Hello everyone!
It has been pretty chaotic, to say the least, the past few months with real life events happening. Finally though, this new version of Synergy is ready for public use!
The most significant feature to this version, would be the nearly flawless Linux server - *provided* that you move the other shared game directories ("hl2", "episodic", "ep2", "metastasis", "minerva", "rock 24", ...) out of the "orangebox" directory and onto a partition using a case-insensitive filesystem (such as VFAT or NTFS) and then symlink to those directories from the "orangebox" directory, or alternatively if you don't have such a partition, you can use ciopfs.
Of course, that only applies to server administrators using Linux.
Players would be interested in these things:
* multiplayer auto-save points - where players are at save time, is where they will be restored to if a load occurs
* two new voice menu commands
* implemented voting system - players can vote kick, change level, reload last save point and change skill level
* updated to the new source code base - this gives us a 100% working third-person view camera, TF2 player avoidance and stability
* made it easier to donate by showing the player's Steam ID on the DONOR FEATURES window
* updates to entities: point_viewcontrol, info_player_equip, player_loadsaved
* many bug fixes and crashes have been fixed
You can view the full change log for version 14 right here.
I apologize for the long wait, please enjoy this update!
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Synergy Update version 14
#2
Posted 01 September 2009 - 05:35 PM
Questions + such
1) does mp_respawntime do anything different if it is > 1?
2) Is there a way to disable voting (if not, shame on you. We all don't want people changing the skill level on our servers).
3) Why did the respawn timer get hidden? Respawn times seem to be longer then ever now. Is there a way to turn down the respawn times? Related to #1, mp_respawntime 1 doesn't act any differently than mp_respawntime 5
4) Changelog doesn't mention VAC works now
5) A map vote SEEMED to crash my windows server
6) Closing the Synergy client doesn't kill the hl2.exe process. (On Windows 7 x64 at least). No other game has this problem.
7) When I open Synergy, it makes iTunes quiet. When I close it, it restores the volume (wtf?)
8) To anyone interested, I'm generating the new Synergy offsets for Sourcemod right now. I'll post them somewhere here when I'm done.
1) does mp_respawntime do anything different if it is > 1?
2) Is there a way to disable voting (if not, shame on you. We all don't want people changing the skill level on our servers).
3) Why did the respawn timer get hidden? Respawn times seem to be longer then ever now. Is there a way to turn down the respawn times? Related to #1, mp_respawntime 1 doesn't act any differently than mp_respawntime 5
4) Changelog doesn't mention VAC works now
5) A map vote SEEMED to crash my windows server
6) Closing the Synergy client doesn't kill the hl2.exe process. (On Windows 7 x64 at least). No other game has this problem.
7) When I open Synergy, it makes iTunes quiet. When I close it, it restores the volume (wtf?)
8) To anyone interested, I'm generating the new Synergy offsets for Sourcemod right now. I'll post them somewhere here when I'm done.
#3
Posted 01 September 2009 - 05:38 PM
And yet no one mentions fixing any map bugs. Come on guys, they've been around for years!
EDIT:
@crazydog: Remember, windows 7 is still in beta, chances are you'll find a few bugs that may actually be because of it. Try windows update and running synergy in vista/xp compatability mode.
EDIT:
@crazydog: Remember, windows 7 is still in beta, chances are you'll find a few bugs that may actually be because of it. Try windows update and running synergy in vista/xp compatability mode.
#4
Posted 01 September 2009 - 05:44 PM
QUOTE (TGP1994 @ Sep 1 2009, 06:38 PM) <{POST_SNAPBACK}>
And yet no one mentions fixing any map bugs. Come on guys, they've been around for years!
EDIT:
@crazydog: Remember, windows 7 is still in beta, chances are you'll find a few bugs that may actually be because of it. Try windows update and running synergy in vista/xp compatability mode.
EDIT:
@crazydog: Remember, windows 7 is still in beta, chances are you'll find a few bugs that may actually be because of it. Try windows update and running synergy in vista/xp compatability mode.
We know that some maps, particularly in HL2, don't work as expected. But it's not like we have an army of people to work on this project.
#5
Posted 01 September 2009 - 05:57 PM

AWESOME.
Totally ninja updated on me just as me and my friend were talking about marathoning tomorrow.
I gotta check the forums more so you don't get me like that.
#6
Posted 01 September 2009 - 06:09 PM
QUOTE (VOSK @ Sep 1 2009, 06:44 PM) <{POST_SNAPBACK}>
We know that some maps, particularly in HL2, don't work as expected. But it's not like we have an army of people to work on this project.
But several years? I'm sure you guys could have done something about them in that time frame. And while were here, why not now?
#7
Posted 01 September 2009 - 06:15 PM
Changelog says mp_respawntime, server says mp_respawndelay

I'd still like more clarification on how mp_respawndelay works at numbers other than 0 and 1. Not seeing the respawn times doesn't help me figure out what was changed.
I'd still like more clarification on how mp_respawndelay works at numbers other than 0 and 1. Not seeing the respawn times doesn't help me figure out what was changed.
#8
Posted 01 September 2009 - 07:37 PM
Simple answer: don't touch mp_respawndelay, it doesn't do much.
TGP1994: I don't agree that it's been "several years". At most it would be since we moved to the Orange Box source code.
TGP1994: I don't agree that it's been "several years". At most it would be since we moved to the Orange Box source code.
#9
Posted 01 September 2009 - 10:32 PM
QUOTE (VOSK @ Sep 1 2009, 08:37 PM) <{POST_SNAPBACK}>
Simple answer: don't touch mp_respawndelay, it doesn't do much.
TGP1994: I don't agree that it's been "several years". At most it would be since we moved to the Orange Box source code.
TGP1994: I don't agree that it's been "several years". At most it would be since we moved to the Orange Box source code.
Well, ok, enough bickering about how long it's been, how about now? Why not do it now?
#10
Posted 02 September 2009 - 02:22 AM
QUOTE (TGP1994 @ Sep 2 2009, 05:32 AM) <{POST_SNAPBACK}>
Well, ok, enough bickering about how long it's been, how about now? Why not do it now?
what's wrong?
and eh, nobody noticed new site?
#11
Posted 02 September 2009 - 03:02 AM
QUOTE (crazydog @ Sep 2 2009, 09:35 AM) <{POST_SNAPBACK}>
2) Is there a way to disable voting (if not, shame on you. We all don't want people changing the skill level on our servers).
Please clarify how we can disable the voting. If we have forced votes, I will be less inclined to continue hosting Synergy. Would appreciate a response to this questions because I did mention before I hope it was optional.
QUOTE (TGP1994 @ Sep 2 2009, 09:38 AM) <{POST_SNAPBACK}>
@crazydog: Remember, windows 7 is still in beta, chances are you'll find a few bugs that may actually be because of it. Try windows update and running synergy in vista/xp compatability mode.
Windows 7 is actually fully released to MSDN members but not sure what version he is running.
Spawn Timer is no longer visible to players << Is this optional?
#12
Posted 02 September 2009 - 03:25 AM
QUOTE (Rothgar @ Sep 2 2009, 01:02 AM) <{POST_SNAPBACK}>
Please clarify how we can disable the voting. If we have forced votes, I will be less inclined to continue hosting Synergy. Would appreciate a response to this questions because I did mention before I hope it was optional.
AFAIK, and as far as I can infer from what VOSK said, you can't. I emptied maplists.txt to disable mapvoting, but I can't do anything about skill/kick/checkpoint
QUOTE (Rothgar)
Windows 7 is actually fully released to MSDN members but not sure what version he is running.
I'm running 7600
QUOTE
Spawn Timer is no longer visible to players << Is this optional?
AFAIK it's another force option that server owners have no choice over.
@Synergy team: Why do you like to force so many things on us server admins? Let us choose how we want our servers to run!
#13
Posted 02 September 2009 - 03:36 AM
QUOTE (crazydog @ Sep 2 2009, 07:25 PM) <{POST_SNAPBACK}>
AFAIK, and as far as I can infer from what VOSK said, you can't. I emptied maplists.txt to disable mapvoting, but I can't do anything about skill/kick/checkpoint
I'm running 7600
AFAIK it's another force option that server owners have no choice over.
@Synergy team: Why do you like to force so many things on us server admins? Let us choose how we want our servers to run!
I'm running 7600
AFAIK it's another force option that server owners have no choice over.
@Synergy team: Why do you like to force so many things on us server admins? Let us choose how we want our servers to run!
Wow that is amazing, I support this mod for so long. I can put up with some things being forced like the spawn systems, respawn times etc. as these can be worked around, I contribute to the community and also released my SourceMod AFK Manager with fixes for Synergy (cinematic mode and turrets eye angles etc).
Then when a vote menu starts being discussed I post my views that we should be able to disable it and the features should be commands so we can integrate into our existing SourceMod custom menu's and then it gets forced on us.
I am getting tired of this, I made a lot of customizations on our servers and we are one of the most popular Synergy servers but I might look at OC or something if this is the case. I am not a fan of this single viewed angle the mod seems to be taking and as I said some things we live with but it seems like feedback is in vain.
#14
Posted 02 September 2009 - 03:51 AM
I'd also like a way to turn of playerpushing.
After switching to the "TF2" method, sv_playerpush and sv_playerpush_force do NOTHING.
The only reason I haven't switched to OC yet is because they don't have Linux Binaries, but in time they will.
After switching to the "TF2" method, sv_playerpush and sv_playerpush_force do NOTHING.
The only reason I haven't switched to OC yet is because they don't have Linux Binaries, but in time they will.
#15
Posted 02 September 2009 - 06:28 AM
QUOTE (crazydog @ Sep 2 2009, 07:51 PM) <{POST_SNAPBACK}>
I'd also like a way to turn of playerpushing.
After switching to the "TF2" method, sv_playerpush and sv_playerpush_force do NOTHING.
The only reason I haven't switched to OC yet is because they don't have Linux Binaries, but in time they will.
After switching to the "TF2" method, sv_playerpush and sv_playerpush_force do NOTHING.
The only reason I haven't switched to OC yet is because they don't have Linux Binaries, but in time they will.
Well I found a crude way to disable the vote system and have posted it in the help section:
http://synergymod.net/forums/index.php?showtopic=1375
We have found that physics seem a bit messed up like moving objects with grav gun slightly rotates them and yeah the player push is on no matter what.
#16
Posted 02 September 2009 - 06:58 AM
I think there's actually version 7700 out, try windows update or something. And and if you remember from HL2, just before getting to the docks with the jeep, (this is the first time using the jeep,) you'll be in a radio room with several sick people. On the level change, everyone spawns in the room, but the doors leading outside become locked. Extremely simple to fix, and has been around in synergy forever.
#17
Posted 02 September 2009 - 10:17 AM
Oh christ, I had to use noclip on that so many times...
Anyway, I know I shouldn't complain because the update is so new, but the flashlights are still a bit off. D:





And what's with "moving" to OC? Both are pretty good. Hell, if Synergy and OC had sex, that would be a pretty kickass co-op mod.
Of course, there seems to be a sort of rivalry, so maybe not.
Anyway, I know I shouldn't complain because the update is so new, but the flashlights are still a bit off. D:





And what's with "moving" to OC? Both are pretty good. Hell, if Synergy and OC had sex, that would be a pretty kickass co-op mod.
Of course, there seems to be a sort of rivalry, so maybe not.
#18
Posted 02 September 2009 - 03:35 PM
Yeah, flashlight is attached to the arm. For whatever reason :/
But I think everyone already knows what we think about Valve's coding practices.
But I think everyone already knows what we think about Valve's coding practices.
#19
Posted 02 September 2009 - 06:07 PM
It's fine for the pistol and it's bearable for the AR2 and SMG, but the grenades and melee weapons.....
WAAAAGH.
Unless there's some sorta way to attach it to the chest...
WAAAAGH.
Unless there's some sorta way to attach it to the chest...
#20
Posted 02 September 2009 - 07:07 PM
QUOTE (ChexGuy331 @ Sep 2 2009, 11:17 AM) <{POST_SNAPBACK}>
(...chop...)
And what's with "moving" to OC? Both are pretty good. Hell, if Synergy and OC had sex, that would be a pretty kickass co-op mod.
Of course, there seems to be a sort of rivalry, so maybe not.
And what's with "moving" to OC? Both are pretty good. Hell, if Synergy and OC had sex, that would be a pretty kickass co-op mod.
Of course, there seems to be a sort of rivalry, so maybe not.
Just curious: from whom do you get the feeling that there is some rivalry?
Also, the vote system will eventually get an update that will enable server admins to set un-kickable users by writing in their Steam IDs into a text file.
The flashlight is a bit annoying, I agree. It would have to become detached from the player's hand attachment in order to aim forward.

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