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Hosted => Battlestar Galactica: Beyond the Red Line => Topic started by: Turey on October 06, 2007, 10:43:43 PM

Title: It's the Patch!
Post by: Turey on October 06, 2007, 10:43:43 PM
Guess what time it is! That's right, it's time for the first BtRL Demo Patch! The reason I'm writing this instead of someone like Kara or CF is because, in order to update, you'll be using an updater coded by me. Now, the requirements for the updater are simple. You will need Windows AND/OR Java 1.5+. So for you Mac and Linux people, before you read any further, make sure that you've got Java version 1.5 or greater.

Now, while the updater IS included in the Demo install, several significant changes have been made to the updater since then, and so you'll need to get the latest version of it. ( Windows (20MB) (http://www.game-warden.com/bsg/downloads_public/updater/BtRLDemoUpdater.zip) | Mac/*nix (20KB) (http://www.game-warden.com/bsg/downloads_public/updater/BtRLDemoUpdater.jar) | Alternative Win Link (http://www.fsoinstaller.com/files/btrl/BtRLDemoUpdater.zip) | Alternative Mac/*nix Link (http://www.fsoinstaller.com/files/btrl/BtRLDemoUpdater.jar) ) Please note that if you download the Windows version, you'll need to unpack all the files, not just the .exe. You'll want to replace the updater currently in your Demo folder.

Now, if you're on Mac, we're sorry, but we don't have updated builds for you yet. So you'll have to wait a bit to get the patch. Sorry about that.

Now, it's time to run the updater. This should be self-explanatory. Once it starts up, hit Next, then select your Demo folder using the prompt and hit Next again. The next page has two options on it. Make sure to leave the first one unchecked, and do what you want with the second one. On the next page, you get to select what you want to download. Make sure to select the first one, as well as the box for whatever OS you're using. Make sure that the boxes for the other OS's are unchecked. Then, hit Next. It will begin downloading the patch. Once it finishes, hit Next, and read the text on the next page. Once you've read it, hit exit, and you're ready to play!

What's in the Patch:
Improved sounds and voices
Updated missions, including one brand new multi mission, made by yours truly.
Upgraded engine, with new features, such as thrusters in Glide and improved Glide collisions, as well as additive weapon velocity (your shots inherit your ship's velocity), and Knocking code (lets you know when someone is trying to join your game after you've started).

FAQ:
Q: I now get a "Hacked Tables" message in multi!
A: The table CRCs aren't in the database yet. We'll get them fixed soon. Until then, your multi scores won't count.
Title: It's the Patch!
Post by: Deckard on October 06, 2007, 10:48:43 PM
Fiiiiirssst! :D

Downloaded the Win version, upgraded and worked nicely. Thanks!
Title: It's the Patch!
Post by: Angelus on October 06, 2007, 11:02:12 PM
Second!

Thanks Turey!!!!!

And how soon is soon???
Title: It's the Patch!
Post by: Herra Tohtori on October 06, 2007, 11:07:26 PM
Does this mean that the speed junkie days are over?:naughty:

Awesome anyway. And took me completely by surprize, I wasn't expecting it to come out in months to be honest... Well, I'm glad my expectations were exceeded!
Title: It's the Patch!
Post by: Jayge on October 06, 2007, 11:28:51 PM
ARGH! I'm on a mac. Supposedly, I have to wait... more! :(

However, thanks for working so hard to get this up, and I can't wait until the updated build/whatever is done.
Title: It's the Patch!
Post by: Fish on October 06, 2007, 11:44:53 PM
Thanks, good work.

I recently moved to an expensive and small-quota'd mobile internet service out of necessity, so I was wondering what the download size is of the patch? (Windows version.)
Title: It's the Patch!
Post by: Sharrpe95 on October 07, 2007, 12:05:06 AM
Nice, I was looking forward to this for a while. Great work guys, keep it up.
Title: It's the Patch!
Post by: ArrTee on October 07, 2007, 12:11:52 AM
Thanks much, Turey..:D
Title: It's the Patch!
Post by: Turey on October 07, 2007, 12:18:36 AM
Quote from: Fish;80932
Thanks, good work.

I recently moved to an expensive and small-quota'd mobile internet service out of necessity, so I was wondering what the download size is of the patch? (Windows version.)


40.1 MB for Linux
55.2 MB for Windows
64 MB for both.
Title: It's the Patch!
Post by: Adalla on October 07, 2007, 01:42:29 AM
woot!

Thanx for the patch. I hope I'll find some cap ships in the new missions ;) Cant wait to fly around the Galactica :P
Title: It's the Patch!
Post by: Imua on October 07, 2007, 01:43:20 AM
Turey,
Thanks for the patch love it........nice to have thrusters in glide.
What is the name of the multi mission you made?

Again Thank you

Thracer X
Title: It's the Patch!
Post by: Turey on October 07, 2007, 02:09:24 AM
Quote from: Adalla;80937
woot!

Thanx for the patch. I hope I'll find some cap ships in the new missions ;) Cant wait to fly around the Galactica :P


No new ships in this patch.

Quote from: Imua;80938
Turey,
Thanks for the patch love it........nice to have thrusters in glide.
What is the name of the multi mission you made?

Again Thank you

Thracer X


It's MT-09, Squad TvT Training.
Title: It's the Patch!
Post by: Cl1nt on October 07, 2007, 03:04:15 AM
All hail the BtRL team :D
Title: It's the Patch!
Post by: The Legacy on October 07, 2007, 03:49:52 AM
Great. Glad to get the bugfixes at last. I'm just waiting for improved netcode. :)
Title: It's the Patch!
Post by: Arch_Angel on October 07, 2007, 04:27:54 AM
downloaded the new patch/updater. unpacked them and it has the updater and a folder called " rt " and inside that folder are 3 other folders called " bin " and " jetrt " and " lib ". i assume i have to place these in the BTRL folder also ? along with replacing the new updater ?
Title: It's the Patch!
Post by: Tikey on October 07, 2007, 05:35:39 AM
Great.
Thanks to everybody on the BTRL team
Title: It's the Patch!
Post by: Turey on October 07, 2007, 06:22:07 AM
Quote from: Arch_Angel;80948
downloaded the new patch/updater. unpacked them and it has the updater and a folder called " rt " and inside that folder are 3 other folders called " bin " and " jetrt " and " lib ". i assume i have to place these in the BTRL folder also ? along with replacing the new updater ?


Yeah, the RT folder goes in the Demo folder.
Title: It's the Patch!
Post by: Point Blank on October 07, 2007, 06:51:12 AM
Hiho my first post here!

I am a big BSG fan from germany and i was searching a PC game where i can fly Vipers and co. So yesterday i found this game (mod)+patch and i have to say iam amazed. Great work you did so far Briefings,Debriefings, voices and sounds give you the feeling you´re a real viper pilot:yes:

greets
Title: It's the Patch!
Post by: Vidmaster on October 07, 2007, 01:00:55 PM
trying out now
Title: It's the Patch!
Post by: Mjolnir2000 on October 07, 2007, 03:21:11 PM
Wow, you really overhauled the glide with this one.  Love that you can use thrusters now, though is it my imagination or do they less in glide than in normal flight?  Not sure how a feel about the new mechanics for coming out of glide; it's obviously more realistic without the instant change in momentum, but it'll take awhile to get used to.

But anyway, thanks a ton for the update; the quality of this thing never ceases to amaze me.
Title: It's the Patch!
Post by: Cpt. Jonathan Bebawi on October 07, 2007, 03:24:50 PM
awwww man!! i dont have internet on my comp!! i managed to play by downloading and transferring with a usb key!! now how am i gonna do????
Title: It's the Patch!
Post by: Herra Tohtori on October 07, 2007, 03:57:22 PM
One thing that hasn't convinced me yet - the upgraded/changed hit impact sounds.

Previously they sounded like a steroid western with gatling guns; now they sound like someone throwing tennis balls at garage door. Well perhaps that's a bit exaggerated but... I'm not entirely satisfied with this sound effect either.

I guess it's impossible to make us happy... We'll always find something to complain about.:lol:

Anyway, there were a lot of things that were really welcome. Glide updates first and foremost to a casual player. Being able to use thrusters and afterburner in glide really helps. And although I enjoyed speeding around, I think the speed limit is a definite improvement especially considering multiplayer... and single player mission design, it was a bit too easy to break the last minicampaign mission by speeding around the battlefield, because the Cylons somehow didn't manage to off Chum and I got there in time to save them.

And the new exit from glide is awesome, smooth and much more realistic than before. Also means change in dogfighting tactics - ultrafast vector changes are not really possible any more.
Title: It's the Patch!
Post by: karajorma on October 07, 2007, 05:08:52 PM
Quote from: Herra Tohtori;80980
because the Cylons somehow didn't manage to off Chum and I got there in time to save them.


That was just the AI being crap with stationary targets though. Ever wondered why Gauntlet's AI drone moves in the training mission? That happened after I watched her fail to hit the stationary version for about 3-4 minutes when testing the mission. :D
Title: It's the Patch!
Post by: Herra Tohtori on October 07, 2007, 05:23:23 PM
Ah... well you can't deny that it's more difficult to break missions now by being incompletely wrong place at wrong time because now we are no longer able to move three times faster than supposed.:p


EDIT: Haha, excellent typo (missing space makes another word)... was supposed to be "in_completely".
Title: It's the Patch!
Post by: Ben> on October 07, 2007, 06:49:41 PM
Allright it keeps telling me, you're playing with hacked files
Thus I've never seen angelus game again
Title: It's the Patch!
Post by: karajorma on October 07, 2007, 07:05:12 PM
The hacked files messages won't prevent you from finding servers in any way. All it does is present a warning to you when you log on and another one when you start a game.
Title: It's the Patch!
Post by: David cgc on October 07, 2007, 07:05:39 PM
Just out of curiosity, will the main installer be updated to the patched version, or will new installations need to run the patch as well?
Title: It's the Patch!
Post by: Ben> on October 07, 2007, 07:21:03 PM
Allright there was no one on fs2net, but i don't see as much differences ..
Title: It's the Patch!
Post by: The Legacy on October 07, 2007, 07:21:58 PM
I've just started on playing with the patch, and since I've started, I have to say HOLY FRAKING CRAP AWESOME! I LOVE the new glide. It's finally on par with B5:IFH's glide, and this glide is just fun to use.

For those who may not have realised, it's more than just thrusters; it's the main engines as well! Here's my suggestion: try dogfighting with glide turned on the whole time, from entering the engagement to when the engagement is finished; because of the new glide physics, you can attack people from an angle, but then FOLLOW an enemy into a turn. I find that missiles have a hell of a time tracking someone in glide, and gives you an advantage in dogfights, MUCH more than the old system. I felt the old system was tacked on, but this one I'll be using all the time. :)

As for the sounds, they're perfect. Some may disagree with the new gun-impact sounds, but put it this way; in space, there's no sound at ALL. Having a dull impact gives the impression that you're in space, and actually do help with telling you if you hit or not.

Good work guys. Keep it up. :)

P.S. I like the new Cylon Raider passing sound. :)
Title: It's the Patch!
Post by: The Legacy on October 07, 2007, 07:23:25 PM
Quote from: Ben>;80989
Allright there was no one on fs2net, but i don't see as much differences ..

You may have patched it incorrectly. Make sure that you have "Update Installed Sections Only" unchecked. Otherwise it doesn't patch.
Title: It's the Patch!
Post by: Turey on October 07, 2007, 07:37:38 PM
To any complaints about the new sound effects:
Yes, some of them seem to have gotten "worse" (in your personal opinion), but many of them have gotten much better. For example, the new missile explosion sound is AWESOME.
Title: It's the Patch!
Post by: M-562 on October 07, 2007, 08:08:32 PM
I actualy didnt mind the bullet impact and I too lovedd the explosion sounds.
The thing I really noticed when i was batteling scar is when i hit glide and flipped my viper 180 degrees, i then noticed the time it took to decelerate its backward velocity and accelerate forward. At first I thought I put my thrusters to zero but no. Anoher thing I noticed is when you fly into the debris field you get that nice sound of metal bouncing of the canopy. really nice.
Title: It's the Patch!
Post by: Josh_88 on October 07, 2007, 08:23:37 PM
I'll go ahead and thank Turey haha, haven't gotten to actually play with the patch yet, but the updater was easy and very nice looking, good work. :yes: :nod:
Title: It's the Patch!
Post by: Deckard on October 07, 2007, 08:32:30 PM
Quote from: M-562;80993
... Anoher thing I noticed is when you fly into the debris field you get that nice sound of metal bouncing of the canopy. really nice.


Adama    - What do you hear?
Starbuck - Nothing but the rain.

IIRC, it was something like that, don't you? :)
Title: It's the Patch!
Post by: Herra Tohtori on October 07, 2007, 08:39:42 PM
Quote from: M-562;80993
Anoher thing I noticed is when you fly into the debris field you get that nice sound of metal bouncing of the canopy. really nice.


...Grab your gun and bring in the cat.:naughty:


Btw, that feature was in the original demo release, but for some reason it's volume was really low and thus was practically un-noticeable. I myself had the volume increased about 300% but it still didn't work very well; now it's pretty much perfect.:nod:
Title: It's the Patch!
Post by: takashi on October 07, 2007, 10:21:10 PM
i dont understand. you work faster than dabrain and axem combined.
Title: It's the Patch!
Post by: Axem on October 07, 2007, 10:59:04 PM
I don't understand that sentence...
Title: It's the Patch!
Post by: DaBrain on October 07, 2007, 11:49:57 PM
I think takashi is in trouble if he runs into Axem or DaBrain... wait a second... :devel:
Title: It's the Patch!
Post by: Jayge on October 08, 2007, 01:35:12 AM
I would agree with that, but I think we need to figure out what he's saying first.
Title: It's the Patch!
Post by: Fish on October 08, 2007, 02:18:11 AM
Meanwhile, back on topic...

I'm also interested in the answer to Cpt JB's question about downloading via USB stick.

And what happens if someone who doesn't read this thread simply runs the old updater? Surely that applies to many people...
Title: It's the Patch!
Post by: Khaze on October 08, 2007, 07:55:26 AM
I've noticed some buggyness with the engine sounds when toggling glide on and off. Sometimes the engine sounds are really loud, even if your engines are set to 0 after disenganging glide. It's a bit confusing.
 
Anyone else notice this? Can't put my finger on exactly how to replicate it, but it's there... happened plenty of times.
 
Furthermore... sorry for pointing out the obvious, but why isn't there a news item on the main page about this? :)
Title: It's the Patch!
Post by: KaraBulut on October 08, 2007, 11:47:13 AM
well i just downloaded it and its realy nice good job
Title: It's the Patch!
Post by: Omniscaper on October 08, 2007, 11:51:42 AM
Quote from: Khaze;81033
Furthermore... sorry for pointing out the obvious, but why isn't there a news item on the main page about this? :)

Sorry, but we don't have a dedicated webmaster, and those of us capable of updating it are swamped with either RL or BTRL stuffs (Beyond the Red Line is unfortunately not Beyond the Real Life!). It will be updated today or tomorrow.
Title: It's the Patch!
Post by: Turey on October 08, 2007, 05:56:27 PM
Quote from: Fish;81016

I'm also interested in the answer to Cpt JB's question about downloading via USB stick.

Create an empty folder on the downloading computer, then patch into that folder. It'll download all of the proper files to the proper places. You can then copy all the files in that folder to the demo folder on the playing computer.

Quote from: Fish;81016

And what happens if someone who doesn't read this thread simply runs the old updater? Surely that applies to many people...


It should tell them that their Updater is out of date, and open the download link to the new version in their browser.
Title: It's the Patch!
Post by: Mobius on October 08, 2007, 06:05:55 PM
Nice. I'm DLing the patch right now ;)

No capital ships? :(
Title: It's the Patch!
Post by: Turey on October 08, 2007, 06:25:54 PM
Quote from: Mobius;81055
Nice. I'm DLing the patch right now ;)

No capital ships? :(


No capital ships yet.
Title: It's the Patch!
Post by: Ben> on October 08, 2007, 07:27:41 PM
Well the German team deserts btrl for Oktoberfest .. guess that's a good explanation why there's no more players at this time :)
Title: It's the Patch!
Post by: northtwilight on October 09, 2007, 07:38:34 AM
Hey, thanks boys. Just downloaded it now (upgraded cxn!!) for my Debian box. Should run OK with Java 1.6, right? Great work, doods..!!

{edit: Turey, that is one slick piece -- kudos. }
Title: It's the Patch!
Post by: Turey on October 09, 2007, 08:14:29 AM
Quote from: northtwilight;81094
{edit: Turey, that is one slick piece -- kudos. }


Thanks man, been working on it for almost a year now.
Title: It's the Patch!
Post by: DaBrain on October 09, 2007, 10:12:58 AM
Quote from: Ben>;81061
Well the German team deserts btrl for Oktoberfest .. guess that's a good explanation why there's no more players at this time :)


Hoch die Tassen!

Oktoberfest rocks! ;)


I think the news need to spread a bit more, give it a few days.
Title: It's the Patch!
Post by: Angelus on October 09, 2007, 11:43:32 AM
The new sounds: cool
Thrusters in Glide: very cool
I will need some time to getting used to it...

One thing i noticed is that the speed is automatically decreasing,
if i disengage glide, speed goes down, and then up again ( depends on the throttle setting of my joystick), this is how should be, right?

But why is speed also decreasing after turns ( for example: in the Miner Dogfight
MP Mission, i fly around the miner and speed goes down after i finished the turn, then it stays 0 ( this happens on all missions ), and after i used the afterburner a few times in a row?

Is it a Bug, or a feature?
Title: It's the Patch!
Post by: Turey on October 09, 2007, 05:39:45 PM
Quote from: Angelus;81108

But why is speed also decreasing after turns ( for example: in the Miner Dogfight
MP Mission, i fly around the miner and speed goes down after i finished the turn, then it stays 0 ( this happens on all missions ), and after i used the afterburner a few times in a row?

Is it a Bug, or a feature?


Try unbinding your joystick throttle, and see if it still happens.
Title: It's the Patch!
Post by: Jayge on October 09, 2007, 07:04:08 PM
So devs, what still needs to be done for the mac version? There's a download link, but it also says it won't work or something.
Title: It's the Patch!
Post by: karajorma on October 09, 2007, 07:36:17 PM
Basically we need our resident Mac coder to have time out from doing pretty much everything else the SCP does so that he has time to make the mac build for us.
Title: It's the Patch!
Post by: Turey on October 09, 2007, 07:38:14 PM
Quote from: Jayge;81137
So devs, what still needs to be done for the mac version? There's a download link, but it also says it won't work or something.


We need builds from Taylor. When we get them, I'll tell you.
Title: It's the Patch!
Post by: Angreifer on October 09, 2007, 11:33:04 PM
Good patch, really like the new flight dynamics, feels much more natural.
Title: It's the Patch!
Post by: Jayge on October 10, 2007, 02:02:06 AM
Quote from: Turey;81140
We need builds from Taylor. When we get them, I'll tell you.


Right, thanks guys.
Title: It's the Patch!
Post by: kilo_foxtrot on October 10, 2007, 02:47:25 AM
The new glide feels weird, but more like what it should be... and the "rainstorm" effect when flying through your enemy's remains is just frakking cool. I approve! :D
Title: It's the Patch!
Post by: KaraBulut on October 10, 2007, 04:10:56 AM
Well i've had this bug or feature after the patch

when i radioed Overload to form my wing instead of Overload's voice it was Microsoft Sam's voice
and also Gauntlet started repeating things in the training mission

lol ?
Title: It's the Patch!
Post by: Felix 039 on October 10, 2007, 07:04:54 AM
wait... is there a new campaign mission in this new patch?
Title: It's the Patch!
Post by: Turey on October 10, 2007, 07:22:23 AM
Quote from: Felix 039;81188
wait... is there a new campaign mission in this new patch?


Nope, just a new multi mission.

However, the campaign missions have been updated, most notably to allow you to use the MKII when you play them from the tech room.
Title: It's the Patch!
Post by: karajorma on October 10, 2007, 08:13:33 AM
Quote from: KaraBulut;81180
Well i've had this bug or feature after the patch

when i radioed Overload to form my wing instead of Overload's voice it was Microsoft Sam's voice


Yeah. That one is in Mantis. The game seems to be running out of sound buffers. No idea if that's because we've actually run out or because something is wrong with the code.


Quote
and also Gauntlet started repeating things in the training mission

lol ?


Do you remember what she repeated?
Title: It's the Patch!
Post by: Vandecker on October 10, 2007, 01:16:50 PM
damn the Patch had to come out the week before my exams where I really should be studying.:no:

Not that I'm complaining in mind. :D
Title: It's the Patch!
Post by: Angelus on October 10, 2007, 05:33:29 PM
Quote from: Turey;81126
Try unbinding your joystick throttle, and see if it still happens.


Yes, it still happens.
After 3 testgames, i've noticed following:

it happens after turns, corkscrews, if i press the afterburner button more then 4  
times in a row, that the speed is decreasing, although my stick setting is on full throttle.

And after i respawn the speed is always 0.
My first thought was that my crappy joystick is slowly going to toasterheaven, since 4 Buttons and the Cooliehat are broken long ago.:(

But even with mouse i have this problem....

Thx for any help in advance!!!
Title: It's the Patch!
Post by: ArrTee on October 10, 2007, 06:42:38 PM
Angelus, I've noticd the same thing when I use my mouse, or joystick..I have to slam the full throttle key to get back into a fight..:(
Title: It's the Patch!
Post by: Angelus on October 10, 2007, 07:17:21 PM
Yep, i didn't know why i sometimes get killed so fast til i saw the Speed indicator
is on 0. My first thought was my stick is broken, my second was that the MkII is
weaker after the patch, both wrong. I hope this can be fixed....
Title: It's the Patch!
Post by: takashi on October 10, 2007, 07:25:50 PM
i dont have any of these problems, and im using a keyboard and a trackball mouse.
Title: It's the Patch!
Post by: Turey on October 10, 2007, 08:06:26 PM
Quote from: Angelus;81238

And after i respawn the speed is always 0.


I think this has always been true, except if you have auto-match speed on.

As for your other problem, I'll keep an eye out for it. What vp files are in your demo folder?
Title: It's the Patch!
Post by: Angelus on October 10, 2007, 08:23:08 PM
Quote from: Turey;81253
I think this has always been true, except if you have auto-match speed on.

As for your other problem, I'll keep an eye out for it. What vp files are in your demo folder?

I never use auto-match speed, the throttle-control on my stick is always on full throttle, i never had this problem before, speed was always increasing, depending on setting. Btw. i'm using the "absolute throttle axis" from the beginning.

Following .vp files are in the folder:

z_missions_BtrLDemo.vp
z_root_BtrLDemo.vp
TWR.vp (vers.0.0.7)
x_patch1.vp
y_patch1.vp
Title: It's the Patch!
Post by: Turey on October 10, 2007, 08:47:50 PM
Quote from: Angelus;81255
I never use auto-match speed, the throttle-control on my stick is always on full throttle, i never had this problem before, speed was always increasing, depending on setting. Btw. i'm using the "absolute throttle axis" from the beginning.

Following .vp files are in the folder:

z_missions_BtrLDemo.vp
z_root_BtrLDemo.vp
TWR.vp (vers.0.0.7)
x_patch1.vp
y_patch1.vp


The only changes made to the input code were made by Backslash. Ask him about it.
Title: It's the Patch!
Post by: karajorma on October 10, 2007, 09:03:30 PM
Quote from: Turey;81253
I think this has always been true, except if you have auto-match speed on.


Yep. It's even in Mantis.
Title: It's the Patch!
Post by: jcdick1 on October 10, 2007, 09:44:00 PM
I just ran the updater for my Linux installation, and I have a question about it.  Does the updater download patches for every platform?  Or does it poll for platform and only download the files needed?  Just wondering, because it just pulled down the Windows executables, along with the .tar.gz file.
Title: It's the Patch!
Post by: Turey on October 10, 2007, 09:52:39 PM
Quote from: jcdick1;81264
I just ran the updater for my Linux installation, and I have a question about it.  Does the updater download patches for every platform?  Or does it poll for platform and only download the files needed?  Just wondering, because it just pulled down the Windows executables, along with the .tar.gz file.


It asks you which platforms you want to download.
Title: It's the Patch!
Post by: Felix 039 on October 11, 2007, 03:20:07 AM
garrr... the mac version still isn't on
Title: It's the Patch!
Post by: KaraBulut on October 11, 2007, 06:09:18 AM
Quote from: karajorma;81199
Do you remember what she repeated?


Yup she kept saying the line with "That was cake yeah ?"
until i targeted red team
Title: It's the Patch!
Post by: karajorma on October 11, 2007, 07:45:09 AM
Damn! I forgot to remove a message when we split the messages into two parts. Easy fix but I don't know how I missed that when playtesting! :)
Title: It's the Patch!
Post by: KaraBulut on October 11, 2007, 08:09:29 AM
So that one's gonna get fixed in the next patch ;)
Title: It's the Patch!
Post by: karajorma on October 11, 2007, 08:16:53 AM
Yeah, I've already fixed it on my copy, just have to decide when and how to propagate it to everyone else. :)

Best thing to do is wait a little longer and see if any other bugs turn up.
Title: It's the Patch!
Post by: Turey on October 11, 2007, 08:21:39 AM
Quote from: karajorma;81313
Yeah, I've already fixed it on my copy, just have to decide when and how to propagate it to everyone else. :)

Best thing to do is wait a little longer and see if any other bugs turn up.


How is easy, it's what my Updater was made for.
Title: It's the Patch!
Post by: KaraBulut on October 11, 2007, 08:22:27 AM
Oh and yea in the level where you protect Monarch the subtitles say whos talking in paranteses but not in Asteroid Patrol (or the training)

And another one when you click on ship selection on Monarcrch mission the game crashes no matter what you do
Title: It's the Patch!
Post by: Vidmaster on October 11, 2007, 10:41:17 AM
in Asteroid Patrol, the music stopped when the first Cylon wave appeared and stayed silent until debriefing (no music during dogfighting make the whole thing boring :sigh:  )
also in the same mission, gauntlet's last message was something with return to HQ, but the subtitle was something different (get back home, or so)

karabulut, I cannot confirm that crash, everything works here :confused1
Title: It's the Patch!
Post by: KaraBulut on October 11, 2007, 10:54:27 AM
Well mine happened when i tried to do it from tech room i wanted to try mark ii's in the mission but whenever i tried it crashed i restarted it crashed i made my settings to default it kept crashing

whatever i fixed it stupid dx8 problem i installed dx9 and it worked fine
Title: It's the Patch!
Post by: karajorma on October 11, 2007, 10:32:27 PM
That's odd. Axem said he had updated AP to have the names too (cause it looks strange to have one mission do it and the other not).

It doesn't happen in the Training mission since all your messages are from Gauntlet anyway. :)


Oh and thanks for the bug testing BTW :yes:
Title: It's the Patch!
Post by: KaraBulut on October 12, 2007, 04:09:53 AM
No problem i had to play all the missions anyway :)

i'll take screenshots


okay i restarted the campaing and noticed that you can use mark ii without using tech room (bug ?)
http://i181.photobucket.com/albums/x124/KaraBulut2nd/5-2.jpg

anyway here are the comm things without names in Asteroid Patrol
http://i181.photobucket.com/albums/x124/KaraBulut2nd/3-3.jpg
http://i181.photobucket.com/albums/x124/KaraBulut2nd/4-3.jpg
http://i181.photobucket.com/albums/x124/KaraBulut2nd/6-2.jpg
http://i181.photobucket.com/albums/x124/KaraBulut2nd/7-2.jpg
http://i181.photobucket.com/albums/x124/KaraBulut2nd/8-2.jpg
http://i181.photobucket.com/albums/x124/KaraBulut2nd/9-2.jpg

and here's Birth of a Legend
http://i181.photobucket.com/albums/x124/KaraBulut2nd/1-4.jpg
http://i181.photobucket.com/albums/x124/KaraBulut2nd/2-3.jpg
http://i181.photobucket.com/albums/x124/KaraBulut2nd/10-2.jpg
http://i181.photobucket.com/albums/x124/KaraBulut2nd/11-2.jpg
http://i181.photobucket.com/albums/x124/KaraBulut2nd/12-1.jpg
Title: It's the Patch!
Post by: Vidmaster on October 13, 2007, 12:42:46 PM
- do you always play from the external perspective ? :blah:
- can sb confirm that music stopping thing ?
- @kara: no problem, we all just love:doubtful:  bugtesting :D

great job with the patch
Title: It's the Patch!
Post by: KaraBulut on October 13, 2007, 01:15:45 PM
Quote from: Vidmaster;81456
- do you always play from the external perspective ? :blah:
- can sb confirm that music stopping thing ?


yea i usually play with external much more easier to manuver the ship
and the music stop never happened to me
Title: It's the Patch!
Post by: karajorma on October 13, 2007, 06:43:08 PM
Quote from: KaraBulut;81385
okay i restarted the campaing and noticed that you can use mark ii without using tech room (bug ?)
http://i181.photobucket.com/albums/x124/KaraBulut2nd/5-2.jpg


My guess is that it was caused by some corruption of the pilot file back when you were getting the crashes. Can you see if you still get that if you make a brand new pilot?

Also which mission is that in? AP, BoaL or both?
Title: It's the Patch!
Post by: xtreemandy90 on October 13, 2007, 09:08:14 PM
Hy...first time poster...i was wondering...is there a way to have like a cockpit view? i would really like to see at least the nose of my viper...it would be more realistic...so is there? if not...will htere ever be? PS: i LUUUUUUV this mod!!!
Title: It's the Patch!
Post by: Angelus on October 13, 2007, 09:35:56 PM
Quote from: xtreemandy90;81504
Hy...first time poster...i was wondering...is there a way to have like a cockpit view? i would really like to see at least the nose of my viper...it would be more realistic...so is there? if not...will htere ever be? PS: i LUUUUUUV this mod!!!


Yes, there is a cockpitmod. In the final release there will be a cockpit view.

http://www.game-warden.com/forum/showthread.php?t=4793

Note:it's low poly and works only in singleplayer,
check the link above for download and more info.
Title: It's the Patch!
Post by: YemminatoR on October 13, 2007, 10:57:26 PM
where is the link to linux version of the patch???
Title: It's the Patch!
Post by: Turey on October 13, 2007, 11:27:06 PM
http://www.game-warden.com/bsg/downloads_public/updater/BtRLDemoUpdater.jar

EDIT: I forgot to mention this in the first post, but the Updater is currently pulling the files off of either GW or my personal site. This is not good. Neither of these two sites has very much in the way of free bandwidth, so if anyone has a server that can act as a mirror, tell me and I'll walk you through adding yourself to the set of mirrors.
Title: It's the Patch!
Post by: KaraBulut on October 14, 2007, 04:28:03 AM
Turey you might try to upload it to rapidshare it's a free site
but if you mean the patch that is 55 MB comes from your site i cant help you there
Quote from: karajorma;81493
My guess is that it was caused by some corruption of the pilot file back when you were getting the crashes. Can you see if you still get that if you make a brand new pilot?

Also which mission is that in? AP, BoaL or both?


I tried it with a new pilot also it happenes in both missions but in AP you can choose to switch all of the vipers gauntlets chums and gavels (hell you can even discard them and play the mission alone) but in BoaL you can only change your viper
Title: It's the Patch!
Post by: karajorma on October 14, 2007, 10:45:33 AM
Okay, that's odd. Is anyone else getting this? Cause I can't duplicate it on my PC.
Title: It's the Patch!
Post by: Vidmaster on October 14, 2007, 04:29:21 PM
brandnew pilot, ctrl-shift-s, clicked on viper II...
no problem, mission works correctly here, too.

but yes, you can kick your wingmates in BoaL :devel: ;)
Title: It's the Patch!
Post by: karajorma on October 14, 2007, 05:09:14 PM
I know it works in the techroom. I want to know if it works in campaign mode.
Title: It's the Patch!
Post by: Herra Tohtori on October 14, 2007, 05:33:39 PM
Huh, just noticed a minor graphical glitch... nothing important considering gameplay, but interesting nevertheless.

When you get to external view from the numpad comma/del key and then use the hat switch (or key, whatever) like you would use side or rear views, the wing trails (if they are enabled in the mission) disappear. When you release the view key/hat, they return.:nervous:

Another thing - when you engage glide, then turn your ship a bit and go to external view, some of the thrusters are continuously activated. Is it a feature or a glitch of some kind? Again, doesn't affect gameplay at all, I'm just curious.:p
Title: It's the Patch!
Post by: KaraBulut on October 15, 2007, 04:39:29 AM
Quote from: Vidmaster;81559
brandnew pilot, ctrl-shift-s, clicked on viper II...
no problem, mission works correctly here, too.

but yes, you can kick your wingmates in BoaL :devel: ;)


Dude i cant even touch my wingmates on BoaL only in AP
Title: It's the Patch!
Post by: karajorma on October 15, 2007, 06:57:03 AM
I'll be impressed if you can kick out your wingmen in BoaL. They're locked. Which means you can't do anything to them.
Title: It's the Patch!
Post by: Felix 039 on October 15, 2007, 10:10:23 AM
RAWR! I still can't use the mac patch
Title: It's the Patch!
Post by: Turey on October 16, 2007, 02:31:39 AM
Quote from: Felix 039;81640
RAWR! I still can't use the mac patch


It's still not done. Taylor's a very busy guy.
Title: It's the Patch!
Post by: KaraBulut on October 16, 2007, 11:42:44 AM
Quote from: karajorma;81493
My guess is that it was caused by some corruption of the pilot file back when you were getting the crashes. Can you see if you still get that if you make a brand new pilot?

Also which mission is that in? AP, BoaL or both?


okay i found out why that happened if you clone a pilot with all missions complete the cloned pilot can choose mk ii in campaing
so its a bug that needs fixing
Title: It's the Patch!
Post by: karajorma on October 16, 2007, 04:37:42 PM
Yeah, if you clone a corrupt pilot there's a fair chance of cloning whatever got corrupted as well.

The new pilot file code in 3.7 should be done long before we're ready to release the full game.
Title: It's the Patch!
Post by: Jayge on October 17, 2007, 06:07:26 PM
Quote from: Turey;81720
It's still not done. Taylor's a very busy guy.


I say we lock him in solitary with a computer that only contains the code until he finishes.,:naughty:
Title: It's the Patch!
Post by: karajorma on October 17, 2007, 08:02:00 PM
I think you've basically described what he's doing anyway. It's just that he's working on the new SCP additions like normal mapping and improved multiplayer code.
Title: It's the Patch!
Post by: Deckard on October 19, 2007, 01:54:17 AM
Yay, incoming better netcode! :D

BTW, I've noticed that you guys have improved the training laser weapon as well. Looks more cool now; thanks! ;)
Title: It's the Patch!
Post by: Mjolnir2000 on October 24, 2007, 04:40:32 PM
You mentioned that one of the changes for this patch is that your weapons now inherit the velocity of your ship.  Is it possible the targeting guide isn't taking this into account?  I've just noticed recently that my shots aren't ending up quite where they're supposed to be (that is to say, tearing through Scar's bio-mechanical brain), and I'm having to figure out where to aim on my own (and this is single player I'm talking about, so I know it isn't lag or anything).
Title: It's the Patch!
Post by: karajorma on October 24, 2007, 06:22:25 PM
It's quite possible that the targeting reticle is off now.
Title: It's the Patch!
Post by: Turey on October 24, 2007, 07:31:23 PM
I think I adjusted it correctly.
Title: It's the Patch!
Post by: Enki on October 24, 2007, 10:21:08 PM
Could be that the reticle is adjusted just fine for the 120m conversion range, but differential velocities now change the dynamics outside that conversion range.  If someone was used to shooting at 300m, a different starting velocity vector for the rounds will be significantly magnified as far as absolute path outside the conversion range.  It will still be predictable, you just need to learn the new adjustments.
Title: It's the Patch!
Post by: Dr.Danger on October 25, 2007, 03:53:00 AM
At the risk of sounding pushy... any eta for the mac patch? (ducks to avoid incoming projectiles...)
Title: It's the Patch!
Post by: KaraBulut on October 25, 2007, 04:24:56 AM
Hey i dont know if this was before the patch but i just notcied it

if you crash in to one of the big asteroids too much (like 5 times) you tend to go through it you can travel in to the heart of the asteroid like that its like you enabled noclip first it was funny than i realized that sometimes that raiders crash in to the rocks and go in them too so its makes it a little harder to shoot them

Also i've found loads of more bugs in AP its like Ap was rushed to make not too much effort spend on it
Title: It's the Patch!
Post by: Turey on October 25, 2007, 05:01:40 AM
Quote from: KaraBulut;82319

if you crash in to one of the big asteroids too much (like 5 times) you tend to go through it you can travel in to the heart of the asteroid like that its like you enabled noclip first it was funny than i realized that sometimes that raiders crash in to the rocks and go in them too so its makes it a little harder to shoot them

It's always been like that.

Quote from: KaraBulut;82319

Also i've found loads of more bugs in AP its like Ap was rushed to make not too much effort spend on it


That's not a nice thing to say. Axem has feelings too.
Title: It's the Patch!
Post by: karajorma on October 25, 2007, 08:25:15 AM
Yeah. The asteroid thing is a result of the converters we have had to use. Hmmmmm. That reminds me, PCS2 is out now. We ought to try running it through that. Especially since Kazan is still fixing bugs in it at the moment.
Title: It's the Patch!
Post by: Aussie86 on October 25, 2007, 02:36:19 PM
I've just installed the patch and spent about an hour playing it.  While the glide, and new SFX are sweet and all, i feel that the new glide features  have reduced the game back to a 'see who can turn around and around in a circle the fastest' space sim.  That's all i, plus the AI, was doing in the various gauntlet missions... if i tried to get out of the spin, they'd all be on glide and i'd have about 6 on 1 shooting me and wouldn't last long.
Title: It's the Patch!
Post by: StarSlayer on October 25, 2007, 03:55:07 PM
Quote from: Turey;82322
That's not a nice thing to say. Axem has feelings too.


Poor Axem :(
Title: It's the Patch!
Post by: Turey on October 25, 2007, 06:42:19 PM
Quote from: Aussie86;82342
I've just installed the patch and spent about an hour playing it.  While the glide, and new SFX are sweet and all, i feel that the new glide features  have reduced the game back to a 'see who can turn around and around in a circle the fastest' space sim.  That's all i, plus the AI, was doing in the various gauntlet missions... if i tried to get out of the spin, they'd all be on glide and i'd have about 6 on 1 shooting me and wouldn't last long.


And exactly what new Glide feature has done this?:wtf:
Title: It's the Patch!
Post by: Backslash on November 05, 2007, 12:09:15 PM
Hi everyone!  I've been on an unintentional month hiatus from FS2 (and thus BtRL) stuff due to hardware problems, but I'm very glad to see many of you like the glide thrust features!  I was actually a little unsure whether it would be included in the patch, since it was such a big change in functionality.

One thing that may not be immediately apparent: The AI has always been incapable of using glide.  So don't base your impressions on just the single player missions or AI gauntlets.

Quote from: Khaze;81033
I've noticed some buggyness with the engine sounds when toggling glide on and off. Sometimes the engine sounds are really loud, even if your engines are set to 0 after disenganging glide. It's a bit confusing.
You are right.  I did my best to correct this but it needs more work.  Actually it sort of is working as 'originally intended' before glide existed in FS2... when you're moving fast, the engine sound is loud -- "how else would you be going that fast" (in the FS2 physics universe I mean) :p

Quote from: Herra Tohtori;81565
Another thing - when you engage glide, then turn your ship a bit and go to external view, some of the thrusters are continuously activated. Is it a feature or a glitch of some kind? Again, doesn't affect gameplay at all, I'm just curious.:p
I could swear I fixed this.  Apparently not everything.  Heh, you should have seen it when I started and there was no speed limit -- trails could stretch for miles! :D

Quote from: Angelus;81238
it happens after turns, corkscrews, if i press the afterburner button more then 4 times in a row, that the speed is decreasing, although my stick setting is on full throttle.

Angelus, I'm taking a look at this problem, but I need more information.  You say the speed is decreasing... from how high?  And do you mean all the way to 0?  NOT the respawn problem, just this 'after turns, corkscrews', etc.
Title: It's the Patch!
Post by: KaraBulut on November 05, 2007, 12:38:36 PM
Quote from: Turey;82322
That's not a nice thing to say. Axem has feelings too.


Well Gauntlet and Chum has way too many waypoint issues and someone said before that music doesnt play in battles i have experienced that
and if you shoot all the friendlies down you can still play the level
Title: It's the Patch!
Post by: Angelus on November 05, 2007, 03:13:54 PM
Quote from: Backslash;83241

Angelus, I'm taking a look at this problem, but I need more information.  You say the speed is decreasing... from how high?  And do you mean all the way to 0?  NOT the respawn problem, just this 'after turns, corkscrews', etc.

Right, the speed decreases always to 0. And it decreases only from max. speed ( ex. MkII from 140 to 0, MkVII 200 to 0 ), not from lower speed settings, e.g. if i fly constantly with 90, i never had the problem. I always have to set the speed again to full throttle, although the throttle control is all the time on full.

My first thought was, that my crappy Joystick (a 5year old Microsoft Precision 2 ) causes the problem, but i had the problem with a different Joystick ( a brand new Saitek, lent from a friend ) and the Mouse too. I didn't test with Keyboard only.
My Joystick ( at least the throttle ) works in other Games without Probs, tested it with MW 3 and MW 4.

After multiple turns the speed decreases to 0( flying towards the enemy ship with full throttle, sharp turn left, afterburner, right turn, left turn), immediatly after i finished the last turn, and fly straightforward again. Same after corkscrews, as soon i fly straightforward again the speed decreases to 0. It does not happen permanently, but often enough ( during a 20 kill game at least 7 or 8 times ).

On Maps like Scar's Playground, where i spawn up to 10000k from the Asteroid, i have to use Afterburner ( especially with the MkII ), multiple times.
After the 5th or 6th time i pressed the afterburner button the speed is decreasing to 0. Same thing on other maps, where i have to fly long distances
without any turns.

I have deinstalled and then installed the game twice, but the problem still occurs.


----------------------------------------------------------------------

Quote from: KaraBulut;83243
Well Gauntlet and Chum has way too many waypoint issues and someone said before that music doesnt play in battles i have experienced that
and if you shoot all the friendlies down you can still play the level

You shoot friendlies down?:wtf:  
You can't do that!!!:hoppingma  
They are friendly, you are a friendly, we all are friendlies, so be friendly...:biggrin1:

--------------------------------------------------------------------

Quote from: karajorma;81757
Yeah, if you clone a corrupt pilot there's a fair chance of cloning whatever got corrupted as well.

The new pilot file code in 3.7 should be done long before we're ready to release the full game.

New pilot file code? Does that mean, i have to make a new account on FS2Net then?
Title: It's the Patch!
Post by: karajorma on November 05, 2007, 03:41:14 PM
It's quite probable you'll need a new pilot for the full game.

That said we can always come up with some sort of reward/Hall of honour for the best demo pilots. :)

Quote from: KaraBulut;83243
and if you shoot all the friendlies down you can still play the level

That's odd. You shouldn't be able to. As soon as you do shoot them the others should turn on you. I remember extensively testing that in BoaL cause I added the pre-traitor messages back into the code and I had to check they worked.

I'll have to remember to look into that.
Title: It's the Patch!
Post by: Rainman on November 05, 2007, 03:59:19 PM
I remember the anti-traitor feature from another game... its really nice and adds more realism (hopefully teaches people a lesson after TKing so we don't have the problem as in Battlefield 2 and 2142).
But what if i accidentaly rip a hole through my wingman's wing... like if we are in tight formation chasing the same viper when he jumps infront of me? Don't want to hold off both colonials and cylons just because I had an idiot wingman!
Title: It's the Patch!
Post by: Angelus on November 05, 2007, 04:31:10 PM
Quote from: karajorma;83248
It's quite probable you'll need a new pilot for the full game.

That said we can always come up with some sort of reward/Hall of honour for the best demo pilots. :)



It makes me nervous, thinking about that a other Player has my Callsign/Nickname...:nervous:
Title: It's the Patch!
Post by: karajorma on November 05, 2007, 09:29:50 PM
Bear in mind that a new pilot is not the same thing as a new FS2NetD registration.

Basically between now and the release both the pilot file will be replaced and FS2NetD will be shut down and replaced by PXO. Whether that will require a new registration and new pilots is something I don't know. Taylor is the one handling both changes.

Bear in mind that 3.7 will probably be released before BtRL comes out so you do need to re-register you will have time to get a new pilot before a stream of n00bs come along and beat you to it.
Title: It's the Patch!
Post by: Magellanic on November 05, 2007, 10:58:36 PM
Holy hell. I need to visit back here more often! Patchy patch away!
Title: It's the Patch!
Post by: Axem on November 06, 2007, 02:55:20 AM
Quote from: KaraBulut;82319
Also i've found loads of more bugs in AP its like Ap was rushed to make not too much effort spend on it

Thanks. If 4 weeks is a rush job, I guess that's why all these mod projects take so long.

Can I get a specific list of these bugs? I do take the blame for the missing comm names and wrong text. I overwrote the revision with those in the mission. I shall attempt to fix that the best I can.

Quote from: KaraBulut;83243
Well Gauntlet and Chum has way too many waypoint issues and someone said before that music doesnt play in battles i have experienced that
and if you shoot all the friendlies down you can still play the level

What are some of these waypoint issues? What do they do, or don't do? Has this (and the music issue) happened after the patch or before it too?
Title: It's the Patch!
Post by: David cgc on November 06, 2007, 04:24:40 AM
The music thing happened to me on the Mac version (without the patch, needless to say). It would play at the beginning of the mission, but instead of the battle music kicking in when Raiders started appearing, there would just be silence. I reinstalled (including deleting my preferences and pilots), and the problem was solve-ed, as Clouseau might say. Because I'm a fool, I didn't keep the old preferences so I could send them to you to examine. I'll try to do some less slash-and-burn troubleshooting if it happens again.
Title: It's the Patch!
Post by: Axem on November 06, 2007, 04:37:11 AM
Well it sounds like an error with the game and not the mission. So it looks like I'm off the hook there. ;)
Title: It's the Patch!
Post by: KaraBulut on November 06, 2007, 05:13:59 AM
Quote from: karajorma;83248
That's odd. You shouldn't be able to. As soon as you do shoot them the others should turn on you. I remember extensively testing that in BoaL cause I added the pre-traitor messages back into the code and I had to check they worked.

I'll have to remember to look into that.

I mean if you shoot all the firendlies in Boal they turn on you and if you shoot all of them down they treat you as a traitor and you cant play the level

thats not in Ap

EDIT:

Axem just play the level yourself you would definetley run in to them yourself
the waypoint issues are if you follow Gauntlet and Chum to complete the bonus mission
when the encounter an asteroid they a)crash in to it and start looping b)shoot it and start looping
c)you shoot it and they try to dodge your fire and start looping

Also after you have done the bonus mission if chum and gavel didnt die you continue to meet the 2nd wawe of cylons
sometimes gauntlet starts crashing to the big asteroid instead of going between them and it takes long 10 minutes for
her to reach the cylon area by crashing to the rocks (not to mention if she just goes in to the rock chum tires to follow than crash and die)
Title: It's the Patch!
Post by: karajorma on November 06, 2007, 07:18:01 AM
AP wasn't rushed, (4 weeks isn't that short a dev cycle). BoaL was built very slowly. :D

Considering the complexity of both missions we've actually had a lot less bugs than most campaign releases. In fact pretty much every bug I've seen has stemmed from a code issue rather than a FRED one.

 That said, AP was dumped on Axem to be completely rebuilt about a month and a half before release while BoaL was started in November and worked on right up until late March (including a time when I had to completely rebuild it while looking at the old version because there was some strange corruption issue with the mission I couldn't track down. That basically means the entire mission was refactored and a large number of little bugs were found and squashed ).
Title: It's the Patch!
Post by: Rainman on November 06, 2007, 10:06:16 AM
About the glide issue, it would be cool if you could just get the engine to spool down once u hit the glide button, like it triggers the engine spool down sound and then silence afterwards. I dunno how complex this issue actually is and i don't mean to belittle it or anything, just adding a suggestion since an engine cut sounds a little weird.
Title: It's the Patch!
Post by: Backslash on November 07, 2007, 06:55:37 AM
Quote from: Rainman;83327
About the glide issue, it would be cool if you could just get the engine to spool down once u hit the glide button, like it triggers the engine spool down sound and then silence afterwards. I dunno how complex this issue actually is and i don't mean to belittle it or anything, just adding a suggestion since an engine cut sounds a little weird.

Oooh, now that's a really cool idea.  Very easy to do, too.  Let me try it out and see if it does anything unexpected or annoying.  If it works it will mask the transition, and be a nice feedback that you have entered/left glide mode.

Angelus, so far I'm not having the problem you mention, but I'm sure our setups are different.  What kind of joystick do you have?  Does it show up properly in the Launcher or do you have to use one of the Force settings?  Oh, and try another thing for me: set your joystick throttle to 0, but then hit the full throttle KEY, and then see if you can get the problem to occur.
Title: It's the Patch!
Post by: Angelus on November 07, 2007, 12:40:11 PM
Quote from: Backslash;83465

Angelus, so far I'm not having the problem you mention, but I'm sure our setups are different.  What kind of joystick do you have?  Does it show up properly in the Launcher or do you have to use one of the Force settings?  Oh, and try another thing for me: set your joystick throttle to 0, but then hit the full throttle KEY, and then see if you can get the problem to occur.


My Joystick is a nearly 5 year old Microsoft Sidewinder Precision 2, and it shows in the launcher properly. I've tested the throttle setting 0 on Joystick and full throttle key on KB that you suggested, but it still occurs, although i have to say, that during the testgame it only happened twice ( usually it happened 7 or 8 times during a game).
Title: It's the Patch!
Post by: Rainman on November 07, 2007, 02:26:30 PM
Quote from: Backslash;83465
Oooh, now that's a really cool idea.  Very easy to do, too.  Let me try it out and see if it does anything unexpected or annoying.  If it works it will mask the transition, and be a nice feedback that you have entered/left glide mode.


Well i'm glad i could be of help. On the same subject, there is a minor issue with the joystick and those same spooling sounds. When I start out at 0 throttle (usually after a death in multiplayer) and move my joystick throttle to 100%, the sounds that i get when i press the full throttle button don't play. My suggestion is having the trigger for the sound play when any acceleration above 20% occurs, so if i go from 40 to 60 i hear it, and it would be even cooler if it gets louder or changes a bit as I close in on max throttle or have a 60% or higher throttle change. In the end its up to u guys, and i hope its as simple as the other issue.
Title: It's the Patch!
Post by: KaraBulut on November 07, 2007, 04:59:10 PM
I had those problems when I used joystick so I quit using the throttle button and used keyboard for throttle simple and easy :)
Title: It's the Patch!
Post by: P-90_177 on November 07, 2007, 11:16:05 PM
I tried downloading the patch using the updater but my university firewall blocks it.....is there anyway of getting the patch without the update installer?
Title: It's the Patch!
Post by: Turey on November 08, 2007, 01:17:51 AM
Quote from: P-90_177;83523
I tried downloading the patch using the updater but my university firewall blocks it.....is there anyway of getting the patch without the update installer?


Put everything in this folder in your demo folder:
http://www.fsoinstaller.com/files/btrl/

Note that this method should not be used unless you're unable to use the updater, as the updater balances load between multiple servers, whereas just grabbing it manually puts all the load on my server. If my server goes down, GW is likely to follow, as it probably wouldn't be able to handle the load by itself.
Title: It's the Patch!
Post by: P-90_177 on November 08, 2007, 01:37:12 AM
thanks turey that's great. i just hope it works.
Title: It's the Patch!
Post by: Axem on November 08, 2007, 02:01:15 AM
Quote from: KaraBulut;83300
I mean if you shoot all the firendlies in Boal they turn on you and if you shoot all of them down they treat you as a traitor and you cant play the level

thats not in Ap

Isn't that supposed to happen...?

Quote from: KaraBulut;83300
EDIT:

Axem just play the level yourself you would definetley run in to them yourself
the waypoint issues are if you follow Gauntlet and Chum to complete the bonus mission
when the encounter an asteroid they a)crash in to it and start looping b)shoot it and start looping
c)you shoot it and they try to dodge your fire and start looping

Also after you have done the bonus mission if chum and gavel didnt die you continue to meet the 2nd wawe of cylons
sometimes gauntlet starts crashing to the big asteroid instead of going between them and it takes long 10 minutes for
her to reach the cylon area by crashing to the rocks (not to mention if she just goes in to the rock chum tires to follow than crash and die)

I did play it and I've seen no difference then during my playtesting sessions.

In any case I think I have a partial explanation for you. Bad AI (the newest scapegoat for FS2). The AI is quite poor, I've seen Vipers head right into asteroids without any motion to fire or dodge it. I can't do anything about that.

I've also found that if the AI gets off track from a waypoint, it looks like it tries to go back to its previous waypoint node before it continues with the rest of its journey.

And of course, the AI doesn't seem to notice there's a giant asteroid in the area. I've seen both friendly Vipers and enemy Raiders crash into it regularly.

In summary, we need an AI coder.

Tnx.
Title: It's the Patch!
Post by: KaraBulut on November 08, 2007, 05:20:00 AM
Quote from: Axem;83535
Isn't that supposed to happen...?


I mean the traitor thing in Boal don't happen you just continue
Title: It's the Patch!
Post by: karajorma on November 08, 2007, 10:10:08 AM
I just checked. If you shoot your own side down the other players do turn hostile and try to kill you.

You don't go to the traitor debriefing like you do in BoaL though.
Title: The AI Problem
Post by: Rainman on November 08, 2007, 05:16:10 PM
Hey I noticed something that is driving me crazy about the AI. I play a lot of coop games, and while I am flying around trying to get 3 vipers off my six while shooting a fourth, my wingmen sit completely as if they've been disabled. This happens not only with Green but Red squadron too. After repetitive games, I noticed that The AI do not spawn into the game with orders and have their engines off, so they just sit there after they die. when the game starts they are fine, but after that every time one dies i need to give it the order to attack. It happens with both cylons and colonials. I am constantly pressing c-3-9 to order them to attack, but if I don't I usually find out that I have an audience watching me get raped by 20 vipers. Once they get the order, they all run around gunning like aces but before that, they're brain dead. I have AI set to Insane and AI is set to get orders from anyone (no just me or team leader). This happens on gauntlet missions, I am not sure about the rest.

Another thing I have noticed is sometimes if I am flying against vipers/raiders (same situation), they sit still too. The reason is different though, as each of my wingmen has a whole wing or two of the enemies chasing them (so it is usually at the end of the game, where its 3 or less friendlies left alive) and the extra wings are sitting in the middle of the map, completely brain dead. Whenever I am playing with a friend I always have to tell him to keep giving orders whenever he starts losing wingmen, so they spawn with orders.

As a result of this, the AI does something really intelligent. It places "brain dead" vipers/raiders as a secondary priority, therefore going for me while leaving two whole wings of friendlies there. Once I give them the order to attack, the enemy AI will immediately stop ganging up on me and start gunning for everyone.

It's really weird, can anyone else confirm this? I haven't played with the AI setting orders (so the normal is to set the AI to listen to anyone), and this problem could exist with other AI levels and on other maps. Happens constantly also when I am playing Coop alone. Any suggestions?
Title: The FTL
Post by: Rainman on November 09, 2007, 11:01:21 AM
Another quick thing is the message I get when I activate my FTL. It says Subspace drive engaged or something, is there a way to change that to FTL drive engaged? I know its tiny but it I am always so hooked on this great game that when the message pops up I remember that its based on freespace... I think its the only thing left out of place, so if we take it out then the game is completely BSG.
The other point is that when I turn on and spool up my FTL drive, I can't be shot! I see streams of bullets coming at me but they go right through. This can be used to cheat since the FTL can be aborted, so I can keep turning it on and then aborting to get to hard to reach areas. I noticed that you can't maneuver while the FTL is spooling up too, is there a possible fix to the FTL problem.
Its amazing when incorporated in missions through, since it acts up immediately and you find yourself in a different place.
Title: It's the Patch!
Post by: karajorma on November 09, 2007, 04:01:34 PM
The behaviour of the FTL drive is by and large hard coded.

It's something I'd like to see improved though.
Title: Mac Patch
Post by: Dr.Danger on November 09, 2007, 09:37:16 PM
Any updates you can throw us in regards to the mac patch status? All this talk got me checking for updates here daily! Again, super slick game you got here... can't wait until I upgrade this 4yr old mac to actually play the campaign. Raider gauntlet ftw!
Title: It's the Patch!
Post by: karajorma on November 10, 2007, 12:45:53 AM
We're still waiting on the builds from Taylor AFAIK.
Title: It's the Patch!
Post by: Ben> on November 10, 2007, 12:27:45 PM
Sorry guys, don't wanna read the whole conversation, I can't really catch up with this as long as I'm french
.. so looks like there's a new anti-traitor patch ? Why the hell doesn't it updates through the game ?
Title: It's the Patch!
Post by: VatTas on November 14, 2007, 03:04:04 PM
Quote from: Turey;80926
What's in the Patch:
Upgraded engine, ..... as well as additive weapon velocity (your shots inherit your ship's velocity)

Actually this last statement is not true. At first I noticed something odd in a way bullets fly when using thrusters. So I tested it:
If you hang in space without moving and shoot few rounds, these goes where croshair points.
Then, if you start using left thruster (your ship moves to the right at constant speed) and fire, bullets arent flying the way the croshair points as it is supposed to be if they inherit ship's velocity.

E.g. position you ship in a way that your crosshair will pass distant asteroid if you begin moving sideways. Start moving (using only thrusters) and then fire just before your crosshair leaves the asteroid. After few seconds your shots hit the asteroid. But if bullets inherited you ship's velocity, you shots must have missed the asteroid (bullets must have traveled the same distance sideways as you by the time they reach the asteroid).

Or maybe something is wrong with my installation? But I have new glide and other things... :confused:
Title: It's the Patch!
Post by: KaraBulut on November 14, 2007, 06:41:22 PM
I didnt get what you mean there but before the patch
when you target the enemy if you aim and shoot the circle front of the enemy
your shots would hit %70 after the patch it is down to %30 so it requires more skill
Title: It's the Patch!
Post by: Angelus on November 14, 2007, 06:50:09 PM
Quote from: VatTas;84182
Actually this last statement is not true. At first I noticed something odd in a way bullets fly when using thrusters. So I tested it:
If you hang in space without moving and shoot few rounds, these goes where croshair points.
Then, if you start using left thruster (your ship moves to the right at constant speed) and fire, bullets arent flying the way the croshair points as it is supposed to be if they inherit ship's velocity.

E.g. position you ship in a way that your crosshair will pass distant asteroid if you begin moving sideways. Start moving (using only thrusters) and then fire just before your crosshair leaves the asteroid. After few seconds your shots hit the asteroid. But if bullets inherited you ship's velocity, you shots must have missed the asteroid (bullets must have traveled the same distance sideways as you by the time they reach the asteroid).

Or maybe something is wrong with my installation? But I have new glide and other things... :confused:

Nothings wrong, 'cause inherit your ships velocity means :

the faster you fly, the faster the bullets are.

If you move sideways like you described, the KEWs should be seen as a arc, has to do something with physics...


My english sucks, Herra help!
Title: It's the Patch!
Post by: Turey on November 14, 2007, 07:25:33 PM
The crosshair adjusts for your movement. As such, if you fire just before your crosshair leaves the asteroid, it should hit.
Title: It's the Patch!
Post by: VatTas on November 15, 2007, 09:10:31 AM
Quote from: Angelus;84198
Nothings wrong, 'cause inherit your ships velocity means :
the faster you fly, the faster the bullets are.

If you move sideways like you described, the KEWs should be seen as a arc, has to do something with physics...

Actually, "inherit velocity" means more than that. If you go sideways, bullets that you shoot also have the same sideways velocity. If you're moving forward at 10m/s, and sideways at constant speed of 2m/s and shoot a bullet with 400m/s, bullet will travel at foward velocity 410m/s and side velocity 2m/s. If you fire stream of bullets, you won't see an arc. You will see ALL bullets traveling straight away from you.
You will see an arc, if your ship is accelerating sideways or turning.
Quote from: Turey;84202
The crosshair adjusts for your movement. As such, if you fire just before your crosshair leaves the asteroid, it should hit.

I think that you meant "lead indicator". Crosshair doesn't adjust, it sits motionlessly in the center of the screen.
This time with pictures and colors ;)
At time t0 your ship (black rectangle) is moving sideways at constant velocity, its line of sight (red line) is aligned with asteroid (brown thing). You fire bullet (green thing). At time t1 you ship has moved to the side some distance, bullet has moved the same distance to the side and some distance away from you. So, you still see the bullet in the dead center of the screen, it is just getting more and more distant. And of course it misses the asteroid.
Title: It's the Patch!
Post by: Turey on November 15, 2007, 06:49:20 PM
The Colonial KEW moves at 1500m/s. Dunno if you can move sideways enough before it hits.
Title: It's the Patch!
Post by: VatTas on November 16, 2007, 11:45:14 AM
Why don't you try it yourself?
Target asteroid that's little less than 3000m away (so you'll have ~2sec until it hits). Start moving sideways and fire just before crosshair leaves asteroid. When you see the flash, you crosshair points waaay away from asteroid. And that's where your bullet should have been, if it had inherited ship's velocity.
I thought, illustration was good enough...

You stated that "bullets inherit ship's velocity". I found that it is not true. So, it's a bug. If you'll say "we haven't intended it to inherit all vectors of velocity, only forward vector, so it's not a bug" or something like this, I'll say "Ok, so it's not a bug, it's a feature ;)".

Believe me, if I say that it is incorrect physical behavior, it's true. My interest in astronomy started ~24 years ago, when I was 8, so I have some knowledge how thing are supposed to behave in space ;)

Hm, maybe I can PM directly the guy who coded this?

Sorry that I cannot help with coding myself :blah:
Title: It's the Patch!
Post by: Turey on November 16, 2007, 10:05:57 PM
Quote from: VatTas;84305

Hm, maybe I can PM directly the guy who coded this?


That would be me. I'm kinda busy, but I might be able to look into this on the weekend.

It SHOULD be inheriting all velocity...
Title: It's the Patch!
Post by: Herra Tohtori on November 17, 2007, 12:20:36 AM
Quote from: Turey;84332
It SHOULD be inheriting all velocity...



It is. I tested. If you're flying at constant speed and have constant attitude, the rounds do fly straight away from you - and they hit the asteroid when it passes the line. And assuming you have constant velocity and attitude (ie. don't use any thrusters during the firing, that point is dead ahead all right.

If you're only starting to move sideways when you start firing (or otherwise use thrusters during firing), obviously the acceleration will take you away from the line of the first shots. Perhaps that's what's happening? Because I can't seem to notice any flaws in vector inheritance on the patched version of the game.

Or perhaps your patch is botched, VatTas? :nervous:
Title: It's the Patch!
Post by: meleardil on November 17, 2007, 09:24:17 AM
I tested it too...constant speed is inherited as it should be, both in normal and glide mode.. Mr Gallilei can be satisfied, his laws are kept. Thank you Turey!
Title: It's the Patch!
Post by: KaraBulut on November 18, 2007, 09:16:55 AM
Just basic physics nugget :p
Title: It's the Patch!
Post by: VatTas on November 19, 2007, 09:25:48 AM
OK, maybe my patch is corrupt.
To verify this, here are some screenshots:
01_stationary_firing - not moving, firing, shots go where crosshair points.
02_moving_at70 - moving right at constant speed. Crosshair just about to pass asteroid.
03_moving_at70_firing - at the same side speed, firing. Notice, shots drag behind. If rounds have inherited sideways motion, picture should have been as in 01_stationary_firing.
04_moving_at70_shots_hit - rounds hit the asteroid. Again, if velocity was inherited, rounds should have been where crosshair points.

(REMOVED PICTURES TO SAVE FORUM SPACE, since problem is solved)

So, guys, if you see different picture (i.e. don't see the shots dragging behind while moving sideways), my patch is corrupt. If you see the same, it's a bug.
Title: It's the Patch!
Post by: Herra Tohtori on November 19, 2007, 10:24:21 AM
What missions are those shots from?

I recently noticed similar behaviour in 3rd party campaigns, and while getting to the roots of the problem, Turey pointed me to the knowledge that the way the rounds behave (whether or not they inherit the ship's vector) depends on the AI profiles used in the mission, not just how the feature is coded in the game engine.

BtRL's ai_profiles.tbl table file offers three choices, SINGLE, MULTI and BOAL, which are the options to be used in the BtRL missions. However, FRED2 defaults to AI profile named FS2 RETAIL, which means that if the mission designer doesn't remember to make the mission use one of the three BtRL profiles, the end result is that the mission will use FS2 Retail weapon behaviour, ie. no vector inheritance.

This means that if that's a self-made or 3rd party add-on mission, you should check what AI profile it's set to use. Search for the entry $AI Profile: in the mission file.

The missions provided with the patch should naturally be using correct profiles, so if you find the official missions - be it single or multiplayer mission - having incorrect behaviour, that's a bug in that mission.
Title: It's the Patch!
Post by: VatTas on November 19, 2007, 11:39:46 AM
Quote from: Herra Tohtori;84568
What missions are those shots from?
......
The missions provided with the patch should naturally be using correct profiles, so if you find the official missions - be it single or multiplayer mission - having incorrect behaviour, that's a bug in that mission.


OK, that solves the problem. Now everything is perfect (changed $AI Profile to SINGLE).

Mission was Scar Duo.
Damn weaponless Scars were crashing into my ship while I was testing. So I removed them altogether :D
Title: It's the Patch!
Post by: VatTas on November 20, 2007, 09:12:38 AM
OK, here is another issue. Seems that lead indicator is not working correctly when you are using thrusters. This time I tested with Scar Duo and Demo Campaign missions so there's probably nothing mission-related.
Easiest to test with asteroids again. Choose distant asteroid and target it. Start using thrusters and fire at the lead indicator. The shots will miss 100%
Title: It's the Patch!
Post by: Herra Tohtori on November 20, 2007, 10:56:30 AM
I have noticed that the lead indicator isn't quite up to the task as soon as sideways velocities grow to larger scales. This doesn't only concern glide mode, but also situations where you follow another fighter, and engage side thrust to get out of the rear sector of the enemy (because the target profile is actually smallest from there) so that you can hit Raiders from up or below, or Vipers from any of the sides.

Surprizingly, it's actually rather easy to hit the target when you simply point at it with crosshair and adjust speed with thrusters so that it stays on the center of the screen without attitude adjustments, and don't pay much attention to the lead indicator at all. I've started to use it as more of a range indicator than actual lead assist indicator, and just correct the aim along the way. However, it's still useful when you're not doing any fancy maneuvers with the horizontal and vertical thrusters.

I also think I know where it goes wrong. I think the lead indicator points to the direction where the vectors of the round and the target would meet (at same time), and it seems at least to me that the lead indicator system doesn't take into account that the rounds actually gain the vector of the firing ship.

At least that's the only sensible explanation I can think of. Especially as in the earlier version the lead indicator was accurate even in glide mode, you could easily test it by shooting asteroids from ~500 m/s speeds, and it actually worked then.

If the lead indicator code should already include the inherited vector in the lead projection, then I suppose it should be re-checked because it ain't working as intended.:blah::)
Title: It's the Patch!
Post by: Felix 039 on November 22, 2007, 03:48:47 AM
What's Stopping the Mac Patch from coming out. >: (
Title: It's the Patch!
Post by: Josh_88 on November 22, 2007, 05:21:11 AM
real life issues and other issues of more importance for the guy who knows how do to it for the mac. Taylor (I think he's doing it) is a busy guy

"Basically we need our resident Mac coder to have time out from doing pretty much everything else the SCP does so that he has time to make the mac build for us."

from Karajorma
Title: It's the Patch!
Post by: On_Your_Six on November 30, 2007, 06:50:30 AM
Apologies for the super late post about this as I only just installed the patch recently (which for the most part I love)...

But ever since installing it, when I try to get into multiplayer, the game completely crashes (windows forces it to shut down)...

I didn't see anyone else who had this problem in this thread unfortunately...

Recommendations?
Title: It's the Patch!
Post by: karajorma on November 30, 2007, 08:21:50 AM
Now that's odd. The fixes we made to multiplayer were pretty minor.

Can you run the debug version and attach your fs2_open.log (You'll find it in Data after the crash).
Title: It's the Patch!
Post by: On_Your_Six on November 30, 2007, 11:18:30 AM
Thanks kara, I couldn't make any sense of the debug log, so here it is...

I'm hoping this won't require me to do a fresh install of both the original demo and the patch, but I'm suspecting it may...

Everything does work perfect in SP though, which is why I thought this weird..

Uh...  Did it attach?  Or do I have to rename .log to .txt?
Title: It's the Patch!
Post by: Turey on November 30, 2007, 10:09:48 PM
Quote from: On_Your_Six;85433

Uh...  Did it attach?


Nope. Try renaming to .txt.
Title: It's the Patch!
Post by: On_Your_Six on November 30, 2007, 10:23:07 PM
Yeah, should have done that to start....

Alright, just copied and pasted into Tech Support Forum...

Link: http://www.game-warden.com/forum/showthread.php?p=85488#post85488
Title: It's the Patch!
Post by: Turey on November 30, 2007, 10:40:17 PM
Quote from: On_Your_Six;85474
Yeah, should have done that to start....

Hmm, no dice...  Curses



perhaps http://www.pastebin.com?
Title: It's the Patch!
Post by: Backslash on December 02, 2007, 11:50:33 PM
Quote from: Khaze;81033
I've noticed some buggyness with the engine sounds when toggling glide on and off. Sometimes the engine sounds are really loud, even if your engines are set to 0 after disengaging glide. It's a bit confusing.

Good news!  Frak it took FOREVER to track it down but I finally found the problem:  the Viper's engine loop sound is 20 seconds long!  As a result I'm pretty sure my code IS already working, it's just the file keeps playing for 20 seconds even though the engine has changed.  So I found some code to make it silence early, I just need to get the code approved with the other devs because it might behave 'not as desired' with other, shorter, loops.
Quote from: Angelus;83471
My Joystick is a nearly 5 year old Microsoft Sidewinder Precision 2, and it shows in the launcher properly. I've tested the throttle setting 0 on Joystick and full throttle key on KB that you suggested, but it still occurs, although i have to say, that during the testgame it only happened twice ( usually it happened 7 or 8 times during a game).

Turns out I have a friend with that joystick, so was able to do some proper testing.  A good joystick -- I have the Force Feedback 2, and used to have the Precision 1 (and before that, the 3D Pro).  Unfortunately I STILL can't reproduce your problem no matter what I try.  Just to make sure, what OS are you running, and are you using some special joystick management software?  Reason I ask is I remember 98 had some Sidewinder config software where you could change bindings and set up macros, whereas afaik XP there isn't any.  Gah.  Can anyone else reproduce this problem?
Quote from: Rainman;83475
On the same subject, there is a minor issue with the joystick and those same spooling sounds. When I start out at 0 throttle (usually after a death in multiplayer) and move my joystick throttle to 100%, the sounds that i get when i press the full throttle button don't play. My suggestion is having the trigger for the sound play when any acceleration above 20% occurs, so if i go from 40 to 60 i hear it, and it would be even cooler if it gets louder or changes a bit as I close in on max throttle or have a 60% or higher throttle change. In the end its up to u guys, and i hope its as simple as the other issue.

There is in fact existing code for this, but afaik it never worked as wished and so was commented out.  In fact I think this code had been commented out by the original Volition Freespace 2 coders!  So I'll take a look at it, see if I can make it be non-annoying, but as you say it's a minor issue.
More important is the starting out at 0 after respawn, which is Really Annoying (and often downright fatal), so I'm hacking at that first. :biggrin1:
Title: It's the Patch!
Post by: Felix 039 on December 04, 2007, 06:47:51 AM
Quote from: Josh_88;84822
real life issues and other issues of more importance for the guy who knows how do to it for the mac. Taylor (I think he's doing it) is a busy guy

"Basically we need our resident Mac coder to have time out from doing pretty much everything else the SCP does so that he has time to make the mac build for us."

from Karajorma


¬_¬ There's only one mac coder here?
Title: It's the Patch!
Post by: Josh_88 on December 04, 2007, 09:37:12 AM
they have a hard enough time finding any coders, I'm sure they're glad they have at least one for mac. It's like they've been saying... they need coders.
Title: It's the Patch!
Post by: karajorma on December 04, 2007, 10:56:57 AM
BTW we have the release build for the Mac now and we'll be sticking it into the patch very soon. We're probably going to just release a new patch for all three platforms though since there are a few other problems we've fixed too.
Title: It's the Patch!
Post by: David cgc on December 04, 2007, 08:39:24 PM
Sounds good. I await with bated breath.
Title: It's the Patch!
Post by: Dr.Danger on December 05, 2007, 01:20:21 AM
Yay!
Title: It's the Patch!
Post by: Felix 039 on December 05, 2007, 05:45:15 AM
Finally :D, can't wait
Title: It's the Patch!
Post by: theShaggy on December 09, 2007, 08:18:33 PM
Okay, I'm having trouble with the patch

The game worked yesterday when I used the base install.  Then I downloaded and patched the game on Ubuntu Gutsy-64.  However, after I patched, I couldn't run the script.  I tried running in Terminal, only I got this error:

Quote
./btrl_demo.bin: error while loading shared libraries: libogg.so.0: cannot open shared object file: No such file or directory


I do, in fact, have libogg.so.0 installed, so I'm not sure why it refuses to open.

Any suggestions?  Searching the forum turned up nothing.
Title: It's the Patch!
Post by: castor on December 09, 2007, 08:45:58 PM
Weird..
Maybe check how the results from ldd btrl_demo.bin and ls -l /usr/lib/libogg* compare?
Title: It's the Patch!
Post by: letic on December 11, 2007, 05:01:53 PM
Same error here as theshaggy when applying the patch. It seems that the update is only 32bits...

I'm running Debian SID 64 bits and when trying to run ldd on btrl_demo.bin I got the following :
Code: [Select]
letic@obelix:~/btrl_demo$ ldd btrl_demo.bin
linux-gate.so.1 =>  (0xffffe000)
libSDL-1.2.so.0 => /usr/lib32/libSDL-1.2.so.0 (0xf7e93000)
libpthread.so.0 => /lib32/libpthread.so.0 (0xf7e7c000)
libGL.so.1 => /usr/lib32/libGL.so.1 (0xf7de6000)
libGLU.so.1 => /usr/lib32/libGLU.so.1 (0xf7d66000)
libopenal.so.0 => not found
libogg.so.0 => not found
libvorbis.so.0 => not found
libvorbisfile.so.3 => not found
libtheora.so.0 => not found
libstdc++.so.6 => /usr/lib32/libstdc++.so.6 (0xf7c79000)
libm.so.6 => /lib32/libm.so.6 (0xf7c54000)
libgcc_s.so.1 => /usr/lib32/libgcc_s.so.1 (0xf7c49000)
libc.so.6 => /lib32/libc.so.6 (0xf7b02000)
libasound.so.2 => /usr/lib32/libasound.so.2 (0xf7a3c000)
libdl.so.2 => /lib32/libdl.so.2 (0xf7a38000)
libdirectfb-0.9.so.25 => /usr/lib32/libdirectfb-0.9.so.25 (0xf79e1000)
libfusion-0.9.so.25 => /usr/lib32/libfusion-0.9.so.25 (0xf79db000)
libdirect-0.9.so.25 => /usr/lib32/libdirect-0.9.so.25 (0xf79cc000)
libvga.so.1 => /usr/lib32/libvga.so.1 (0xf796c000)
/lib/ld-linux.so.2 (0xf7f62000)
libGLcore.so.1 => /usr/lib32/libGLcore.so.1 (0xf6fd4000)
libnvidia-tls.so.1 => /usr/lib32/tls/libnvidia-tls.so.1 (0xf6fd1000)
libXext.so.6 => /usr/lib32/libXext.so.6 (0xf6fc3000)
libX11.so.6 => /usr/lib32/libX11.so.6 (0xf6ed7000)
libXau.so.6 => /usr/lib32/libXau.so.6 (0xf6ed4000)
libXdmcp.so.6 => /usr/lib32/libXdmcp.so.6 (0xf6ecf000)


It would be great if you could release a new version of the patch including the 64bits binaries.
Title: It's the Patch!
Post by: Turey on December 13, 2007, 08:44:50 AM
Quote from: letic;86442
Same error here as theshaggy when applying the patch. It seems that the update is only 32bits...

I'm running Debian SID 64 bits and when trying to run ldd on btrl_demo.bin I got the following :
Code: [Select]
letic@obelix:~/btrl_demo$ ldd btrl_demo.bin
linux-gate.so.1 =>  (0xffffe000)
libSDL-1.2.so.0 => /usr/lib32/libSDL-1.2.so.0 (0xf7e93000)
libpthread.so.0 => /lib32/libpthread.so.0 (0xf7e7c000)
libGL.so.1 => /usr/lib32/libGL.so.1 (0xf7de6000)
libGLU.so.1 => /usr/lib32/libGLU.so.1 (0xf7d66000)
libopenal.so.0 => not found
libogg.so.0 => not found
libvorbis.so.0 => not found
libvorbisfile.so.3 => not found
libtheora.so.0 => not found
libstdc++.so.6 => /usr/lib32/libstdc++.so.6 (0xf7c79000)
libm.so.6 => /lib32/libm.so.6 (0xf7c54000)
libgcc_s.so.1 => /usr/lib32/libgcc_s.so.1 (0xf7c49000)
libc.so.6 => /lib32/libc.so.6 (0xf7b02000)
libasound.so.2 => /usr/lib32/libasound.so.2 (0xf7a3c000)
libdl.so.2 => /lib32/libdl.so.2 (0xf7a38000)
libdirectfb-0.9.so.25 => /usr/lib32/libdirectfb-0.9.so.25 (0xf79e1000)
libfusion-0.9.so.25 => /usr/lib32/libfusion-0.9.so.25 (0xf79db000)
libdirect-0.9.so.25 => /usr/lib32/libdirect-0.9.so.25 (0xf79cc000)
libvga.so.1 => /usr/lib32/libvga.so.1 (0xf796c000)
/lib/ld-linux.so.2 (0xf7f62000)
libGLcore.so.1 => /usr/lib32/libGLcore.so.1 (0xf6fd4000)
libnvidia-tls.so.1 => /usr/lib32/tls/libnvidia-tls.so.1 (0xf6fd1000)
libXext.so.6 => /usr/lib32/libXext.so.6 (0xf6fc3000)
libX11.so.6 => /usr/lib32/libX11.so.6 (0xf6ed7000)
libXau.so.6 => /usr/lib32/libXau.so.6 (0xf6ed4000)
libXdmcp.so.6 => /usr/lib32/libXdmcp.so.6 (0xf6ecf000)


It would be great if you could release a new version of the patch including the 64bits binaries.


Did you select the 64-bit binaries in the updater?
Title: It's the Patch!
Post by: theShaggy on December 13, 2007, 10:30:34 PM
Quote from: Turey;86514
Did you select the 64-bit binaries in the updater?


Didn't give us that option, as far as I can see.  I'll try to reinstall, just in case.
Title: It's the Patch!
Post by: RavenTS on December 14, 2007, 09:53:38 PM
Still looking for a mirror concerning files? Maybe I could help you guys a little...
Title: It's the Patch!
Post by: Turey on December 15, 2007, 04:37:33 AM
Quote from: theShaggy;86543
Didn't give us that option, as far as I can see.  I'll try to reinstall, just in case.


Woah. I could have sworn that there were 64-bit binaries, but maybe I'm losing it.
Title: It's the Patch!
Post by: theShaggy on December 15, 2007, 09:02:08 PM
Quote from: Turey;86601
Woah. I could have sworn that there were 64-bit binaries, but maybe I'm losing it.


Doesn't appear to be - not when I downloaded or installed it, at least.

Anyone else on 64-bit systems able to get it to work?
Title: It's the Patch!
Post by: Jayge on December 27, 2007, 08:05:56 PM
Still no news on the mac patch, eh?
Title: It's the Patch!
Post by: karajorma on December 27, 2007, 08:31:12 PM
I'm waiting for a reply on that status of the Mac patch at the moment. You're going to skip patch 1 and go straight to the code for patch 2 BTW. Only minor code changes there but it will be a an improvement on the build that came with the game.
Title: It's the Patch!
Post by: KaraBulut on December 30, 2007, 10:19:37 AM
So when is the 2nd patch coming ?
Title: It's the Patch!
Post by: karajorma on December 30, 2007, 01:11:45 PM
Just waiting on a couple of minor mission fixes at the moment. Shouldn't be long at all.
Title: Mac Update.
Post by: Klax75 on January 03, 2008, 07:03:54 AM
Any plans for a Mac Update soon? :)
Title: It's the Patch!
Post by: VPR on January 03, 2008, 10:26:20 PM
Quote from: Klax75;87906
Any plans for a Mac Update soon? :)


Just be patient, you'll probably get it when the Windows patch is out or soon after from what Karajorma said above. ;)

Quote from: karajorma;87491
I'm waiting for a reply on that status of the Mac patch at the moment. You're going to skip patch 1 and go straight to the code for patch 2 BTW. Only minor code changes there but it will be a an improvement on the build that came with the game.
Title: It's the Patch!
Post by: theShaggy on January 05, 2008, 11:59:03 PM
Will the second patch include files for 64-bit Linux systems?  It seemed like you guys weren't aware that it wasn't compatible, so I hope I'll be able to play the game again with this new one.
Title: It's the Patch!
Post by: karajorma on January 06, 2008, 12:31:32 AM
Taylor updated them and linked you to new ones right?
Title: It's the Patch!
Post by: theShaggy on January 06, 2008, 12:50:22 AM
Not that I've seen - have they been updated?  'Cause that would be fantastic :-)  I've had an itching to play the game (you guys do a great job) and not being able to has been frustrating.
Title: It's the Patch!
Post by: KaraBulut on January 06, 2008, 09:10:54 AM
Just a quick question if you uninstall than re-install the game
can you download the 2nd patch directly ? or you have to download the 1st patch than the second ?
Title: It's the Patch!
Post by: karajorma on January 06, 2008, 09:31:22 AM
It should check what you already have and download anything that's missing for you. So all you should ever need to download for any patch is the Patch 1 updated installer.
Title: It's the Patch!
Post by: Klax75 on January 07, 2008, 06:40:51 AM
I was wondering in can all the multiplayer missions be played single player? Some of them I get No Team or Team Captains assigned. I wanted to try out the new patch missions but didn't know which they were and how to get past the team or team captain problem. Thanks.
Title: It's the Patch!
Post by: karajorma on January 07, 2008, 08:54:40 AM
The TvT missions can't be played single player unfortunately. Someone with FREDing knowledge could probably convert them into coop missions pretty easily though.
Title: It's the Patch!
Post by: Jayge on January 12, 2008, 06:18:03 PM
So mac patch 1's being skipped in favor of hopefully getting 2 out near the windows release?
Title: It's the Patch!
Post by: karajorma on January 12, 2008, 06:57:40 PM
Basically patch 2 is in beta testing now and the Mac build for patch 2 is done so it makes sense to simply update both at the same time rather than releasing the code for the mac now and then hoping the patch 1 missions don't break it.
Title: It's the Patch!
Post by: JCrowley on January 15, 2008, 04:58:10 AM
Quote from: karajorma;88671
Basically patch 2 is in beta testing now and the Mac build for patch 2 is done so it makes sense to simply update both at the same time rather than releasing the code for the mac now and then hoping the patch 1 missions don't break it.


Is there any kind of time estimate for when the patches will be available?  I'm really looking forward to flying around Galactica and such.  And is there anything users can do to help?  Beta testing and whatnot?
Title: It's the Patch!
Post by: Josh_88 on January 15, 2008, 05:39:50 AM
the beta testing is done in house by the devs only, and don't expect galactica or any of the other big ships in any patches soon, they've got some work that needs done still. the next patch is mostly small fixes and a few improvements on things, no new ships
Title: It's the Patch!
Post by: karajorma on January 15, 2008, 08:38:40 AM
Yep. Patch 2 is basically just bug fixes we missed in patch 1.

Patch 3 is the 3.6.10 switch and that will have lots of new code features (Especially for multiplayer).
Title: It's the Patch!
Post by: Felix 039 on January 15, 2008, 08:50:21 AM
Erm... This is getting confusing... Can we have a new thread with download link for every new patch that are released?
Title: It's the Patch!
Post by: karajorma on January 15, 2008, 09:36:54 AM
Patch 2 isn't actually out yet. This is all the patch 1 release discussion really. :)
Title: It's the Patch!
Post by: JCrowley on January 15, 2008, 11:05:21 AM
Quote from: karajorma;88963
Yep. Patch 2 is basically just bug fixes we missed in patch 1.

Patch 3 is the 3.6.10 switch and that will have lots of new code features (Especially for multiplayer).


Ah, I was confused about someone mentioning they "couldn't wait to fly around Galactica" or something, but I was just skimming some of the earlier posts.  (Or it may have been another forum.)

In any event, I don't have patch 1 because I'm on a Mac and am too lazy and/or have too many other things open to keep switching back and forth to the Windows partition to play, so I'm waiting for all the things that were added in the first one as well.
Title: It's the Patch!
Post by: KaraBulut on January 15, 2008, 12:45:05 PM
Be patient people im sure the mods are doing their best to release it as soon as possible
Title: It's the Patch!
Post by: Turey on January 18, 2008, 08:36:03 AM
Hey. Patch 2 out. Just bugfixes and stuff, but guess what? We've got OSX builds now!
Title: It's the Patch!
Post by: Spork on January 18, 2008, 01:21:00 PM
The asteroid mission had better be easier >:(
Title: It's the Patch!
Post by: zenthetiger on April 12, 2008, 07:42:38 PM
Will this game have a cockpit view? I really love it when games have that so you really get the feeling you are there.
Title: It's the Patch!
Post by: Angelus on April 12, 2008, 08:08:26 PM
Quote from: zenthetiger;97128
Will this game have a cockpit view? I really love it when games have that so you really get the feeling you are there.


Yep, check this vid:

http://www.moddb.com/games/6596/bsg-beyond-the-red-line/videos

there are a few more, enjoy.
Title: It's the Patch!
Post by: KewlToyZ on April 13, 2008, 05:50:39 PM
Damn that landing bay looks so awesome!
I was just noticing the star streaks creating a sense of motion in the vid.
I don't know if I ever saw that in the game?