Hello, I hope everyone is enjoying their holidays. I'd like to let everyone know that we are still working on the project, we've just been a bit busy with real life things (school, holidays).
I'd like to give everyone a preview to our next update by showing you our Changelog for version 11 so far: http://synergymod.net/dev/log/11.html
More things will be worked on before we actually put up version 11 on Steam for the public, though there will be a new mod converted for cooperative play. It's a surprise and I'm sure you'll all enjoy it.
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Holiday Updates
#2
Posted 31 December 2008 - 11:32 AM
Finally, update. Was thinking mod was dead again due to servers went from 200+ back to -60 
O well my servers still rank 1-3
Any updates about random client crashes due to maps? And could you add in a update that Alyx and the car/vans get teleported to end if some nub head rushes to end of map? otherwise nextmap is glitched due to no alyx/car in EP2.
And and spawntime, I set time to 20 secs but still 40-1min to respawn
O well my servers still rank 1-3
Any updates about random client crashes due to maps? And could you add in a update that Alyx and the car/vans get teleported to end if some nub head rushes to end of map? otherwise nextmap is glitched due to no alyx/car in EP2.
And and spawntime, I set time to 20 secs but still 40-1min to respawn
#3
Posted 31 December 2008 - 12:38 PM
If you're playing with lots of players, respawn time is long.
#4
Posted 31 December 2008 - 01:48 PM
Yea, there a way to make it exactly 20 secs spawn time? for everyone?
Also what about client crashes due to maps?/servers?
Also what about client crashes due to maps?/servers?
#5
Posted 31 December 2008 - 08:07 PM
Thanks for the update VOSK. I continue to enjoy Synergy, and I'm really thankful for the time and effort you've put into it.
I wanted to also add my plea for more customization, such as the server being able to specify respawn time, item respawn, whether or not the map resets when all players are dead, etc. I realize that might go against some people's philosophy of how the game "should" play, but I know that I'd really appreciate that kind of freedom.
I wanted to also add my plea for more customization, such as the server being able to specify respawn time, item respawn, whether or not the map resets when all players are dead, etc. I realize that might go against some people's philosophy of how the game "should" play, but I know that I'd really appreciate that kind of freedom.
#6
Posted 01 January 2009 - 11:19 PM
QUOTE (Xax @ Jan 1 2009, 01:07 AM) <{POST_SNAPBACK}>
Thanks for the update VOSK. I continue to enjoy Synergy, and I'm really thankful for the time and effort you've put into it.
I wanted to also add my plea for more customization, such as the server being able to specify respawn time, item respawn, whether or not the map resets when all players are dead, etc. I realize that might go against some people's philosophy of how the game "should" play, but I know that I'd really appreciate that kind of freedom.
I wanted to also add my plea for more customization, such as the server being able to specify respawn time, item respawn, whether or not the map resets when all players are dead, etc. I realize that might go against some people's philosophy of how the game "should" play, but I know that I'd really appreciate that kind of freedom.
Xax hit the nail right on. I, too, think that allowing the server admins to customize their setup as they wish is a nice way to reach out and expand the "clientle" of the mod and make sure that both hardcore and casual players can enjoy the mod.
#7
Posted 08 January 2009 - 08:28 AM
#8
Posted 08 January 2009 - 08:42 PM
Change List updated again, should have an update soon now.
Players that have donated will be able to change their grenade trail and SLAM sprite colors.
Players that have donated will be able to change their grenade trail and SLAM sprite colors.
#10
Posted 13 January 2009 - 01:08 PM
QUOTE (Nibbler @ Dec 31 2008, 01:48 PM) <{POST_SNAPBACK}>
Yea, there a way to make it exactly 20 secs spawn time? for everyone?
Also what about client crashes due to maps?/servers?
Also what about client crashes due to maps?/servers?
Respawn time will be adjusted. I'll post the specifics when release time comes. Lots of people complaining about it. But it's still going to be high for the 10 slot servers anyway, if players start dying.
And so far, I've not crashed due to the "tempents->Update()" call stack. So I do hope I've got the "random client crashing" fixed.
#11
Posted 14 January 2009 - 04:25 AM
QUOTE (VOSK @ Jan 13 2009, 06:08 PM) <{POST_SNAPBACK}>
And so far, I've not crashed due to the "tempents->Update()" call stack. So I do hope I've got the "random client crashing" fixed.
Excellent effort if that's fixed vosk. The problem sounded pretty elusive.
-Lexxy.
#12
Posted 16 January 2009 - 09:58 AM
QUOTE (Lexxy @ Jan 14 2009, 04:25 AM) <{POST_SNAPBACK}>
Excellent effort if that's fixed vosk. The problem sounded pretty elusive.
-Lexxy.
-Lexxy.
Unfortunately, I just had that crash yesterday on d1_canals_07.
- - - - -
I also want to let everyone know I've removed the map restarting from all players being dead.
At least until I get the auto-save system working for multiplayer. (Got sick of the negative feedback.)
#13
Posted 16 January 2009 - 12:58 PM
QUOTE (VOSK @ Jan 16 2009, 02:58 PM) <{POST_SNAPBACK}>
I also want to let everyone know I've removed the map restarting from all players being dead.
At least until I get the auto-save system working for multiplayer. (Got sick of the negative feedback.)
At least until I get the auto-save system working for multiplayer. (Got sick of the negative feedback.)
It's not a bad thing to listen to your players. Valve themselves have some very interesting things to say about that. Of course, you have to be careful to not just be a slave to players' demands also.
Out of curiosity, any work been done on some of the additional entities for mappers as discussed here and here.
#15
Posted 17 January 2009 - 04:33 AM
QUOTE (VOSK @ Jan 16 2009, 03:58 PM) <{POST_SNAPBACK}>
Unfortunately, I just had that crash yesterday on d1_canals_07. 
Dont worry, you are not the only one with that problem.
We have the exact same crash, we have ran a lot of tests regarding it and determined the cause of it as deep as possible and we have come to the conclusion that it is most likely not fixable without engine access, which is a shame, as it is a serious gameplay interrupting problem that NEEDS to be fixed.
#16
Posted 17 January 2009 - 08:40 AM
QUOTE (W0rf0x @ Jan 17 2009, 04:33 AM) <{POST_SNAPBACK}>
Dont worry, you are not the only one with that problem.
We have the exact same crash, we have ran a lot of tests regarding it and determined the cause of it as deep as possible and we have come to the conclusion that it is most likely not fixable without engine access, which is a shame, as it is a serious gameplay interrupting problem that NEEDS to be fixed.
We have the exact same crash, we have ran a lot of tests regarding it and determined the cause of it as deep as possible and we have come to the conclusion that it is most likely not fixable without engine access, which is a shame, as it is a serious gameplay interrupting problem that NEEDS to be fixed.
If I am *somehow* able to fix it then, I'll let you know. Because this is a very annoying problem.
And, is it me, or is the Orange Box shaders totally busted for ATI cards? (Looking at Metastasis shore-line water in Synergy - it's black.)
#17
Posted 18 January 2009 - 05:50 PM
QUOTE (VOSK @ Jan 17 2009, 02:40 PM) <{POST_SNAPBACK}>
If I am *somehow* able to fix it then, I'll let you know. Because this is a very annoying problem.
And, is it me, or is the Orange Box shaders totally busted for ATI cards? (Looking at Metastasis shore-line water in Synergy - it's black.)
And, is it me, or is the Orange Box shaders totally busted for ATI cards? (Looking at Metastasis shore-line water in Synergy - it's black.)
Yes, we have ATI users reporting of graphic problems,
(like this
http://i211.photobucket.com/albums/bb126/V...harvest0000.jpg
http://i201.photobucket.com/albums/aa145/D...nd_010000-1.jpg
)
Its caused by the dynamic mounting from what we know, although it doesnt always happen and rejoining the server usually fixes it, and yes, we also had some (transparent) textures appearing black, on both ATI and Nvidia cards.
http://w0rf0x.de/screens/oc_castledefense0164.jpg
Skidz fixed it by editing the texture, dont know what exactly he did, our svn server isnt available currently so i cant check out the changes.
I guess the water in minerva will look the same in oc, il check out later and report back.
#18
Posted 19 January 2009 - 10:19 PM
The only time I see transparent textures go black is only on models either in hammer or through a func_monitor.
#19
Posted 20 January 2009 - 01:06 AM
Not that my two cents are worth anything, but just as an observation... I did't see any problems with any textures while using DirectX 8 on an old FX 5200 Ultra.
I also have mat_bumpmap and mat_specular both disabled.
I also have mat_bumpmap and mat_specular both disabled.
#20
Posted 21 January 2009 - 03:52 PM
I'm using dx8 as well. And the problem I noted in my previous post is the only problem I've had.

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