that builds for supporter testing go down as smooth as they have.

Speaking of supporter testing – we have completed our next milestone release, RC3. Release Candidate 3 for the supporters will include an old favorite, broadcast, and new additions and fixes to many of our maps. The update will resolve the issues with the new stats system we have had in the past, as well as fix many in-game issues and include improvements to the game. You can grab Release Candidate 3, by becoming a supporter. In the meantime, we'd like to show everyone a little bit of release candidate 3 is all about.

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Included is the version 1.2 changelog since version 1.1 to 1.2 Release Candidate 3.

RC3 1.1->1.2 Change Log:
  • Fixed some stat server connection issues
  • Fixed minor problems with "callvote kick" autocompletion
  • Fixed turrets not crediting deckers with kills
  • Stats page centers correctly on all resolutions
  • Optimizations for Injection
  • Split primary path for punks to last objective area in two
  • Fixed bug where energy regains while EMPed
  • Updated Assemble helpers
  • Included Broadcast
  • Updated Cybernetic and Injection


RC2 1.1->1.2 Change Log:
  • Map overlays updated for Injection, Silo and Assemble.
  • Sensitivity now scales when zoomed.
  • Fixed a crash when a player would leave after firing a rocket or a bolt from a boltgun. (#0001887)
  • Fixed a cause of dropped stats connection.
  • Fixed crash when callvoting while not in a server. (#0001906)


RC1 1.1->1.2 Change Log:
    Meatspace:
  • Turrets no longer get bugged into the wrong state
  • Cortex only explodes if enemies are in range; if friendly players are around it will create a small explosion with minimal damage; if no players are around, it will explode normally.
  • Fixed a bug where players could not fire boltgun secondary immediately after firing primary
  • Fixed a bug where if a player locked onto another player using Smartlocks, and then grabbed a ledge, the lock was lost
  • Fixed a bug where Smartlock pistols would stay locked on after death
  • Turrets are no longer distracted by players they cannot properly hit
  • Spider grenades, tesla balls, debris and explosions no longer go through forcefields
  • Spider grenade explodes with 1/5 of normal radius and damage if it is not yet deployed
  • Spider grenades are now destroyed if stuck inside things
  • Spider mines no longer get stuck in player's heads
  • Fixed an exploit where players could immediately capture objectives.
  • Fixed bug where mp_ceasefire didn't stop cortex explosions
  • You can no longer callvote balanceteams over and over with no delay
  • Fixed bug where launched grenades would disappear sometimes

    Buttons:
  • Fixed the "button bug" where buttons would intermittently just not work. Or at least it's incredibly rare now
  • Players can no longer press buttons through solid objects
  • Buttons now only activate once per use instead of once per frame while you hold the use key

    Spawning:
  • Fixed a common bug where players wouldn't spawn and needed to switch to spectator and back
  • Fixed bug where fast-loading players would spawn immediately on new maps
  • When a team loses any objective, they get quick spawns for 15 seconds so they can defend the next one.
  • Spawn times now slowly decrease for the attacking team if that team has not captured any objectives for a substantial amount of time
  • Players now spawn with full energy after balanceteams

    Movement:
  • Fixed legbooster network prediction errors. This should help with the perception of too-long katanas
  • Legboosters are now passive and always on. To charge a jump, tap sprint as you begin to hold down the jump button
  • Thrown grenades no longer block players as much
  • Fix bug with uncrouching while sprinting
  • Removed ability to walk in meatspace
  • Players have to be on the ground at least one frame between jumps

    UI:
  • Added spawn timer while alive</li>
  • Added many more ingame text helpers, and an option to turn them off
  • Added emotes by using "/me" at the beginning of a chat message
  • Changed scoreboard to show classes and implants dead players will have when they spawn
  • Spawning HUD now has enough room for the full seven implants that a light can take
  • By default, corps now have blue IFF and punks have red IFF. There is an option to revert to the previous colors (red enemies and green allies)
  • Added IFF circle around thrown grenades
  • Added health to turrets' IFF display
  • Cortexing players have orange IFF
  • Fixed a bug where the player was given a button-push arrow when cooking a grenade and looking at a screen
  • When a global rank for a player is not available, it shows no number instead of 0
  • Added confirmation prompts for the "tutorial" and "disconnect" menu items when you're connected to a server
  • SWT is shown on IFF along with cyberdeck, tacscan, and mediplant
  • Added messages when objectives are captured
  • Enhanced cyberdeck has a different icon
  • Decked-in players have a yellow cyberdeck icon on their IFF
  • You can now see friendly IFF when you have thermals on
  • Increased the maximum distance you can see IFF at

    Graphics:
  • Low DirectX levels no longer make it easier to see stealthers
  • Players no longer occasionally see cybertrails in meatspace
  • Fixed bug with hovering weapons at round-end
  • Fixed bug where stealthed players were sometimes visible when decking in
  • Fixed bug with disappearing decker corpses

    Sound:
  • Added ingame music
  • Explosions no longer cause ear-ringing
  • Removed endless looping burning sound
  • Fixed a bug which caused the "objective lost" and "objective captured" sounds to overlap for some players
  • I don't think so sista" works now
  • MK shots sound louder to others

    Scoreboard:
  • Assist points are now given to players even after they die
  • Assist points are handled correctly when you switch teams
  • Fixed a bug where players got the wrong number of points for objective captures
  • Cyberfrags count as frags on the scoreboard now
  • Fixed various bugs with weapon awards
  • Killing an enemy who gets autobalanced no longer counts as a TK
  • Fixed scoreboard objectives sometimes showing up from the previous round
  • Improved backend flexibility for player icons
  • Switched statistics server connections from UDP to TCP

    Weapon/Implant Balance:
  • You start with only two frag grenades or three EMP grenades.
  • EMP grenades do slightly more damage
  • The clip size of the Smartlock pistols has been increased to 30
  • Smartlocks' spread now makes sense
  • Smartlock users get a machine pistol now
  • The rate of fire on the MK-808 has been reduced
  • Teslaballs lose charge faster when they do damage to players
  • The grenade launcher now starts with only 12 spare ammo and has a max of 24
  • The grenade launcher does not have its reload time improved by wired reflexes
  • Basilisk secondary fire now uses 3 ammo instead of 4
  • Basilisk secondary always explodes on contact
  • The basilisk now receives 10 ammo from the ammo dispenser instead of 9
  • The spread of the Basilisk primary fire has been tightened
  • The rocket launcher starts with 4 ammo
  • The rocket launcher can be fired at any range
  • The rocket launcher now does 115 damage but has a 9 second cooldown
  • The rocket launcher's secondary fire now starts very mauneuverable and then becomes harder to steer. You can also detonate it in midair with primary fire
  • Legboosters now drain a tiny bit of energy on normal jumps
  • The mediplant now heals more
  • Wired reflexes no longer give a weapon switch-time bonus, and they give less of a katana blockstun recovery bonus
  • The coldsuit is two slots instead of 3

    Cyberspace:
  • Sprays on cyberbubbles are drawn over a solid background of the player's teamcolor
  • Returned air control back to the way it was in Demo Update 4. You accelerate twice as fast in the air
  • ICEMine damage has been increased from 30 to 50, and you can't easily shoot it down
  • ICEScan now removes GreenICE
  • ICEScan takes two buttons now
  • GreenICE is now activated when players ICEBreak a GreenICEd wall
  • GreenICE only emps for .75 seconds now
  • Removed the ability of players to run two cyberspace programs over each other
  • ICE can no longer have GreenICE at the same time as an alarm or mine
  • Fixed bug where a cyber shard would drop from a player who is being spectated
  • Fixed a screen/button pressing exploit
  • Fixed a bug going over ledges and up ramps
  • Players can now always fire immediately after jacking in
  • Fixed a bug where players could get stuck inside phantom ICE in cyberspace
  • Fixed a bug where a player could create yellow ice
  • Mediplant is now turned off when you enter cyberspace (you can still turn it back on)
  • Programs no longer run upside-down on the wrong side of ICE
  • ICEMine tracking sounds don't repeat endlessly anymore
  • Fixed bugs with which sounds you can hear from meatspace while you're decked in</li>
  • Made neutral ICE more consistent: anyone can pass through new purple ICE. Nobody can pass through yellow ICE
  • Shaft damage has been increased from .75 to 1.0

    Spectating:
  • STV first-person spectating now works sometimes
  • Crash when user is a spectator and using space bar to move to the next user is fixed
  • Fixed an unsafe reference to a variable that may have been causing spectating players to crash

    Server:
  • Server now ignores stats from a round if sv_cheats was ever 1. Server will start keeping track again if a round_restart is given
  • Fixed some bugs with odd characters in player names
  • Improved sv_pure

    Console:
  • New commands: muteid, unmuteid, callvote kickid. All operate on players based on their IDs as reported by "status" (this is for people with weird names)
  • Autoexec.cfg should now automatically execute scripts properly
  • New admin commands: swap_teams, balanceteams
  • Mp_startdelay now only applies right after the map loads and a new variable, mp_rounddelay applies after a new round or map_restart
  • New cheat cvars: mp_instantspawn (spawn instantly all the time), sv_pogostick (hold jump down to jump forever)
  • New cvar cl_enablesprays. Set it to zero and you won't see anyone else's spray

    Mapping:
  • The forceloadout entity has more options for what weapons players can have
  • The cyber_jumppad entity has a field called JumpVector that points in the direction to boost players
  • Added toggleable invincibility for turrets
  • Added colorcorrection entity
  • Teleport triggers in cyberspace now affect players' gravity
  • The ForceSpawn input on dys_spawn entities works now


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Re: September Update - RC3 build ready, New Website

Postby Zero-Flame » Tue Sep 30, 2008 5:56 pm

lmao serious testing ftw! :D
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Re: September Update - RC3 build ready, New Website

Postby Coat_Hanger_Abortion » Tue Sep 30, 2008 6:12 pm

Is someone trying to get a crotch shot on a heavy there?
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Re: September Update - RC3 build ready, New Website

Postby LewD » Tue Sep 30, 2008 6:25 pm

OMFG SHOULD I DO IT? SHOULD I DO IT?


(.)(.)


OMFG I DID IT
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Re: September Update - RC3 build ready, New Website

Postby CommandoPoop » Tue Sep 30, 2008 6:56 pm

Can't wait for the release hopefully I can get a playable ping with this crappy connection.
Last edited by CommandoPoop on Wed Oct 01, 2008 5:27 am, edited 1 time in total.
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Re: September Update - RC3 build ready, New Website

Postby Flawaffles » Tue Sep 30, 2008 11:04 pm

WHHHEEEE !!!
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Re: September Update - RC3 build ready, New Website

Postby anton_es » Tue Sep 30, 2008 11:28 pm

cornix, cin, mindstormmaster, excellent job on the website and filling up the media gallery.
the cyber avatar is my new background !
now we testers can join supporters again on the RC-servers since we have the same build now !
happy testing + fragging !
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Re: September Update - RC3 build ready, New Website

Postby GrimReaper84 » Wed Oct 01, 2008 1:51 am

Sexy 8)
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Re: September Update - RC3 build ready, New Website

Postby . » Wed Oct 01, 2008 2:10 am

CAST IS BACK!!!!!!
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Re: September Update - RC3 build ready, New Website

Postby dE » Wed Oct 01, 2008 2:27 am

Sounds mostly nice and interesting. There are some changes I'll have a hard time getting used to but I bet everyone has one or two of those.
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Re: September Update - RC3 build ready, New Website

Postby ocun » Wed Oct 01, 2008 2:51 am

cool stuff!
hopefully community videos, comics and other 3rd party material will find a place in the media section aswel
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Re: September Update - RC3 build ready, New Website

Postby anton_es » Wed Oct 01, 2008 3:00 am

link avv's comics to the main or media page !
make a dystopia video channel on youtube/vimeo/whatever and link to it from here.
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Re: September Update - RC3 build ready, New Website

Postby MarvintheParanoidAndroid » Wed Oct 01, 2008 3:09 am

Hurrah! Awesome, win, etc. The new forum is brilliant. And yeah, I would love to see, for example, the trailers for v1 in the media section (the one ocun did, and there was one by the-next too, as well as ReK's official one). And avv's comics! (Although they do already have a home on the wiki).
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Re: September Update - RC3 build ready, New Website

Postby anton_es » Wed Oct 01, 2008 3:37 am

what wiki ?
ah, you mean the appallingly barren and boring looking wiki without any bling and screaming "click me" menues ?
it's awesome in content and I love the info in there but it just looks so ........ wiki (which i hate)
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Re: September Update - RC3 build ready, New Website

Postby MarvintheParanoidAndroid » Wed Oct 01, 2008 5:20 am

Hey, don't diss the wiki, or it will come and get you.

But yes, it'd be really really cool if that could get some sexy Dystopian looks added to it too! I've heard there are some awesome web geniuses around (HINT HINT) :D
<the_funkmaster> does lez dream of ELCRETIC SHPEE?
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Re: September Update - RC3 build ready, New Website

Postby cornix » Wed Oct 01, 2008 7:17 am

:D
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Re: September Update - RC3 build ready, New Website

Postby Pyroguy » Wed Oct 01, 2008 10:57 am

[quote="MarvintheParanoidAndroid"]Hey, don't diss the wiki, or it will come and get you.[/quote]

Yes. Yes I will.

You can see [url=http://www.dystopia-game.com/wiki/index.php?title=Avv%27s_Comics]Avv's comics here[/url] in brilliant multi-colored, easily browsed fashion.
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Re: September Update - RC3 build ready, New Website

Postby Sgt_Hobo » Wed Oct 01, 2008 1:35 pm

Pyroguy wrote:
MarvintheParanoidAndroid wrote:Hey, don't diss the wiki, or it will come and get you.


Yes. Yes I will.


Wiki Krew represent!
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Re: September Update - RC3 build ready, New Website

Postby Motion! » Wed Oct 01, 2008 3:28 pm

wow. keep it up. looking awesome so far!
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Re: September Update - RC3 build ready, New Website

Postby anton_es » Wed Oct 01, 2008 3:35 pm

didn't wanna trampel on your work pyro, getting the info in is always top priority, but I work with wikis all day long and I just can't stand the look of them anymore ;)
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Re: September Update - RC3 build ready, New Website

Postby Chish » Wed Oct 01, 2008 4:21 pm

"I don't think so sista" works now
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Re: September Update - RC3 build ready, New Website

Postby Aurion » Wed Oct 01, 2008 4:57 pm

Thats not new, not for RC3.
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Re: September Update - RC3 build ready, New Website

Postby dE » Thu Oct 02, 2008 5:23 am

I've got some kind of question. There are some updates related to movement, legboosters and jumping.
* Legboosters are now passive and always on.
* Players have to be on the ground at least one frame between jumps
* Legboosters now drain a tiny bit of energy on normal jumps

So if I see this right, this means one of the ways of strafejumping has been removed. The one where you could gain slight but growing amounts of speed by consecutively jumping and strafing. I reckon the 1 Frame requirement makes sure you get hit by friction and is a direct nerf to the famous "bind mwheeldup +jump". Also with Legboosters draining tiny bits of energy, you'd soon lose your drive.
I'm not that vised in engine terms and don't know the magnitude of those changes so if I am wrong, please correct me.
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Re: September Update - RC3 build ready, New Website

Postby anton_es » Thu Oct 02, 2008 7:23 am

you can still strafejump. the 1 frame onground is against unlimited friction exploits.
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Re: September Update - RC3 build ready, New Website

Postby Coat_Hanger_Abortion » Thu Oct 02, 2008 3:05 pm

Yeah, scroll jumping isn't as feasible, but that's ok. You can still gain speed, it just takes a little more practice for those that were lazy to do it without scroll jumping. It might still work, though.

Also, passive leggies don't work exactly like that. They don't drain energy unless you're using them to jump higher or run faster specifically, which is how it always was when they weren't passive.
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