template->_php_include(): File ./../includes/nav.inc.php does not exist or is empty

November 09 Update - The Future is Orange

Dystopia news posts by the Puny Human developers.

Moderator: Forum Moderators

November 09 Update - The Future is Orange

Postby urinal-cake » Wed Nov 18, 2009 8:35 pm

It is time to admit that we have all been quiet as of late. Many developers have been busy with work, university or other real life obligations. However, they have also been busy with one of our surprises..

Image

Finally, after a little under a half of a year, our version of Dystopia that runs using Valve's Orangebox engine is nearing its completion. What is amazing about this version, version 1.30, is that Orange Box has allowed the programmers to rewrite many of the core features of the game, with less bugs and better responsiveness. Redoing many things from scratch, has allowed the programmers to fix many stubborn product defects that have been apparent since the very beginning of Dystopia. Here is the current change log for our big push towards a bright new future!

Dystopia Orangebox (Version 1.30) Changelog wrote:General:
- Added separate server say messages for forced team changes that were caused by mp_autoteambalance or balanceteam callvotes.
- Added images to support server map images within the server list.
- Changed server say messages to announce that a player has used Auto-Assign, instead of it saying that a player has joined a team.
- Fix for being put on the wrong team after an autobalance occurs. (Issue #1982, #2488)
- Fix for exploit in which the user could join a team with more players on it, when they should not be able to. (Issue #1972)

Console:
- Added ability to vote kick, vote ban and swap_teams to call voting system.
- Added cheat convar sv_nodrain. sv_nodrain 1 will not drain any energy from running programs. sv_nodrain 2 will not drain any energy from cyber combat.
- Added convar cl_spawneffect to make it possible to disable screen spawn-effects, default is 1 (enabled.)
- Added convar timetobeat and callvote timetobeat, for setting final objective capture times in competitive matches.

UI:
- Added Steam avatars to in-game scoreboard.
- Added ability to change your vote after already voting.
- Changed chat functionality to use Orange Box based chat window, that includes scrollable history and chat filters. Filter for global and Team voicecomms included.
- Fix for not being able to switch through weapons in Cyberspace or Meatspace using the mouse wheel while the voicecomm menu is up. (Issue #603)
- Fix for various crashes with the load out menu. (Issue #2357)
- Fix for the end round menu showing the team that had an objective captured on it, instead of showing the actual team that captured it. Common on dys_silo (Issue #883)
- Fix for the HUD cyberdeck icon sometimes telling the user they cannot jack-in, when in fact they can. (Issue #814)
- Fix for the scoreboard saying 'Dead none' for the status and class. Defaulted to say 'Dead Light' to reflect default class choice. (Issue #1873)
- Fix for IFF on turrets appearing as two-dimensional, instead of three-dimensional which would make the IFF hard to see from certain angles. (Issue #1107)
- Fix for players displayed on radar not being properly colored when dys_draw_team_iff_colors is set to 1. (Issue #2296)
- Fix for a bug that caused stealthers to sometimes not be showed in the radar upon a TAC Scan. (Issue #999)
- Fix for a crash that was caused by using the preset_load command after changing resolutions or switching between windowed and full screen. (Issue #2357)
- Fix so that empty yellow HUD boxes from HL2 do not appear upon spawning or jacking in. (#556)
- Fix for Ammo Icons sometimes not appearing for every weapon that gets refilled ammunition. (Issue #2575)
- Fix so that offline or disabled jack-in points do not show on the radar. (Issue #1176)

Meatspace:
- Added new Stealth effect.
- Added a particle-effect based trail for meat-sacks that are jacked in to cyberspace.
- Added functionality so that Invincible turrets now never draw health bars.
- Changed EMP overlay effect, updated with animated scan lines.
- Changed the Episode 1 engine based Tesla Ball effect to a particle based effect.
- Changed Grenade Launcher trails to show Red for Punks, Blue for Corps and White for Primed/Explosive.
- Changed Laser Rifle firing color to be Red for Punks, Blue for Corps.
- Changed movement so that crouching is only allowed once per jump. (Issue #2385)
- Fix for weapons that have hit-beeps that occur at the same time (Basilisk, Shotgun, Mini-gun) not stacking to make a deeper sound for higher damage that is inflicted. (Issue #2025, #988)
- Fix for Smartlocks losing their trace while ledge grabbing. (Issue #1131)
- Fix for a stealther's Katana sometimes showing. (Issue #706)

Cyberspace:
- Changed the Episode 1 engine based cyber-bubble effect to a particle based effect.
- Fix the chase camera in Cyberspace, it should no longer mess up spectators view angle. (Issue #821)
- Fix for some cases where an enemy decker would not register hits, but should of. (Issue #575)

Implants:
- Changed TAC Scan so that it no longer tracks enemies on the radar, and instead only grabs a snapshot.
- Changed heavies to have 4 global implant slots.
- Changed Mediplant to heal players faster, more efficiently and give you +25 max hitpoints.
- Changed Wired Reflexes to not affect reload times anymore. Wired reflexes now makes swapping to non-melee weapons faster and also gives Minigun a spinning bonus. Additionally, Shotgun, Boltgun, Smartlocks and Basilisk now use the faster reload animation, while Assault Rifle, MK808, Grenade Launcher and Minigun use the slow one.
- Fix so that SWT now tracks all weapons and bunny-hoppers properly. (Issue #596)
- Fix so that Cortex Bomb will not go off if enemies are behind walls, potentially hurting teammates that are nearby. (Issue #1617)
- Fix for an exploit that allows users to toggle certain implants faster. (Issue #2386)
- Fix for not being able to properly use leg boosters while sv_pogostick was enabled. (Issue #1569)
- Fix for ColdSuit shadows showing when Thermal Vision is being used. (Issue #348)
- Fix for issue that made sprint lose energy while jacked in and when jacked out, if the user was sprinting when they jacked in. (Issue #2274)

Weapons:
- Changed the Basilisk so that one of the three Basilisk shots are now 100% accurate.
- Changed Smartlock spread to be tighter.
- Fix for rocket laser dot showing when reloading and after firing, turns back on when rocket is available. (Issue #1891)
- Changed Minigun to be more accurate while crouching and made it slow the player down slightly less while spinning.
- Changed the Laser Rifle so it only has one zoom level and doesn't steal control of the mousewheel.
- Fixed Tesla beams to appear out of players' guns instead of their head. (Issue #1337)

Audio:
- New ambient soundscapes for Assemble (7), Silo (13) Cybernetic (13), Fortress (10), Detonate (4) and Exodus (4)
- New impact sounds for bullets and models.
- New sounds for doors.
- New grenade sounds, underwater explosion and debris.
- New sounds for basilisk, boltgun and improvement for other weapons.
- New light/medium footsteps sounds.
- New player impact sounds.
- New cyberspace sounds.

Graphics:
- Added jigglebones to the turrets and chairs.
- Changed player model skins.
- Changed cyber-avatar skins.
- Fixed smoothing groups on many models, including the ammo dispenser and various props.
- Fixed the collision mesh on some Jack-In Point models.
- Fixed lighting on Basilisk view model

And other sugars, spices, and more niceness!


Many of these issues have been picking at the brains of developers for quite some time, and thankfully they are now alleviated. Like with the v1.00 release and the v1.20 release, we fully intend on giving early access to 1.30 to our loving Supporters! This time however, we hope that it will be less testing and more balancing and just plain fun! This 'Supporter Sneak Peek' will only be occurring for about a month after we allow access, so head on over and become a supporter!

No programming change to Dystopia would be complete without screenshots of some of these beautiful new changes. Special thanks goes to the artists who worked hard to put in some of the most prevalent particle effects in the game, including the new Cyber Bubble, Tesla Ball and Decking Trail. Have a look!

Image Image

Image Image

Image Image


Finally, we’ll wrap it up with a quick call for additional help for our ever-growing development team. At the moment, we’re looking at enlisting more programming help and a technical artist that is skilled with animation rigging and painting weights in Maya. If you have experience in either, be sure to check those threads at ModDB out.

Until next news update… which should not be too long from now.
User avatar
urinal-cake
Puny Human staff
 
Posts: 4321
Joined: Sun Sep 11, 2005 10:59 pm
Location: Cary
Real Name: Michael Sanders

Re: November 09 Update - The Future is Orange

Postby murphy » Wed Nov 18, 2009 8:37 pm

urinal-cake wrote:- Changed Laser Rifle firing color to be Red for Punks, Blue for Corps.
- Changed TAC Scan so that it no longer tracks enemies on the radar, and instead only grabs a snapshot.
- Changed heavies to have 4 global implant slots.
- Fix for an exploit that allows users to toggle certain implants faster. (Issue #2386)
- Changed the Basilisk so that one of the three Basilisk shots are now 100% accurate.
- Changed Grenade Launcher trails to show Red for Punks, Blue for Corps and White for Primed/Explosive.
- Changed the Laser Rifle so it only has one zoom level and doesn't steal control of the mousewheel.

Can my dear friends Christopher "MarvintheParanoidAndroid" Campbell, Heywood "BigToeCommando" Jablomie, and myself be credited with these????

summoning redemption
Image
User avatar
murphy
PHAN
PHAN
 
Posts: 1404
Joined: Fri Feb 13, 2009 5:48 am

Re: November 09 Update - The Future is Orange

Postby Furtal1ty » Wed Nov 18, 2009 9:01 pm

It has been far too long since I had a chance to use this image. Along with the OB update I think I need to update it too.



Image
< JumpnSpin> I do idle in ##c++ on freenode... not sure why... all the questions asked there are below my level =/
< Dvusyqyb> Do you ever help people?
< Dvusyqyb> Of course you don't.
< Dvusyqyb> Nevermind.
Furtal1ty
higher post count
 
Posts: 1009
Joined: Mon Mar 19, 2007 12:27 am
Location: Texas

Re: November 09 Update - The Future is Orange

Postby Zero-Flame » Wed Nov 18, 2009 9:23 pm

murphy wrote:
urinal-cake wrote:- Changed Laser Rifle firing color to be Red for Punks, Blue for Corps.
- Changed TAC Scan so that it no longer tracks enemies on the radar, and instead only grabs a snapshot.
- Changed heavies to have 4 global implant slots.
- Fix for an exploit that allows users to toggle certain implants faster. (Issue #2386)
- Changed the Basilisk so that one of the three Basilisk shots are now 100% accurate.
- Changed Grenade Launcher trails to show Red for Punks, Blue for Corps and White for Primed/Explosive.
- Changed the Laser Rifle so it only has one zoom level and doesn't steal control of the mousewheel.

Can my dear friends Christopher "MarvintheParanoidAndroid" Campbell, Heywood "BigToeCommando" Jablomie, and myself be credited with these????

summoning redemption


No. But you can thank Atomy, Hyphenated and Mandibull.
WW3|Zero-Flame
Free file hosting at http://Zero-Flame.com
US FastDL @ http://fastdl.zero-flame.com
Image
Image
User avatar
Zero-Flame
higher post count
 
Posts: 2710
Joined: Wed May 31, 2006 6:14 pm
Location: Greensburg, KS/ Kansas City, MO
Real Name: Josh Goodman

Re: November 09 Update - The Future is Orange

Postby murphy » Wed Nov 18, 2009 9:23 pm

oh okay thanks
Image
User avatar
murphy
PHAN
PHAN
 
Posts: 1404
Joined: Fri Feb 13, 2009 5:48 am

Re: November 09 Update - The Future is Orange

Postby 01010 » Wed Nov 18, 2009 9:24 pm

Wow looks great! Grats Dystopia
Image
#1 sig is in the house
User avatar
01010
Rocketeer
 
Posts: 30
Joined: Tue Feb 24, 2009 4:15 am
Location: Washington DC

Re: November 09 Update - The Future is Orange

Postby The Chosen One » Wed Nov 18, 2009 9:53 pm

Oh-M-Jesus! Dystopia will be OB'd! :mrgreen: BTW, would there be any chance that the dystopia-stats achievements (not awards) could be put on Steam?
User avatar
The Chosen One
PHAN
PHAN
 
Posts: 137
Joined: Fri Jun 19, 2009 6:21 pm

Re: November 09 Update - The Future is Orange

Postby UsefulId|ot » Wed Nov 18, 2009 9:56 pm

c'mon

surely there's a longer changelog...please post
Image
Image
User avatar
UsefulId|ot
PHAN
PHAN
 
Posts: 502
Joined: Mon Aug 11, 2008 10:45 am

Re: November 09 Update - The Future is Orange

Postby Ca-Chicken-Soup » Wed Nov 18, 2009 10:44 pm

Oh SNAP!
This is the best news ever. For months, nay, years, I've been hoping to get Dystopia on the OB engine for one reason - better netcode for func_track_trains. Bomb push map anyone?
Ca-Chicken-Soup
CyberNewb
 
Posts: 21
Joined: Fri Sep 07, 2007 4:42 am

Re: November 09 Update - The Future is Orange

Postby murphy » Wed Nov 18, 2009 10:46 pm

UsefulId|ot wrote:c'mon

surely there's a longer changelog...please post

don't look a gift Dystopia patch in the mouth
Image
User avatar
murphy
PHAN
PHAN
 
Posts: 1404
Joined: Fri Feb 13, 2009 5:48 am

Re: November 09 Update - The Future is Orange

Postby Hotashi » Wed Nov 18, 2009 11:12 pm

I love you all.

Except for murphy.
Image
Hotashi
PHAN
PHAN
 
Posts: 619
Joined: Thu Oct 19, 2006 10:05 am

Re: November 09 Update - The Future is Orange

Postby Giggles » Wed Nov 18, 2009 11:50 pm

Donatin!
Image
User avatar
Giggles
PHAN
PHAN
 
Posts: 198
Joined: Sun Aug 05, 2007 7:17 pm

Re: November 09 Update - The Future is Orange

Postby Mr.Coffee » Thu Nov 19, 2009 12:11 am

Yay, 4 global implants for heavies. btw the screenshots look damned sexy.
User avatar
Mr.Coffee
Street Samurai
 
Posts: 331
Joined: Mon Aug 31, 2009 12:39 am

Re: November 09 Update - The Future is Orange

Postby Cook » Thu Nov 19, 2009 12:46 am

Can't wait for playing this.
Great job Team Dystopia.
As somebody said (Metz?), thanks for all the hours of fun we had in 1.2, and for the ones we'll have in 1.3.

Btw, I made a (poor) french translation of the changelog for french players.
Traduction Française du Changelog
Image
User avatar
Cook
PHAN
PHAN
 
Posts: 20
Joined: Wed Dec 24, 2008 6:30 pm

Re: November 09 Update - The Future is Orange

Postby The Snee » Thu Nov 19, 2009 3:41 am

Looks good, some interesting new changes. I will definitely be playing it.

The wired reflexes one bugged me a little though. Does the in game description say exactly what it effects? Players might become frustrated otherwise.
Image
Image
User avatar
The Snee
 
Posts: 1850
Joined: Mon Jun 06, 2005 9:46 am
Location: Stafford, UK
Real Name: Tom

Re: November 09 Update - The Future is Orange

Postby Bobbus » Thu Nov 19, 2009 3:50 am

The Snee wrote:The wired reflexes one bugged me a little though. Does the in game description say exactly what it effects? Players might become frustrated otherwise.

I gather this was the reason it was changed. Some weapon reload speeds were affected and others weren't. Now no reload speeds are affected and all non-melee switch times are affected, which is much more straightforward.
The reload speed changes listed are buffs to the weapons themselves.
Bobbus
PHAN
PHAN
 
Posts: 940
Joined: Sat Dec 17, 2005 6:01 pm

Re: November 09 Update - The Future is Orange

Postby nandeyanen » Thu Nov 19, 2009 7:45 am

How will performance be effected, do you have any average fps loss figures?
User avatar
nandeyanen
Blank Load Out
 
Posts: 9
Joined: Sat Mar 14, 2009 10:41 am

Re: November 09 Update - The Future is Orange

Postby YoRu » Thu Nov 19, 2009 7:59 am

nandeyanen wrote:How will performance be effected, do you have any average fps loss figures?


I highly doubt the devs are capable of testing different hardware loadouts (other than the computers they own) to see what sort of effect on fps the update will have.
Image
Flawaffles wrote:WASCHIIIINNÖÖÖ!!!ÄÄÄ!!111one
User avatar
YoRu
PHAN
PHAN
 
Posts: 601
Joined: Sun Mar 29, 2009 4:26 pm
Location: SC or Ohio
Real Name: Tom

Re: November 09 Update - The Future is Orange

Postby anton_es » Thu Nov 19, 2009 8:37 am

this.
I can only say that I did not see any degradation in performance compared to ep1. It just runs at the same speed for me and imo (subjective) the OB build "looks" somehow better although not much was changed visual-wise. it seems to me OB has more powerful colors/contrast and more "sharpness" in the renders. but who am I to judge, what is most important is that it is still dystopia and there won't be any adaption time to the new engine for old players.
User avatar
anton_es
higher post count
 
Posts: 3188
Joined: Sun Feb 12, 2006 6:20 pm
Location: Vienna - Austria - Europe - EARTH
Real Name: Toni Schnurer

Re: November 09 Update - The Future is Orange

Postby Zero-Flame » Thu Nov 19, 2009 8:48 am

nandeyanen wrote:How will performance be effected, do you have any average fps loss figures?


I play on everything maxed out, windowed, (-noborder! :) ) and get a good framerate (above 40 in most situations) on a 8800 GTS 640MB, 2.4 ghz dual core and 6 gigs of ram on win 7 64 bit running dual monitors. So it's not that intensive.
WW3|Zero-Flame
Free file hosting at http://Zero-Flame.com
US FastDL @ http://fastdl.zero-flame.com
Image
Image
User avatar
Zero-Flame
higher post count
 
Posts: 2710
Joined: Wed May 31, 2006 6:14 pm
Location: Greensburg, KS/ Kansas City, MO
Real Name: Josh Goodman

Re: November 09 Update - The Future is Orange

Postby ocun » Thu Nov 19, 2009 8:56 am

urinal-cake wrote:- Changed TAC Scan so that it no longer tracks enemies on the radar, and instead only grabs a snapshot.
- Changed heavies to have 4 global implant slots.
- Changed Mediplant to heal players faster, more efficiently and give you +25 max hitpoints.
- Changed Wired Reflexes to not affect reload times anymore. Wired reflexes now makes swapping to non-melee weapons faster and also gives Minigun a spinning bonus. Additionally, Shotgun, Boltgun, Smartlocks and Basilisk now use the faster reload animation, while Assault Rifle, MK808, Grenade Launcher and Minigun use the slow one.


*dances*
these are some major and daring changes that will surely have a refreshening effect on competitive play!
i'm especially excited about the heavies 4 global implant slots!
the medimplant change sounds risky but i'm interested, mediums nolonger being interested in WR (i'm assuming nobody cares about fast switch to MP except for ion heavies) i'm seeing them attacking in squads with 25 hp extra, a faster healing medi and SCS; sounds pretty damn devastating :-)
overall i have the feeling dystopia is slightly shifting back to it old roots of the demo days, trying to move away from mediumtopia with leggies, which i think many people will enjoy
looking forward to see this in action! :-)
Image
Image
ocun
 
Posts: 2828
Joined: Sun Nov 20, 2005 5:47 pm
Location: Belgium, Brussels

Re: November 09 Update - The Future is Orange

Postby Bobbus » Thu Nov 19, 2009 9:03 am

Zero-Flame wrote:8800 GTS 640MB, 2.4 ghz dual core and 6 gigs of ram on win 7 64 bit running dual monitors.

Better than mine and I get about 30fps in current version, so I bet it's gonna be a bit suck for me.
Guess it's time for an upgrade again. This one is a bit gay anyhow.
ocun wrote:overall i have the feeling dystopia is slightly shifting back to it old roots of the demo days

Haha. "That medium has legboosters! What an idiot! He should be using mediplant!" Good times.
Bobbus
PHAN
PHAN
 
Posts: 940
Joined: Sat Dec 17, 2005 6:01 pm

Re: November 09 Update - The Future is Orange

Postby Aurion » Thu Nov 19, 2009 9:04 am

Zero-Flame wrote:
nandeyanen wrote:How will performance be effected, do you have any average fps loss figures?


I play on everything maxed out, windowed, (-noborder! :) ) and get a good framerate (above 40 in most situations) on a 8800 GTS 640MB, 2.4 ghz dual core and 6 gigs of ram on win 7 64 bit running dual monitors. So it's not that intensive.


The problem here is : 8800 GTS 640 MB, 2,4 GHz dual core, 6 GB Ram.

I for example got 1,8 GHz dual core (but Core 2 Duo) and a X1600 Mobilty Radeon with 256 MB shared. I can run Dystopia, no problem, i could lower some stuff like resolution or texture quality or so, but taking a (at least somewhat) modern rig and noticing that everything is running fine..well, would be surprising when not.

Take an old rig and 5% difference in perfomance is a lot.

Team Fortress 2, Episode 2 or Neotokyo run too, so it shouldn't be that much trouble regarding Dys, but still.
Lyta had a little Vorlon, her skin was pale as snow. And everywhere that Lyta went, the Vorlon was sure to go.

Image
User avatar
Aurion
PHAN
PHAN
 
Posts: 1220
Joined: Mon Aug 18, 2008 7:40 am
Location: Germany

Re: November 09 Update - The Future is Orange

Postby Dihnekis » Thu Nov 19, 2009 9:12 am

This looks awesome.
Dihnekis
Blank Load Out
 
Posts: 3
Joined: Mon Mar 12, 2007 11:53 am

Re: November 09 Update - The Future is Orange

Postby anton_es » Thu Nov 19, 2009 9:24 am

Aurion wrote:
Zero-Flame wrote:
nandeyanen wrote:How will performance be effected, do you have any average fps loss figures?


I play on everything maxed out, windowed, (-noborder! :) ) and get a good framerate (above 40 in most situations) on a 8800 GTS 640MB, 2.4 ghz dual core and 6 gigs of ram on win 7 64 bit running dual monitors. So it's not that intensive.


The problem here is : 8800 GTS 640 MB, 2,4 GHz dual core, 6 GB Ram.

I for example got 1,8 GHz dual core (but Core 2 Duo) and a X1600 Mobilty Radeon with 256 MB shared. I can run Dystopia, no problem, i could lower some stuff like resolution or texture quality or so, but taking a (at least somewhat) modern rig and noticing that everything is running fine..well, would be surprising when not.

Take an old rig and 5% difference in perfomance is a lot.

Team Fortress 2, Episode 2 or Neotokyo run too, so it shouldn't be that much trouble regarding Dys, but still.


if you can run TF2 or EP2 you will have no problems with dys orange, on the contrary, pcs handling TF2 well can run Dystopia with max settings for sure. And since i have an notebook with 1.2ghz core + 8400m I can confirm that OB runs as crappy as the EP1 build on my machine. It does not run more crappy ;)
User avatar
anton_es
higher post count
 
Posts: 3188
Joined: Sun Feb 12, 2006 6:20 pm
Location: Vienna - Austria - Europe - EARTH
Real Name: Toni Schnurer

Next

Return to Dystopia News

Who is online

Users browsing this forum: No registered users and 1 guest

cron