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{{SitenavNested|:Change_Log|Patch notes}}  | |||
== 2.15.11 ==  | |||
''Release: 2018-10-05''  | |||
=== Bugfixes ===  | |||
* Fixed issue with mismatched server and client files.  | |||
== 2.15.10 ==  | |||
''Release: 2018-10-02''  | |||
=== Bugfixes ===  | |||
* Rank point increases are normal again.  | |||
* ML turrets now aim at the correct spot on the repair pad.  | |||
== 2.15.9 ==  | |||
=== Bugfixes ===  | |||
* Fixed a very rare situation where engineer charge could go below zero.  | |||
* Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.  | |||
* Fixed the first revive of the game giving players all their ammo back.  | |||
* Fixed issue with vbsp.exe resulting in broken cubemaps.  | |||
=== Features ===  | |||
* emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.  | |||
* Allow sprinting in water again, but only if the player isn't completely submerged.  | |||
* Added a cvar to control e-repair speed: '''emp_sv_player_erepair_speed'''  | |||
* Added a cvar to control how much health a player has after being revived: '''emp_sv_player_revive_health_penalty'''  | |||
* Added a cvar to control how much stamina a player has after being revived: '''emp_sv_player_revive_stamina_penalty'''  | |||
=== Model changes ===  | |||
* Added homing_beacon attachments to both repair station models.  | |||
* Tweaked collisions on NF Armory to fix the parts you could walk into.  | |||
=== Balance changes ===  | |||
* e-repair speed lowered from 200 health units per minute to '''150'''  | |||
=== Map changes ===  | |||
* Fixed cubemaps on various maps  | |||
** Coast  | |||
** Crossroads  | |||
** Cyclopean  | |||
** District 402  | |||
** Duststorm  | |||
** Glycen City  | |||
** Mvalley  | |||
** Palmbay  | |||
** Streets of Fire  | |||
** Urban Chaos  | |||
==== Coast ====  | |||
* Clipped off a potential stuck spot south of NF main  | |||
* Behind the scenes optimisation  | |||
** vvis time down from just under 30 minutes to under 2 minutes  | |||
==== Crossroads ====  | |||
* Fixed reflections on tower roofs  | |||
==== Escort ====  | |||
* Updated with a forgotten yet newer version  | |||
==== Glycen City ====  | |||
* Updated to misplaced, newer version  | |||
* Fixed final flag for each team not appearing on the minimap  | |||
==== Mvalley ====  | |||
* Fixed exploit where players could get under the concrete bridge leading to BE main  | |||
* Fixed exploit where players could drop from dam refinery building roof into its window  | |||
* Disabled placement of engineer walls inside dam refinery building and near its northern exits  | |||
* Adjusted several misaligned textures around dam  | |||
** Should you find more, do report them  | |||
==== Streets of Fire ====  | |||
* Clipped off exploit points around BE main  | |||
* Plain glass windows are now breakable  | |||
* Disabled shadows on trees  | |||
** Their shadows caused visual issues  | |||
* Lighting adjustments in NW and tunnels  | |||
* Behind the scenes optimisation  | |||
** vvis time below 20 minutes!  | |||
=== Script changes ===  | |||
* Modified vehicle presets  | |||
** Default presets for basic vehicles contain default items, making them buildable without any customizing  | |||
** Added several extra presets for every vehicle  | |||
== 2.15.8 ==  | |||
=== Features ===  | |||
* Spanish translation by Joy  | |||
=== Bugfixes ===  | |||
* Fixed trailing '1' after research completion message.  | |||
* Reinstated stamina and health bars for players inside vehicles  | |||
=== Map changes ===  | |||
==== Coast ====  | |||
* Added AI navigation mesh  | |||
* Changed amount of players required to capture the flag from 1 to 2  | |||
* Fixed incorrect shadow near middle  | |||
* Fixed broken cubemap near the southeastern refinery  | |||
* Minor behind the scenes optimisation  | |||
==== Cyclopean ====  | |||
* Brightened LDR lighting  | |||
==== Duststorm ====  | |||
* Adjusted fog to not blind at long range  | |||
* Tweaked tonemap controller  | |||
==== Streets of Fire ====  | |||
* Tweaked shadows - trees and other tall objects should now have them  | |||
* Fixed elevator in B5  | |||
* Disabled ladders leading to rooftops near main bases  | |||
* Unified render distance for foliage along the A2-D2 street  | |||
* Minor behind the scenes optimisation  | |||
== 2.15.7 ==  | |||
=== Bugfixes ===  | |||
* Fixed issue which crashed the linux dedicated server on startup  | |||
== 2.15.6 ==  | |||
=== Features ===  | |||
* Added new "OnWaitPhaseEnd" event to be used by mappers, called when the timer at the start of the game is over.  | |||
=== Bugfixes ===  | |||
* Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing  | |||
* Fixed missing localization strings in the research menu  | |||
* Fixed railgun being automatically researched  | |||
* Fixed a bug  with buildings trying to block parts of the nav-mesh before it was loaded  | |||
=== Map changes ===  | |||
''' Crossroads '''  | |||
* Moved rock cluster near western NF checkpoint to make driving a little easier  | |||
* Disabled Engineer restrict brushes in middle  | |||
* Re-allowed all Engineer buildables  | |||
* Blocked vehicle traversal of cliff paths leading to north and south middle buildings  | |||
* Tweaked all potholes to ensure vehicles can't get permanently stuck while still being able to roadkill infantry within  | |||
* Generated a navigation mesh for AI  | |||
* Replaced some complex brush-based details with Propper-made models  | |||
** Railing section above NF main (called railing01)  | |||
** Pipe section from middle's eastern and western building (called pipe_large02)  | |||
== 2.15.5 ==  | |||
=== Bugfixes ===  | |||
* Fixed pipe_large01 model preventing maps with it from compiling  | |||
=== Map changes ===  | |||
''' Crossroads '''  | |||
* Minor graphical improvements  | |||
* Sewed misaligned displacements near the eastern and western buildings  | |||
** Should prevent edge case scenarios getting players stuck while traversing  | |||
* Reinstated missing railing section in NF main  | |||
* Added player clips to northern and southern buildings   | |||
** Smoother stair traversal should make for easier shooting  | |||
* Fixed NF western checkpoint's ramp logic  | |||
** Ramps should no longer hover above the ground  | |||
* Added vehicle clips to potholes around the map  | |||
** They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled  | |||
* Added rocks blocking vehicle access to walkways along checkpoints  | |||
== Version 2.15.4 ==  | == Version 2.15.4 ==  | ||
=== Bugfixes ===  | === Bugfixes ===  | ||
| Line 80: | Line 240: | ||
== Version 2.15.1 ==  | == Version 2.15.1 ==  | ||
=== Features ===  | === Features ===  | ||
| Line 267: | Line 427: | ||
***Advanced Coolant Engine  | ***Advanced Coolant Engine  | ||
****Reverse Speed 20->22  | ****Reverse Speed 20->22  | ||
[[Category:Patch_Notes]]  | |||
Latest revision as of 07:02, 6 August 2021
Home > Patch notes > Version/2.15.x
2.15.11
Release: 2018-10-05
Bugfixes
- Fixed issue with mismatched server and client files.
 
2.15.10
Release: 2018-10-02
Bugfixes
- Rank point increases are normal again.
 - ML turrets now aim at the correct spot on the repair pad.
 
2.15.9
Bugfixes
- Fixed a very rare situation where engineer charge could go below zero.
 - Homing missiles will now seek homing_beacon model attachment if there is one, fixes ml turrets missing repair stations.
 - Fixed the first revive of the game giving players all their ammo back.
 - Fixed issue with vbsp.exe resulting in broken cubemaps.
 
Features
- emp_sv_vehicle_fadeout_time_partial now controls how many seconds to add onto vehicle carcasses after the original fadeout time has passed.
 - Allow sprinting in water again, but only if the player isn't completely submerged.
 - Added a cvar to control e-repair speed: emp_sv_player_erepair_speed
 - Added a cvar to control how much health a player has after being revived: emp_sv_player_revive_health_penalty
 - Added a cvar to control how much stamina a player has after being revived: emp_sv_player_revive_stamina_penalty
 
Model changes
- Added homing_beacon attachments to both repair station models.
 - Tweaked collisions on NF Armory to fix the parts you could walk into.
 
Balance changes
- e-repair speed lowered from 200 health units per minute to 150
 
Map changes
- Fixed cubemaps on various maps
- Coast
 - Crossroads
 - Cyclopean
 - District 402
 - Duststorm
 - Glycen City
 - Mvalley
 - Palmbay
 - Streets of Fire
 - Urban Chaos
 
 
Coast
- Clipped off a potential stuck spot south of NF main
 - Behind the scenes optimisation
- vvis time down from just under 30 minutes to under 2 minutes
 
 
Crossroads
- Fixed reflections on tower roofs
 
Escort
- Updated with a forgotten yet newer version
 
Glycen City
- Updated to misplaced, newer version
 - Fixed final flag for each team not appearing on the minimap
 
Mvalley
- Fixed exploit where players could get under the concrete bridge leading to BE main
 - Fixed exploit where players could drop from dam refinery building roof into its window
 - Disabled placement of engineer walls inside dam refinery building and near its northern exits
 - Adjusted several misaligned textures around dam
- Should you find more, do report them
 
 
Streets of Fire
- Clipped off exploit points around BE main
 - Plain glass windows are now breakable
 - Disabled shadows on trees
- Their shadows caused visual issues
 
 - Lighting adjustments in NW and tunnels
 - Behind the scenes optimisation
- vvis time below 20 minutes!
 
 
Script changes
- Modified vehicle presets
- Default presets for basic vehicles contain default items, making them buildable without any customizing
 - Added several extra presets for every vehicle
 
 
2.15.8
Features
- Spanish translation by Joy
 
Bugfixes
- Fixed trailing '1' after research completion message.
 - Reinstated stamina and health bars for players inside vehicles
 
Map changes
Coast
- Added AI navigation mesh
 - Changed amount of players required to capture the flag from 1 to 2
 - Fixed incorrect shadow near middle
 - Fixed broken cubemap near the southeastern refinery
 - Minor behind the scenes optimisation
 
Cyclopean
- Brightened LDR lighting
 
Duststorm
- Adjusted fog to not blind at long range
 - Tweaked tonemap controller
 
Streets of Fire
- Tweaked shadows - trees and other tall objects should now have them
 - Fixed elevator in B5
 - Disabled ladders leading to rooftops near main bases
 - Unified render distance for foliage along the A2-D2 street
 - Minor behind the scenes optimisation
 
2.15.7
Bugfixes
- Fixed issue which crashed the linux dedicated server on startup
 
2.15.6
Features
- Added new "OnWaitPhaseEnd" event to be used by mappers, called when the timer at the start of the game is over.
 
Bugfixes
- Fixed a bug that would cause players to have to re-enter a flag to change their class after capturing
 - Fixed missing localization strings in the research menu
 - Fixed railgun being automatically researched
 - Fixed a bug with buildings trying to block parts of the nav-mesh before it was loaded
 
Map changes
Crossroads
- Moved rock cluster near western NF checkpoint to make driving a little easier
 - Disabled Engineer restrict brushes in middle
 - Re-allowed all Engineer buildables
 - Blocked vehicle traversal of cliff paths leading to north and south middle buildings
 - Tweaked all potholes to ensure vehicles can't get permanently stuck while still being able to roadkill infantry within
 - Generated a navigation mesh for AI
 - Replaced some complex brush-based details with Propper-made models
- Railing section above NF main (called railing01)
 - Pipe section from middle's eastern and western building (called pipe_large02)
 
 
2.15.5
Bugfixes
- Fixed pipe_large01 model preventing maps with it from compiling
 
Map changes
Crossroads
- Minor graphical improvements
 - Sewed misaligned displacements near the eastern and western buildings
- Should prevent edge case scenarios getting players stuck while traversing
 
 - Reinstated missing railing section in NF main
 - Added player clips to northern and southern buildings
- Smoother stair traversal should make for easier shooting
 
 - Fixed NF western checkpoint's ramp logic
- Ramps should no longer hover above the ground
 
 - Added vehicle clips to potholes around the map
- They should prevent vehicles from getting (as) stuck while still allowing infantry hiding within to be roadkilled
 
 - Added rocks blocking vehicle access to walkways along checkpoints
 
Version 2.15.4
Bugfixes
- Fixed translation issue with unresearched tech
 - Made artillery recoil weaker than the brakes. Added emp_sv_artillery_recoil_multiplier to control it.
 - Fixed the bug causing mortars and tanks not showing the correct icons in the killfeed.
 
Version 2.15.3
Bugfixes
- Fixed armor translations
 - Fixed engine translations
 
Features
Version 2.15.2
Features
- Added clientside ability to map chat commands starting with an exclamation mark. ( emp_chatcommand_bind )
 - Added (optional) admin list that allows players to execute commands without having to know the rcon password. ( emp_admin_add )
 
Changes
- mp_chattime increased from 20 to 45
 - Modified mapcycle.txt to better suit low population games
 - Updated maplist.txt to contain all working maps
 
Bugfixes
- Added background to stamina(sprint) bar.
 - Fixed issue with squadlead.cfg not executing when receiving squadlead.
 - Fixed issues with translations.
 - Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina.
 - Fixed issues with hitting players in vehicles.
 
Map changes
Crossroads
- Removed building restricts from main base walls
 
Cyclopean
- Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner
 - Tweaked displacements and their textures in NW
 - Raised commander restrict brushes on main base walls to allow turret placement
 - Modified shadow_control entity to improve shadows
 
District 402
- Adjusted some player clip ramps to ensure all stairs have smooth traversal
 - Moved overlays on a building in D7 so that they are not in between two different surfaces
 
Glycen City
- Reduced tickets to 3000 for each side
 - Fixed incorrect door entity origins that prevented the map from compiling
 - Minor behind the scenes optimisation
 
Mvalley
- Removed comm_restrict brushes from dam ramps
 - Raised map border grid to the top of the skybox so that commanders see it too
 - Increased resource income for main base refineries to 2x
 - Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them
 - Modified shadow_control entity to improve shadows
 
Palmbay
- Re-enabled props inside the shack in middle
 - Re-enabled tonemap controller
- This should make the map more bearable in HDR
 
 
Streets of Fire
- Behind the scenes optimisation
- Compile time down from 8+ hours to 2 hours
 
 - Added vehicle clip brushes to clipped areas to disallow 9mining out of the map
 - Disabled easter egg
 - Normalised refinery income - all refineries generate 2 resources per second
 - Lowered trees in the central park to no longer float
 - Tweaked shadow_control entity
- Please report any and all shadow issues you come across
 
 
Urbanchaos
- Lowered floating crates at BE 1st flag
 - Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag
 - Shrunk the size of 1st NF flag to not extend past the crates in the west
 - Modified shadow_control entity to give more accurate shadows
 
Version 2.15.1
Features
- Improved weapon descriptions
 - Update to research item descriptions
 - Artillery now uses lag predicted shells
 - Packed files into vpks for faster disk access
 - Changed falloff system to be easier to tweak
 - Made a lot of strings translatable.
 - Added sv_pure support for most assets.
 - Added research item translation strings (name and descriptions, this means the following are now translatable)
- Plasma-Resistant Shell Coating
 - Dedicated Plasma Cannon
 - Projectile Physics
 - Aerodynamic Shells
 - Heavy-Duty Ranged Cannon
 - Thermobaric Shells
 - Thermobaric Cannon
 - Expanded Missile Launcher
 - Heavy-Duty Missile Warhead
 - Enhanced Grenadier Missiles
 - Mobile Industrial Electromagnets
 - Overcharged Railgun
 - Enhanced Homing AI
 - Upgraded Homing Missiles
 - Guiding Signal Boosters
 - TOW GUided Missiles
 - Incubator Missiles
 - Virulent Warhead
 - Biological Cannon
 - Incubator Tanks
 - Virulent Shells
 
 
- Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)
- Research Index
 - Superheated Material Physics
 - Nuclear Fission
 - Fission Reactor
 - Deflective Armor
 - High Explosive Grenades
 - High Explosive Shells
 - Improved Warhead Compounds
 - Upgraded Missile Warhead
 - Absorbant Armor
 - Mechanical Engineering
 - Upgraded Chassis
 - Advanced Chassis
 - Advanced Machining
 - Composite Armor
 - Electrical Engineering
 - Advanced Magnet Research
 - 3 Phase Electric Motor
 - Capacitive Armor
 - Reactive Armor
 - Tracking Systems
 - Upgraded Turrets Lvl 2
 - Upgraded Turrets Lvl 3
 - Regenerative Armor
 - Biological Weaponry
 - Biological Projectile
 
 - Added emp_ungrief command
 
Bugfixes
- Fixed crash on exit
 - Fixed shells no longer highlighting when using artillery feedback
 - Fixed engineer kit ammo dropping below zero.
 
Map Changes
- Cyclopean:
- Adjusted displacements around NW
- This removes a visual 'leak' under the southern NW refinery
 - This makes it slightly easier to get up on the hill in the southeastern corner of NW
 
 - Adjusted displacements in city
- This prevents climbing an unintuitively climbable area in the southeastern corner
 
 - Fixed skybox fog density
- It's no longer a wall of grey until you get very close to a map border
 
 - Fixed displacement sticking through terrain in BE main
- Kudos to anyone else who noticed that one
 
 - Fixed displacements sticking through terrain in NF main
 - Fixed an exploit where you could climb a hill into the NF main
 - Fixed (some) textures being needlessly rendered in northwest
- If you find any others, post on the forums and they will be fixed
 
 - Adjusted displacements around the southern bridge to prevent seeing under the map
 - New 2D skybox
 - New lighting
- Please report any lighting issues you notice
 
 - New fog
 
 - Adjusted displacements around NW
 
- District402:
- Preparing the map for AI players:
- Broadened staircase to BE 4th flag
 - Slightly tweaked detail crates near BE 1st and 3rd flag
 - Moved BE resupply boxes at BE 3rd flag
 - Slightly moved poles near NF 1st and 4th flag
 - Added [disabled] bot spawners
 
 - Behind the scenes optimisation efforts
 - Fixed exploit where BE 2nd flag could be captured from outside its building
 - Added automatic attack/move targets that indicate the current objective
 - Tweaked stairs to allow for smooth traversal instead of jumpy climbing
 
 - Preparing the map for AI players:
 
- Mvalley:
- Added a border grid akin to duststorm to better visualise the edge of the map
 - Added a missing commander restrict brush on BE's dam ramp
 
 
- Urbanchaos:
- Decompiled to get editable source files
- This might have caused unforeseen errors within the map. Please report any bugs you find
 
 - Fixed 1st BE flag dimensions
- It is no longer capturable from the western side of the barricades
 
 - Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it
 - Fixed exploit where players could traverse along a sheer wall near BE 2nd flag
 - Fixed some missewn displacements
 - Rotated NF resupply crates near NF 1st flag to face the correct direction
 - Added sky viscluster in an attempt to improve performance
 - Behind the scenes optimisation
 
 - Decompiled to get editable source files
 
Script Changes
- Normalized melee damage
- BE Machine Pistol
- Damage 50->40
 - Cycle Time 0.5->0.4
 
 - BE Pistol 1
- Damage 70->40
 - Cycle Time 0.5->0.4
 
 - BE Pistol 2
- Cycle Time 0.5->0.4
 
 - BE SMG 1
- Cycle Time 0.5->0.55
 
 - BE SMG 2
- Cycle Time 0.5->0.55
 
 - NF Pistol 1
- Damage 70->40
 - Cycle Time 0.5->0.4
 
 - NF Shot Pistol
- Cycle Time 0.5->0.4
 
 - NF SMG 1
- Cycle Time 0.5->0.55
 
 - NF SMG 2
- Cycle Time 0.5->0.55
 
 - NF SMG 3
- Cycle Time 0.5->0.55
 
 
 - BE Machine Pistol
 
- Infantry weapon tweaks
- NF Heavy Rifle
- Damage 43->45
 - FalloffEnd 5250->7000
 - Minimal Damage 35->33
 
 - BE Assault Rifle
- FalloffEnd 8000->6000
 - Minimal Damage 22->20
 
 
 - NF Heavy Rifle
 
- Vehicle weapon tweaks
- UML
- Damage 60->62
 - Speed 2500->2600
 
 - Heavy-duty ML
- Damage 66->68
 - Speed 2650->2750
 
 
 - UML
 
- Fixed engine inconsistencies
- APC
- Gas Turbine
- HorsePower 1050->1190
 
 
 - Gas Turbine
 - LT/AFV
- Gas Turbine
- HorsePower 2500->2700
 
 
 - Gas Turbine
 - Medium Tank
- Gas Turbine
- HorsePower 2000->2700
 
 - 3 Phase Electric
- HorsePower 2000->2500
 
 
 - Gas Turbine
 - Heavy Tank
- Gas Turbine
- HorsePower 2000->2700
 
 - 3 Phase Electric
- HorsePower 2000->2500
 
 
 - Gas Turbine
 - Artillery Tank
- Gas Turbine
- Reverse Speed 20->23
 - HorsePower 2000->2700
 
 - 3 Phase Electric
- Reverse Speed 20->25
 - HorsePower 2000->2500
 
 - Fission Reactor
- Reverse Speed 20->24
 
 - Advanced Coolant Engine
- Reverse Speed 20->22
 
 
 - Gas Turbine
 
 - APC