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Old 01-19-04, 03:37 PM   #1
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Default Savage 2.00 patch released - well, WOW.

First of all, keep in mind Savage has NO monthly fee. At all. And it's S2Games' only current project. So don't think it's because the game was released in September that it's bad to join now; on the contrary. See it as bypassing the "less balanced and ironed out" stages
Furthermore, S2Games got some pretty darn good community interaction most of the time IMO. But then again, it's a small team; only 2 coders on it!


S2 just released the 2.00 patch for Savage, pretty much the only game I've been playing in the last few months.
I could be lazy and just copy-paste the patch's notes (the patch has been in the works for over 6 MONTHS!) but, since I've played the public beta a lot and know the new stuff pretty well:
New unit class (had 5 before; 6 now): medics. VERY different from all the other unit classes which are often very repetitive (3 warrior classes). Medics can revive players, which makes a COMPLETELY different experience. Much more intensive, fun, and it's a downright blast.

S2 also did tons of balance changes. The beasts were overpowered in 1.2 but now, I can't tell if either race is still overpowered, if it they managed to get it "just right". What's for sure, though, is that it's much more balanced than 1.x ever was!

Another important point is there are tons of minor improvements. Better sound effects, new maps, tons of bug fixes, much better performance, and a completely revamped netcode. Heck, Baron, since you seem to claim you lag too much, try it now. The new netcode should result in about half the bandwidth it required in 1.2 AFAIK. And if that doesn't do it, you can always play medic most of the time

Savage 2.00 is finally here.

Savage 2.00 change log

Gameplay changes
-3 new maps! Alpenglow, GlacierPoint, and SacrificeLedge
-Added new human unit, Chaplain (Heals, resurrects and buffs team mates)
-Added new beast unit, Shaman (Heals, resurrects and buffs team mates)
-Added new human structure, Monestary (research and upgrade Chaplains)
-Added new beast structure, Sanctuary (research and upgrade Shamans)
-Chaplain can give a health buff by throwing bottles
-Shaman can shield friendly units by firing a protection beam
-Added XP rewards for healer units and a "Best Healer" award at the end of the match
-Added "need healer" voice chats
-Items are no longer used instantly when their inventory number is pressed,
instead they are selected like weapons (with the exception of "passive" items,
which are always active and cannot be selected)
-Decreased the minimum number of voters for a vote to pass
-Votes no longer pass until the time is up or there is a clear majority
-Added vote status bar
-Added server side variables for disabling different types of votes, and stopping a
vote in progress (sv_disableVoting, sv_enable*Votes, stopvote)
-Added new vote: "callvote kicknum", kicks a player by their ID (ID can be obtained with "listclients" command)
-Addad new vote: "callvote race", changes the race of your team (only available during GAME SETUP mode)
-"Extend Time" vote now extends time limit by 10 minutes instead of 5.
-Added "flyby effects" to projectiles (a rocket will shake the camera as it passes by,
arrows make a "whizzing" sound)
-All weapon sounds can now be heard in 3rd person
-Siege weapons now orient themselves to match the terrain they are on
-Improved knockback physics. Each unit now has a "mass" setting that affects knockback.
-Added camera shake effects for explosions, behemoth, etc
-Behemoth kicks up dust as he walks
-Improved graphics, sounds and effects for most weapons/items
-Projectile weapons now fire directly from the "muzzle" point
-Gave the ability for effects to be attached to any bone in an "animevent" (used for behe. footsteps)
-Dozens of new sound effects, including new ambient sounds
-Redesigned options screen, includes many new settings
-Added customizable crosshairs
-Added "Fire Scale" setting that increases or decreases the burning building effect
-Added "graphics panel" option which allows the graphics setting panel to be brought up while in the game
-New graphics for connection screen
-Added a warning message when your team does not have a commander
-Beasts can no longer leap unless they are holding their melee weapon
-Adjusted stun time when a melee attack is blocked on a per-unit basis
-Added a progress meter to the vote panel
-Improved pathfinding of AI units
-Improved look of notification messages
-Clan tags are now shown along with the icon on the scoreboard
-Added fog to commander view
-Server setting sv_goodiesForAll now defaults to 1 (any player on the same
team can pick up gold/ammo drops)
-Mouse sensitivity automatically decreases when you are zoomed in
-Changed the way relocators work:
Using a relocator will drop a 'marker' on the ground, which can be destroyed
by the other team. The marker is replaced by a trigger in your inventory.
Using the trigger item will teleport you to the marker, if it has not been
destroyed. If you die or place a new marker, any old markers will be
automatically destroyed.
-Changed the way disruptors work:
A disruptor can be thrown like a grenade, and deals splash damage to the place
it explodes. It no longer disables other player's ranged weapons, but does
disable all "tech" towers.
-Immobilizers and snare now slow down units, but don't stop them.
-Increased behemoth health
-Items can now "stack" in your inventory (multiple items of the same type are
held in one inventory slot
-Added a display to the loadout screen indicating how many items are available
for deployable items
-Added "TEAM KILL" prefix to team kill notifications
-Changed the rules for team damage (servers enable via "sv_teamDamage 1"):
- only affects other players on your team, not friendly buildings or AI workers
- no XP is gained from killing teammates, and 1 point is subtracted from your kills
-Team damage is now enabled during warmup
-Decreased damage versus buildings for all non chemical/fire weapons
-Increased Behemoth health
-Disrupter no longer disables weapons, but now does radius damage
-Imobilizer and Snare now sllow players rather than completely freezing them
-Improved effectiveness of electric towers
-Suiciding will cause you to lose your gold, and spawn money bags for the other team
-Player mini map and spawn selection map now show unique icons for each type
of spawn point
-Added "full tech" mode, which makes all weapons, items and units available from the start of the game. Servers can enable with "g_allUnitsAvailable 1" and "g_allWeaponsAvailable 1"
-Added server message of the day option (svr_motd1 to svr_motd4), prints to the chat buffer when a client enters a game
-Added "cl_playVoiceChats" variable (set to 0 to disable the voice chat sounds)
-Fixed various map exploits

Engine changes
Major graphics optimizations
-Improves performance more than 2 fold on some systems
-Includes optimizations to the skeletal animation system
-Added support for occluder polygons, allowing detail to be increased in levels

Complete rewrite of network code:
-Greatly improved reliability
-Decreased traffic usage by about 80%
-40+ player games are actually playable on a 56k modem, it's that efficient!
-Fixed issues with NATs sometimes changing the client's source port
-Improved connection scheme so that all server "state strings" are available to the client before loading the world
-fixed smoothness of client side prediction

Clients have a good deal of control over their network settings now via the following console variables:
-"netframes" - specifies the number of updates per second you want to receive from the server. Most servers will send 15 updates per second. Lowering the value may cause some events to be missed, but can make things smoother for slow connections.
-"netbps" - specifies the maximum amount of data you want to receive in bytes per second (56k ~= 4000, DSL ~= 15000)
-"maxPacketSize" - specifies how large you want your packets to be (ranges from 512 to 1500). Increasing above 1400 is not recommended. Lower settings may help slower connections.
-"cl_packetSendFPS" - specifies the framerate at which packets are sent from the client to the server
-type "net_showStats 1" to see current network usage on your client (warning: spams console)

Complete rewrite of sound code:
-Now properly supports 3d sound hardware (driver selectable in options)
-Fixed many sounds not playing when they should
-Fixed sounds getting "stuck" and playing repeatedly
-Fixed important sounds getting cut off before they were finished playing
-Improved the mechanism used for environmental and looping sounds
-Custom attenuation code gives a better feel to the "sound scape", and allows culling of unnecessary sounds
-Falloff tweakable on a per sound basis, and can be done in realtime in the engine
-Environmental sounds play in the editor, allowing the map designer to easily mould the sound scape
-Sound can be reverted back to software mode by typing "sound_softwareMode 1" at the console, then restarting the game (you can restart it automatically by typing "quit 1"). Do this if you experience sound problems. If you want to re-enable hardware mode later, type "sound_softwareMode 0" and again restart the game.

Demo recording and playback (commands: demo, demorecord, demostop)
-Typing "demo" alone will list all demos in the "demos" folder
-Output your demo to a series of PNG files by typing "demo_makeMovie 1" before playback
-Control the movie output via, "demo_movieFPS", "demo_movieDir", "demo_movieWidth", and "demo_movieHeight" cvars
-Typing "demo_speedTest 1" before playback does a performance test, running the demo as fast as possible and timing it (similar to Quake "timedemo")
-Pressing left and right arrow keys while playing a demo will adjust the playback speed. Pressing the up arrow will reset the playback speed. The "Pause" key freezes the demo.

Added "timescale" variable for speeding up and slowing down the game ("timescale" cvar)
Added spiffy "version" stamp (toggle on and off with the "version" command)

-Added auto-download feature for maps (server configurable download location,
use svr_mapurl)
-The server's object list no longer has to completely match up with the client, as long as the client has those objects loaded into memory

New config system
-Key bindings and cvar settings are now automatically saved when exiting the
-"vidmode.cfg", "default.cfg" no longer used (you should delete them)
-"startup.cfg" (in the "game" dir) is now the main config for storing key binds and cvar settings
-All cvar settings can be "latched" before the cvar is registered with the engine using the "set" or "setsave" command
-"setsave" command will set a cvar and ensure it gets saved to "startup.cfg"
-LINUX USERS NOTE: "startup.cfg" will get saved to your "game" directory, NOT your ".savage" home directory, so make sure the game directory has proper write permissions


JPEG support
-Screenshots now default to this (use screenshotFormat and screenshotQuality cvars to configure)

Added "game script" system, used by all the items in the game

Added "virtual client" mechanism for MOD makers. Allows a server running via "devworld" to spawn in fake players that can be controlled
-"addvclient" adds a virtual client to the game
-"proxy [number]" switches the viewpoint and controls to the given client
-"cproxy [number]" allows controlling of a vclient while keeping the original viewpoint (use in conjunction with "cl_prediction 0")
-"vproxy" allows viewing through the vclient's eyes only
-"lookproxy" performs a "proxy" command on whatever vclient is targeted in your crosshair

Added "refset" command that can be placed inside .objpos files (inside the world .s2z)
-immediately after a "createReference" command, do "refSet [property] [value]"
-this allows the game to assign special properties to reference objects
-currently supported by the game are "refSet team [0-2]" and "refSet lives", allowing you to specify the team / lives of an object
-Example: "refSet team" could be used to create a level with NPCs allied to your team, buildings already placed down, etc
-no editor support for this yet, so this is only a "hardcore" map maker feature. (-:

Editor changes
-Added occluder placement tools
-Added .objdef setting "obj_invisibleToGame 1", which allows the creation of objects in the editor which won't be visible to the game, but will still link their collision surfaces and play and looping sound effect.
-Environmental sounds play in the editor, allowing the map designer to easily mould the soundscape

Misc bug fixes
-Fixed all issues with the chat windows (i.e. previous messages not being
-Fixed the infamous and elusive "spawn crash"
-Fixed command center/tower building exploit
-Fixed commander able to place buildings on top of players
-Keybindings for FPS mode are not lost after commanding and resigning
-Fixed most instances of weapon effects not showing up
-Fixed http transfers sometimes failing (this includes map downloading, clan
icons and the server list)
-Fixed pathfinding degrading on servers that have been running for a long time
-Fixed black square sometimes appearing when you looked at the sun
-Fixed several instances of stats being sent incorrectly
-Fixed "stuck keys" on map restarts
-Fixed all known memory leaks, including a very significant one in the resource manager which was causing Savage to choke some computers
-Fixed all known crash bugs
-Fixed some instances of human sounds playing on the beast team and vice versa
-Fixed some typos in the sound stringtables and voicechat configs
If you've already got retail, try it again. Trust me, it's worth it; much more fun than V1.2 ever was If you want to check out the demo, wait a few more days, as it's not upgraded to V2.00 yet - hopefully they'll finish the process within the week

(A.K.A. Wang Ping of the Dynasty Warriors in Savage)

*stops advertising but hey, not enough people playing, I want more people to kill! *
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Old 01-19-04, 03:40 PM   #2
The Baron
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-Typing "demo_speedTest 1" before playback does a performance test, running the demo as fast as possible and timing it (similar to Quake "timedemo")
**** YEAH

Uttar, if you've got AIM, MSN, or ICQ, PM me with your contact info--we'll talk about Savage a bit, and you might be able to coerce me into playing

actually, just get on some IM client and talk to me now
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Old 01-19-04, 03:42 PM   #3
The Baron
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75 megs... holy crap
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Old 01-19-04, 03:48 PM   #4
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Now THAT'S a change log.
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Old 01-19-04, 03:53 PM   #5
The Baron
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Originally posted by saturnotaku
Now THAT'S a change log.
Savage was a cool game before. I never got into it, to be honest; my net connection was too iffy to make it worth my while most of the time, and I encountered bugs galore (along with crappy performance). I was just waiting for the patch that would make it the heir to the throne of Tribes.. and this looks like this is it.
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Old 01-19-04, 08:22 PM   #6
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Default ...


...hella cool!! I like it pre-patch anyway... I'm gonna DL this and see for myself... (ahh, fooey, this means I better notate in my 5600PC review that my Savage performance numbers are pre-patch... oh well...)

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Old 01-20-04, 02:50 AM   #7
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-40+ player games are actually playable on a 56k modem, it's that efficient!
Sounds good to me, but I'm gonna hold them to that! Is there an updated demo or a demo patch for those of us who don't own the full version? I'd like to see if my connection is really better or not.
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Old 01-20-04, 02:51 AM   #8
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WoW now if only Video Card makers would release driver updates like that
.:. Lian Li X500FX .:. i7 2600k .:. PNY GTX 680 .:. Corsair DDR3 8GB .:. Silverstone 800W PSU .:. Asus P8P67-M Pro .:. Crucial M4 SSD 512GB .:.
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Old 01-20-04, 07:29 AM   #9
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These is the BEST PATCH i have seen....
Not only fixes and improves but also adds new units and better gameplay

i have not seen such a patch like these....
-Pentium 4 3.0C GHz (FSB 800)
-RAM 2.0 GB DDR333 running in Dual channel
-Asus P4P800 deluxe AI series
-[color=blue]POWERCOLOR 9800pro 128\cat 4.1\Dx9.0b [/color] [color=red](Waiting for R420 or Nv40)[/color]
-Sounblaster Audigy 2 ZS [color=blue](using latest Creative Eax 4.0 driver)[/color]
-PSU Zalman 400W Quiet sollution
-Windows XP home SP1 + Sp2 packages
-[color=red] - Jeniffer Lopez - Ennrique Inglesia - Ricky Martin - Britney Spears are SKUNKS!!! [/color]
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Old 01-20-04, 07:39 AM   #10
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Originally posted by Edge
Sounds good to me, but I'm gonna hold them to that! Is there an updated demo or a demo patch for those of us who don't own the full version? I'd like to see if my connection is really better or not.
Once my DSL started being better behaved (I was getting 500 ping earlier that day--Uttar saw it, and then I tried an hour later, and it was okay), I was getting 130 ping in a 50 player server. And I had the high ping... it's pretty good netcode.

And the graphics are much better than they were before.
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Old 01-20-04, 09:15 AM   #11
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Well poo, I'm gonna have to get the updated demo once it's available. I can't wait to see how the updated graphics look.
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Old 01-20-04, 09:51 AM   #12
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Originally posted by Edge
Sounds good to me, but I'm gonna hold them to that! Is there an updated demo or a demo patch for those of us who don't own the full version? I'd like to see if my connection is really better or not.
As I said in the bottom of my post, S2 is expected to release one ASAP. I'd suspect they'll need one week or so though; we'll see.

DVS: Well, if people accepted NVIDIA to release drivers on a yearly basis, then we might get that type of updates for graphics drivers, yeah


P.S.: Regarding the updated graphics, don't hold your breath too much. Some stuff like the Flux Gun animation looks much nicer, but 90% of the graphics are unchanged; although performance is dramatically improved across the board, so if you couldn't graphics to the maximum level before, you might be able to now.
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