Change Log (pre 2.25): Difference between revisions
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Version 1.08 Beta Build 137/RC 16 Changes: | Version 1.08 Beta Build 137/RC 16 Changes: | ||
*Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm | |||
*Added: sitting animation for players in vehicles | |||
*Added: skill icon under squad HUD that shows the skill you're getting from being near your squad leader; transparency based on distance from squad leader | |||
*Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has | |||
*Added: squad leader activated skills, two per class, each require 4 squad points: | |||
**scout = spot all enemies in a nearby radius for one minute | |||
**scout = squad members are hidden for 30 seconds | |||
**rifleman = no stamina drain for 30 seconds | |||
**rifleman = damage is reduced by 20% for 30 seconds | |||
**grenadier = weapon damage bonus of 20% for 30 seconds | |||
**grenadier = arty strike | |||
**engineer = mass revive all dead squad members and place near squad leader | |||
**engineer = instant health regen to 100% | |||
*Fixed: VGUI panels would screw up when changing resolution | |||
*Fixed: accuracy in prone being worse than ducking | |||
*Fixed: going prone could put the player through the ground | |||
*Fixed: player could jump while in prone | |||
*Fixed: spectator could go prone | |||
*Fixed: NF HMG crosshair being solid | |||
*Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings | |||
*Fixed: decal flickering on team logos in emp_crossroads | |||
*Fixed: squad HUD should no longer have blank names | |||
*Fixed: building attack alerts had ceased working when commander alerts were added | |||
*Fixed: commander is no longer listed in the squad panel's player list | |||
*Fixed: commander can no longer see engineer's build effect which was not obscured by the commander fog of war | |||
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot | |||
*Modified: reduced scout's total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5 | |||
*Modified: squad leader is now always the first name listed on the squad HUD | |||
*Modified: revived players start in the prone position | |||
*Modified: changed squad leader's green arrow on the HUD to a star icon | |||
------------------------- | ------------------------- |
Revision as of 16:48, 18 July 2007
Current Releases Version : 1.071 Beta Current Unreleased Version: 1.08/RC16
Please visit the Download page to get the mod as well as the most recent updates.
Unreleased: Version 1.08
Empires 1.08 Build 136/RC 16 July 17, 2007
Version 1.08 Beta Build 137/RC 16 Changes:
- Maps: new textures for emp_cyclopean, emp_isle, and emp_duststorm
- Added: sitting animation for players in vehicles
- Added: skill icon under squad HUD that shows the skill you're getting from being near your squad leader; transparency based on distance from squad leader
- Added: swaying to scout rifle when in scope view; magnitude of sway is affected by amount of stamina the player has
- Added: squad leader activated skills, two per class, each require 4 squad points:
- scout = spot all enemies in a nearby radius for one minute
- scout = squad members are hidden for 30 seconds
- rifleman = no stamina drain for 30 seconds
- rifleman = damage is reduced by 20% for 30 seconds
- grenadier = weapon damage bonus of 20% for 30 seconds
- grenadier = arty strike
- engineer = mass revive all dead squad members and place near squad leader
- engineer = instant health regen to 100%
- Fixed: VGUI panels would screw up when changing resolution
- Fixed: accuracy in prone being worse than ducking
- Fixed: going prone could put the player through the ground
- Fixed: player could jump while in prone
- Fixed: spectator could go prone
- Fixed: NF HMG crosshair being solid
- Fixed: holding the attack button while in prone and moving would stack the weapon firing until the player stopped moving and release the stored up weapon firings
- Fixed: decal flickering on team logos in emp_crossroads
- Fixed: squad HUD should no longer have blank names
- Fixed: building attack alerts had ceased working when commander alerts were added
- Fixed: commander is no longer listed in the squad panel's player list
- Fixed: commander can no longer see engineer's build effect which was not obscured by the commander fog of war
- Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot
- Modified: reduced scout's total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5
- Modified: squad leader is now always the first name listed on the squad HUD
- Modified: revived players start in the prone position
- Modified: changed squad leader's green arrow on the HUD to a star icon
Version 1.08 Beta Build 136/RC 15 Changes:
- Added: sabotaged buildings now experience a health drain of 1 HP every 3 secs
- Added: squad limit of no more than 5 players to a squad
- Added: squad leader bonus aura of 50 feet; squad members within this aura will receive a bonus determined by the squad leaders class (scout = stamina recharge rate + 33%, rifleman = accuracy increase of 20%, grenadier = weapon damage increase of 10%, engineer = health recharge of 1HP/2secs)
- Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone)
- Added: third person melee animations
Version 1.08 Beta Build 135/RC 14 Changes:
- Maps: updates to emp_district402, emp_cyclopean
- Added: new melee animations for Brenodi SMGs 1 and 2
- Added: new melee animation for NF SMG 1
- Added: scout rifles no longer automatically unzoom when fired; they'll stay zoomed until the fire button is released
- Added: another zoom level to the scout binoculars for a total of three zoom levels (unzoomed at 90 FOV, zoomed at 20 FOV, zoomed at 4 FOV)
- Added: turrets can be sabotaged by a scout like any other building; the turret will refuse to target and fire when sabotaged
- Added: "Falloff" parameter to weapon scripts to define how a bullet's damage decreases with range
- Added: loading screen with hints and an image of the next map (if you were on the server when the map changed)
- Fixed: both commander vehicles had not been updated for the new armor system
- Fixed: player voted to become the commander could still spawn at the command vehicle if he spawned after another player had already taken the command vehicle
- Fixed: health regen gave health even if the player had died
- Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130
- Modified: when a flag is turned neutral, the two adjacent flags of the neutralized flag are disabled from being captured
- Modified: reduced time penalty when trying to fire the mortar while standing from 1 second to 0.2 seconds
- Modified: mortar can now be fired from a vehicle's passenger seat
- Modified: reverted vehicle turret code to 1.07 codebase
- Modified: faster throw animation for NF landmine
- Modified: altered Speed Upgrade skill to allow you to move at 15% faster movement speed when not sprinting, was 10%
- Modified: scout binoculars can be used to spot unlimited targets instead of only one target at a time (only last spotted target will give a point when destroyed)
- Modified: scout concussion grenades will disable turrets for up to a maximum of 12 seconds (was 5 seconds) and emit purple smoke while disabled
- Modified: jumping takes 20% stamina (was 25%) and can be done even if there's not enough stamina (penalty wait time will still activate at 0%)
- Modified: scout rifles no longer experience excessive damage falloff with range (maximum falloff is now approximately 10%)
- Removed: NF SMG 3 weapon
Version 1.08 Beta Build 133/RC 13 Changes:
- Maps: updates to emp_escort, emp_isle, emp_district402, emp_canyon, emp_cdr_canyon, emp_crossroads, emp_streetsoffire, emp_urbanchaos
- Added: visual effect to engineer kit repair
- Added: reload and melee animations to BE smg 2 weapon
- Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object
- Fixed: weapons had no "ACT_VM_DRAW_EMPTY" animation; pulling out an empty weapon played no sequence and always added a couple of seconds of delay before reloading
- Fixed: engineer could repair wall being recycled
- Fixed: crash when trying to write to read-only config files
- Fixed: in controls panel, couldn't bind a command to "enter" if it had already been used
- Fixed: health indicator was not taking Health Upgrade into account
- Fixed: in a vehicle, the mouse could be lowered/raised greater than the turret would actually move
- Fixed: vehicle cannon recoil was broken in previous turret code modification
- Fixed: NF commander's unit panel's buildings list did not work
- Modified: changed vehicle armor system to rely on the hit location's angle to determine the side of the armor hit
- Modified: for vehicles built with no armor on a side, the engineer kit's HUD display shows no armor health bar vice an empty bar
- Modified: weapon scripts to reduce weapon accuracy
Version 1.08 Beta Build 132/RC 12 Changes:
- Maps: updates to emp_streetsoffire, emp_duststorm, emp_escort, emp_isle, and emp_canyon
- Fixed: for spectators, players were still appearing in the center of the map when out of network range
- Fixed: rare crash when first joining a game
- Fixed: large improvements to "emp_unstuck" command
- Fixed: vehicles colliding with small walls as if they were full length walls
- Fixed: commander alerts' background drawn with random width
- Fixed: commander unit info area text drawn with background
- Fixed: in commander interface, player healthbars were broken in RC11
- Fixed: players could join a locked squad
- Fixed: players requesting to join a locked squad unable to join if the squad leader invites them afterward
- Fixed: only visible passengers in a vehicle create a ragdoll when the vehicle explodes; hidden players do not
- Fixed: dying via falling will black out the player's screen; if the player went into spectator mode at this point, the screen would remain blacked out
- Fixed: squad HUD showing blank names for squad members out of network range
- Fixed: squad HUD showing yellow (shoot) and red (hurt/death) color indicators not updating correctly
- Fixed: buildings being recycled still able to be repaired by engineer kit
- Modified: changed engineer revive ability to revive the player where his ragdoll is vice where the player died
- Modified: added check to revive to ensure the player will be above ground when revived
Version 1.08 Beta Build 129/RC 11 Changes:
- Added: custom performance profiler with real-time logging to a CSV file
- Added: for commander alerts, added background to the alert text showing exactly where you need to click to jump to the alert and improved detection of clicking on the alert
- Added: engineer turret and camera health HUD indicators now show two health bars if two are built
- Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built
- Fixed: NF rpg world model's normal texture map was defined incorrectly
- Fixed: BE radar LOD problems
- Fixed: set cannon shells to not hit the cannon or turret they originated from to prevent tanks from driving so fast that they hit their shell when it's first fired
- Fixed: passenger in vehicle getting hurt from things hitting the vehicle
- Fixed: spectating passengers in vehicles causing problems with spectator camera
- Fixed: scout going hidden when in a vehicle
- Fixed: going from spectator in-eye to chase camera would preserve the roll angle; it now resets to 0 when in chase camera mode
- Fixed: as spectator, players out of visible range were showing up on the mini-map in the middle of the map
- Fixed: background for spectator name was drawn incorrectly when the player's name contained unicode characters
- Fixed: players lost their health upgrade skill after being revived
- Fixed: server crash related to capture point event firing
- Fixed: server crash related to "FindPickerEntity" function
- Fixed: players getting stuck in engineer ammo crates
- Fixed: passenger in vehicle getting credit for running players over
- Fixed: spectators getting rank points
- Fixed: controls panel resets all buttons and names when opened
- Modified: set commander camera to not zoom when clicking on an alert unless the distance from the camera to alert position is less than 600 inches where it will then zoom out
- Modified: scout now gets a rank point when two buildings are sabotaged (was five)
Version 1.08 Beta Build 124/RC 10 Changes:
- Added: experimental client-side authoritative movement mode which is switched on via "emp_sv_client_auth_movement" convar
- Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal
- Modified: when spectating a vehicle, the chase camera will sit at a farther distance
- Fixed: squad panel not accepting commands after having joined a squad in a previous map
- Fixed: issues with missile turrets
- Fixed: spectator camera roll angle getting stuck on non-zero angle
- Fixed: walls showing health meter to all classes when fully built (should hide when fully built)
Version 1.08 Beta Build 123/RC 9 Changes:
- Maps: updated emp_glycencity to reduce overall brightness
- Added: spectators can now see all players, vehicles, and buildings on the minimap
- Added: "emp_sv_turret_search_interval" (default 0.5) convar to set how much time each turret must wait before searching for a new target
- Added: spectators can now see the number of reinforcements remaining
- Added: scout receives a point for sabotaging five buildings
- Added: minimap maintains separate zoom levels for full and reduced map sizes
- Fixed: "spray logo" command on the controls menu was not binding the correct command to the key
- Fixed: engineer build kit not regenerating in the commander interface
- Fixed: level 3 MG turrets could not keep their targets locked
- Fixed: spectating an engineer will draw the health bars in the correct color (green or red) instead of always red
- Fixed: spectating an engineer in a vehicle will not show the engineer kit HUD information
- Fixed: players with the health upgrade skill would have their health bar as seen on the engineer kit's HUD extend past the border
- Fixed: player voted as commander wasn't reporting his position as being in the command vehicle which prevented him from placing buildings nearby until getting out and back in
- Fixed: ending a map as commander would leave you stuck in the commander interface in the next level without being able to do anything
- Fixed: client-side vehicle turret acting twitchy
- Fixed: as commander, unit order buttons would not update when recalling a # group
- Fixed: when entering a vehicle, the player's view would not be set to the position the turret was in
- Fixed: artillery vehicle turret appearing as backwards to the player who built it when first built
- Fixed: large buildings (vehicle factories especially) weren't receiving full damage from explosive weapons
- Fixed: scout rifle scope appearing as opaque on DX6/7 cards
- Fixed: engineer would not get points for destroying an enemy building with the engineer kit
- Fixed: choosing a skill gained from joining a squad and then leaving that squad would prevent you from changing your class, weapons, or skills
- Fixed: unicode characters were not being printed correctly in the top left HUD area which printed the name of the commander
- Fixed: line linking player orders from the player to the order location was not using the player's correct location when in a vehicle
- Fixed: Brenodi repair pad crane texture not being transparent in black areas
- Modified: added small time delay from when "emp_unstuck" command is given to when the player is actually moved to prevent player from avoiding being run over by vehicles
- Modified: moved the location of the name of the person being spectated so that it's not overlapped by the vehicle heat bar
- Modified: altered NF Vehicle Factory so that sabotage smoke comes from the top of the building vice from inside
- Modified: lowered the 'emp_sv_spawn_protection' default to 3 seconds (was 6 seconds)
Version 1.08 Beta Build 122/RC 8 Changes:
- Maps: updates to emp_cdr_canyon, emp_escort, emp_duststorm
- Added: pressing the "show squad panel" button if the squad panel is open will close it
- Added: both primary and secondary weapon groups can be fired at the same time
- Fixed: added more error checking in HUD/GUI areas to prevent client-side crashes
- Fixed: turrets would target the commander's camera in the commander interface
- Fixed: Brenodi vehicle factory was using wrong LOD model
- Fixed: vehicle turrets not appearing as black when destroyed
- Fixed: commander able to use normal weapons (i.e. engineer tool) in command interface
- Fixed: enemy commander being spotted by engineer cameras
- Fixed: grenadier mortar crosshair showing in tanks' driver position
- Fixed: grenadier in passenger position could damage his own tank with RPG
- Fixed: mines placed and camera/turret health info would show when driving a vehicle and when in the commander interface
- Fixed: commander would be warned of a player being hurt by the world (i.e. falling damage)
- Fixed: in the controls panel, pressing escape when binding a key would warn if another command had also had escape pressed while binding it
- Fixed: grenadier armor detection skill worked while dead
- Fixed: going to iron sights would deactivate a hidden scout's darkened HUD affect, giving the false impression that he had lost his hidden status
- Fixed: Brenodi engineer unable to use his revive ability
- Fixed: revived players getting default ammo instead of the same amount of ammo they died with
- Fixed: players were spawning inside each other because only the first spawn point was being returned as valid
- Fixed: squad unlocking everytime the squad leader died
- Fixed: squad panel not responding
- Fixed: accepting a squad invite from the popup menu not working
- Fixed: guns firing two tracers at once
- Fixed: spotting via popup menu and binoculars was not checking if the spotted entity was alive
- Fixed: mine counter was deducting two mines every time one mine was being defused
- Fixed: scout receiving a point for spotting an enemy vehicle and then it being destroyed message saying that it was an enemy building, not a vehicle
- Fixed: squad member HUD no longer shows dead squad members as having negative health
- Fixed: touching a ladder as a spectator would alter the player's movement type and break spectator movement
- Fixed: vehicle turrets not being client-side, again
- Fixed: switching between the different control profiles is now done server-side vice client-side to eliminate key binding problems
- Fixed: on the scoreboard, the "Victorious" and "Defeated" labels would stay after the level had changed
- Fixed: when firing multiple vehicle weapons at the same time, they would collide with each other
- Fixed: spectators not able to cycle through players in vehicles as available to be spectated
- Fixed: crash when spectating a player in a vehicle and he quits
- Modified: increased speed that buildings under attack flash on the minimap
- Modified: commanders are no longer notified when an engineer building is built
- Modified: increased scout rifle damage to 110 (was 60)
- Modified: lowered RPG damage to 80 (was 105)
- Modified: lowered mortar damage to 110 (was 120)
- Modified: sabotaged buildings must now be repaired for 50 units of health to be repaired (was 10)
- Modified: sabotaging a building places it health to 100 units of health (was 185) if its health is greater than 100 at the time of the sabotaging
- Modified: improved player and vehicle collisions
- Modified: made sure "emp_unstuck" command can find the ground beneath the player before moving them to the new position
- Modified: if an enemy player is targetted via the commander's attack order and that player becomes the enemy commander, then he is removed from the attack order
- Modified: for a commander's multiple attack order, each target is removed from the order and the commander informed on its death; previously, this only occurred when all targets were destroyed
- Modified: changed vehicle turret mouse movement to mimic infantry mouse movement
- Modified: renamed "emp_vehicle_mouse_speed" convar to "emp_cl_vehicle_sensitivity_ratio"
-Modified: all grenades and all secondary weapon attacks (melee/iron sights) can now be used underwater
Version 1.08 Beta Build 116/RC 7 Changes:
- Modified: increased spawn protection to a default of 6 seconds
- Fixed: artillery tank cannons shooting low
- Fixed: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings
- Fixed: improved unsticking of players when getting stuck in engineer buildings
- Added: building icons now flash on the minimap when under attack
- Modified: when entering a passenger position on a vehicle where you can use your own weapons, the infantry binds are executed first and then the vehicle binds to prevent overwriting the keys for changing seats
- Removed: eliminated missiles and shells from being able to be shot down
- Fixed: for real this time, fixed the issue with not getting weapons when spawning in an APC
- Fixed: some BE squad voices using NF voices as placeholders, now using the commander voice as a placeholder
Version 1.08 Beta Build 115/RC 6 Changes:
- Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money
- Added: bind for "Choose Commander" in the controls panel to show the Vote Commander screen
- Fixed: issue with vehicle attachment positions not being accurate
- Fixed: vehicle machine guns were shooting slower on the server (which was incorrect) than on the client
- Fixed: vehicle weapons would reload even if they still had ammunition currently loaded
- Added: new ambient sounds for buildings
- Added: individual explode sounds for each grenade
- Added: new death explosion sound effects for vehicles
- Fixed: vehicles sometimes not appearing as black when destroyed
Version 1.08 Beta Build 114/RC 5 Changes:
- Added: emp_cyclopean
- Added: emp_cdr_canyon which is a version of canyon with prebuilt bases and no commanders
- Added: new version of emp_canyon and emp_crossroads
- Fixed (RC4): first person shoot position was incorrect due to previous fix of making tracers come from world muzzle positions
- Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price
- Fixed (RC4): going from scoped view to another weapon and then back would show the scoped crosshair when not in scoped view
- Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle
- Fixed: in the commander's Units panels, buildings were not being listed correctly
- Fixed: when determining which armor side was hit on a vehicle, areas along the side but near the front of the vehicle were being reported as the rear armor side vice the front armor side
- Fixed: spawn points would remain visible on the map after their parent building or APC was destroyed
- Fixed: buildings emitting smoke when damaged at all instead of when less than half health remaining
- Fixed: certain vehicle MG weapons would do friendly fire damage
- Fixed: when entering the exposed hatch position of a vehicle (where you can use your own weapons), the vehicle controls would still be set instead of the infantry controls
- Fixed: a player in a vehicle could enter another vehicle without leaving their current one; fixed so that the original vehicle is notified that the player has left
- Fixed: when spawning in an APC, players would sometimes not be given their weapons
- Fixed (RC4): bug with weapons not firing
- Fixed: ammo counter acting jittery
- Fixed: altered both team's jeeps' collision models so that passengers can shoot out
Version 1.08 Beta Build 113/RC 4 Changes:
- Modified: removed ability to switch weapons while transitioning to/from iron sights
- Fixed: crosshair disappearing if switched away from a weapon while in iron sights and then pulled out the weapon again
- Fixed: weapons were appearing to shoot faster than they really were due to the prediction system predicting weapon shots multiple times
- Fixed: increased the NF and BE scout rifle cycle time to prevent muffling the fire sound due to firing too quickly
- Fixed: getting stuck in your own turret/camera/radar by building it on top of yourself
- Fixed (RC3): too bright HDR in emp_glycen
- Fixed: typo with "need artillery fire at these coordinates"
- Fixed: turrets, engineer cameras and radars, and walls were able to be sabotaged but had no detrimental effect; removed the ability to sabotage these entities
- Added: "emp_comm_zoom_speed" console variable to control how fast the commander camera zooms
- Fixed (RC3): players getting teleported from one side of a vehicle to the other when running up against it
- Fixed (RC3): bullets always coming from players' heads
- Fixed (RC3): players not being hidden in vehicles like they're supposed to be
Version 1.08 Beta Build 112/RC 3 Changes:
- Fixed (RC2): missing binoculars texture
- Fixed (RC2): crates having no collision mesh
- Fixed (RC2): dropping an engineer build object would show a crate no matter what
- Fixed (RC2): sabotaging a refinery caused the refinery to output twice as much res instead of half
- Modified (RC2): made commander zooming via the mouse scroll wheel smoothly transition from in/out instead of an abrupt transition
- Fixed (RC2.5): commander minimap icon was not following the commander
- Fixed (RC2): vehicle and grenadier's armor info HUDS were not in the correct position
- Fixed (RC2): commander could still use the grenadier armor info skill in his interface
- Fixed (RC2): NF world mortar model showing as "error"
- Fixed (RC2): going into or out of iron sights able to be cancelled before the animation is completed
- Added: new NF assault rifle model with iron sights as secondary attack
- Fixed: NF mortar weapon's shells now shoot exactly from the barrel instead of to the side
- Added: new NF .50 cal weapon model
- Added: new NF MG weapon model
- Fixed: "auto team join" always thinking the NF team had more players
- Fixed: crash from commander vote
- Added: progress bar for scout's sabotage with a "danger: electricity" icon
- Added: for vehicles running over players, added a hull trace from the vehicle's previous position to current position in case vehicles are driving too fast to actually contact the player during a frame
- Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window
- Added: new NF scout rifle model and animations
- Added: new NF smg 2 model and animations
- Modified: increased NF and BE scout rifle reload times to 1.25 to match the reload animation
- Added: crosshairs to zoomed in scout rifles
- Added: unzooming of scout rifles after each shot to reflect having to work the bolt to load the next bullet
- Modified: removed weapon kick reduction modifier when in iron sights due to community feedback
- Added: "stamina penalty" for weapon script files which will deduct from the player's stamina per shot; currently used for MGs
- Fixed: NF shotty pistol having 300 rounds of ammunition
Version 1.08 Beta Build 108/RC 2 Changes:
- Modified: scaled down all NF building textures to take up less texture space
- Fixed (RC1): vehicles spawning with sabotaged health even though the vehicle factory wasn't sabotaged
- Fixed (RC1): "+use"ing a vehicle factory to build it could crash the game when fully built
- Fixed: player weapons and vehicle based machine guns would appear to shoot almost twice as many bullets as they actually fired
- Fixed: weapon reloads would appear to finish in < 1 ms, have a full clip, and then shoot one bullet before syncing up with the server and having an empty clip with the weapon reloading
- Fixed (RC1): voice status HUD was not showing when speaking
- Fixed (RC1): player voted as commander placed in command vehicle every respawn beyond the initial spawn
- Modified (RC1): players can now send messages while commander voting is occuring
- Fixed: the NF rpg, mortar, and engineer kit weapons were using the Brenodi world models instead of NF ones
- Fixed (RC1): missing binoculars zoom overlay texture
- Fixed (RC1): commander name font size stays the same no matter what resolution now
- Fixed (RC1): minimap vehicle icons always being rotated incorrectly
- Fixed: improved the accuracy of pointing at and using the vehicle factory console
- Fixed: tracers now correctly come from the player weapon's muzzle
- Fixed: added env_tonemap_controller entity
- Fixed: "game_text" entity was not showing its text on the screen when activated
- Added: new NF shotgun pistol model
- Added: env_tonemap_controller entity
- Added: color_correction entity
- Modified: changed building and vehicle damage smoke to start at 50% health instead of 75%
- Added: replaced Valve start up video with the Empires logo
Version 1.08 Beta Build 107/RC 1 Changes:
- Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo
- Fixed: weapon melee attacks would not delay primary attacks
- Fixed: commander able to be hurt (ie from water or explosions)
- Modified: players in vehicles no longer create ragdolls when they die
- Fixed: exploit where a player could build a vehicle with negative armor and get money from the purchase, thanks dizzyone
- Fixed: exploit where a player could build a vehicle with weapons it's not supposed to have, thanks dizzyone
- Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it
- Fixed: concussion grenade were no longer blinding players with the new sdk
- Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit
- Added: commander can now select and recycle walls, even ones he hasn't built; only those built by the commander will give back any resources though
- Modified: improved turret code to be more efficient/use less cpu
- Added: 'emp_sv_max_turrets' cvar that limits how many turrets the commander can build; turrets no longer count for the team's build limit
- Added: 'emp_sv_max_walls' cvar that limits how many walls the commander can build
- Fixed: spawn and revive code now check to make sure the spawn area is empty to prevent the player from getting stuck in other objects
- Added: 'emp_unstuck' command to move you if you're stuck in an object, will only work if it detects you're stuck
- Added: vehicles now collide with players and deal collision damage to enemy players
- Fixed: vehicle wheels now spin accurately instead of by a very rough appoximation
- Fixed: recycling a building with less than full health wouldn't give back any resources
- Fixed: as commander, selecting an engineer built radar or camera shows the correct image in the selection area
- Fixed: the commander can no longer attempt to recycle an engineer built radar or camera
- Added: vehicle wheels kick up dust when rolling (was removed in 1.01 due to being server-side and is now back in, implemented client-side)
- Added: if a scout has an enemy vehicle or building spotted with binoculars for at least 6 seconds and it's destroyed by a team mate, the scout receives a rank point
- Added: damaged vehicles emit smoke from their engines (use "emp_vehicle_smokeinterval" to set how often smoke is created per second, 0 = no smoke created)
- Added: damaged buildings emit smoke from multiple places (use "emp_building_smokeinterval" to set how often smoke is created per second, 0 = no smoke created)
- Fixed: homing missile lock on boxes more accurately match the location and shape of the vehicle
- Added: as the commander a selected turret will display a circle in the world and on the minimap around itself to show its detection and attack radius
- Added: as the commander a selected engineer camera/radar or regular radar will display a circle in the world and on the minimap around itself to show its detection radius with an inner animated circle
- Added: work in progress fog of war for commander, needs improvement by turning it into a pixel shader as it currently looks blocky, must be turned on with "emp_comm_fogofwar 1"
- Modified: set missile smoke trail to be more opaque and not dissipate as quickly
- Added: 'emp_sv_spawn_protection' cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 2 seconds
- Added: tanks with the faster engines slow down when turning to prevent spinning out
- Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team
- Added: player chat is now colored based on the person's team (NF = red, BE = blue), commander chat is a lighter version of the team's color (only team mates of the commander see this)
- Fixed: exploit where commander could use engineer build kit while in commander interface
- Added: the commander's name is printed in the top left corner
- Added: above the ammo bar, added an indicator of how many mines the player has existing in the world out of eight (the limit of placed mines)
- Fixed: placing a mine when eight were already placed, would not update the new mine's placement time, sometimes causing the game to think the new mine was the earliest one placed and detonating it when a ninth mine was placed
- Added: redid the grenadier's armor detection skill; it now recreates the vehicle HUD chassis information on the grenadier's HUD showing armor levels and hull health of the targetted vehicle
- Added: above the health bar, added a health indicator for an engineer's built turret
- Added: above the health bar, added a health indicator for an engineer's built camera/radar
- Fixed: players can no longer open the team selection, class selection, or vehicle customization screens via shortcut key while in commander mode due to losing mouse control upon doing so
- Modified: added a slightly transparent black background to chat text to make it more visible
- Fixed: commander can no longer build in water
- Added: scout sabotage ability: as a scout, hold +use on an enemy building for five seconds until purple smoke begins to pour out; an engineer can repair the building for 10 health to remove the sabotage status
Buildings are affected as follows: refinery - outputs half as many resources barracks - spawning players receive half their total amount of health radar - shows friendly units to the enemy instead of enemy units to friendlies armory - ammo and health crates take twice as long to give ammo/health repair bay - takes twice as long to repair a vehicle vehicle factory - vehicles are built with half of their total health and armor
- Modified: changed crosshair so that it never expands more than 1/4 the size of the screen
- Fixed: mines dropped in buildings were not able to be defused by a grenadier with the defuse skill
- Fixed: commander was able to build a line of walls even though the start or end point was in an unbuildable area/out of buildable range
- Added: events in the FGD for buildings to let map makers get output events from buildings when they're fully built and when they're killed
- Added: events in the FGD for when a refinery is placed on a resource node for both teams
- Fixed: when in commander mode, the player can no longer open the voice/quick command popup menu.
- Fixed: on level change, the commander interface now resets the research tree position to the start point
- Modified: team, class, and spawn point selection windows no longer continuously open; they will open only once and then print a message telling the player how to open the window again if needed
- Added: commander voting during the first 60 seconds of a new map via a new window that automatically appears; the winner spawns inside the command vehicle in the commander interface
- Fixed: passenger names in vehicles sometimes showing as "unconnected"
- Added: new squad selection panel shown via "choosesquad" command, allows joining/leaving of squads, kicking players, locking a squad to disallow players from joining, and inviting players to the squad
- Modified: players no longer have to request to join a squad and wait to be invited to complete the transaction unless the squad has been locked by the squad leader
- Added: secondary attack toggles iron sight mode for BE Rifle and Scout Rifle
- Modified: iron sights reduces weapon kick by 50% and weapon spread by 25%
- Added: new Brenodi grenade model
- Added: new NF RPG model
- Modified: BSID updated many weapons and vehicle settings
- Added: new minimaps done by Jcw87
- Modified: rpg and mortar weapons can be switched from to another weapon while reloading
- Modified: scaled down all NF building textures to take up less texture space
Version 1.08 Beta Build 92 Changes:
- Added: new NF landmine
- Fixed: all NF grenades have the new model and operate correctly
- Modified: increased speed vehicle suspension moves wheels and removed players affecting vehicle wheel position (wheels would move up if a player stood next to them)
- Modified: decreased NF light tank gear ratio to minimize spinning out
- Added: new commander commands for zooming in/out a certain amount per button press and for toggling the build/factory/units/research windows
- Added: new controls configuration panel on the title screen (accessed via 'Controls' item). It lets you configure key bindings for the different roles of infantry, in vehicle, and in commander interface.
- Fixed: bug where commander camera would reverse its controls if it went below the z origin of the map
- Modified: commander camera move speed code so that the "emp_comm_move_speed" cvar has more control over the speed of the camera's movement where before it only minimally affected movement speed
- Modified: set players in a jeep as crouching instead of standing up
- Added: converted Empires player models to HL2DM animation system
- Fixed: improved the way vehicles fire their weapons (and get the origin and angles of the weapon) to decrease network traffic and remove the possibility of a crash
- Fixed: exploit where clients could run certain admin only commands that would alter building physics or kick a commander
- Added: new NF pistol model and animations
- Fixed: bug with client-side player movement where certain buildings would cause the player to jitter up and down (caused by server-side physics shadow and network variable inaccuracy)
- Modified: changed the client-side player movement code to run with the same tick time as the server (will this cause lagged players to move slower?)
- Fixed: commander camera movement speed changing based on frames per second (ie, looking at a graphically intensive area with lots of buildings would slow the camera movement down instead of staying constant)
- Fixed: commander wouldn't hear the build sound effect when placing walls
- Fixed: exploit where an engineer could switch between the repair kit and another weapon while holding attack to instantly regain his repair ammo
- Fixed: weapon melee attacks would not delay primary attacks
Version 1.08 Beta Build 86 Changes:
- Modified: moved to HL2DM player animation
- Fixed: vehicle client-side turret control was jittering due to client-side prediction
- Added: implemented client-side movement
- Added: new muzzle flash effects for all weapons
- Added: vehicles jump into the air when they die
- Fixed: player client-side movement teleport issues
- Fixed: as commander, dragging a box around a dead player would highlight a box around him as though he were still alive
- Fixed: as commander, while dragging a selection box, moving the mouse over the minimap caused the camera to move with the mouse
- Added: "Log Out" button to commander GUI
- Fixed: destroying an unbuilt radar would subtract from the total number of built radars, causing an issue where the team had a fully functional radar but couldn't research anything
- Fixed: destroying an unbuilt building that is marked for recycling would cause the building to never be removed from the game
- Fixed: the commander was able to recycle an engineer built turret
- Modified: altered squad HUD member listing to only show each member's name and their health
- Fixed: enemy engineer deconstructing a vehicle would send a voice alert that the commander was under attack
- Added: alerts to the left side of the commander GUI for when a player/vehicle/building is attacked/destroyed which lists the event happening and clicking on the alert will move the commander camera to that location
- Fixed: in commander interface, commander was able to order units to attack enemy units that were shrouded in his fog of war
- Fixed: in commander interface, ordering a unit to attack multiple targets would not clear his previous orders, ie, if he were guarding a building before being ordered to attack multiple targets, he would be told to attack the new targets as well as the building he was guarding
- Fixed: in commander interface, dragging a box around units could be done too quickly, causing it to be ignored
- Added: 'emp_comm_jumptoalert' console command which will center the commander camera over an alert's location
- Added: optimized NF building models
- Fixed: NF vehicles had "nocull" textures which was unoptimized
- Modified: increased horsepower for all tank engines
Version 1.071 Beta
This is a client-only patch to version 1.07 which needs to be installed first.
July 30, 2006
Fixes
- Crashes related to Vehicle HUD (ie, getting in AFV crashes you)
- Crashes related to Commander HUD unit status area
- Commander GUI buttons not registering mouse clicks correctly in widescreen
- Commander GUI mouse clicks not registering in the correct world space when using a screen resolution which doesn't have an aspect ratio of 4:3
Version 1.07 Beta
July 21, 2006
Additions
- New missile and shell models created by Hellion
- New convar "emp_vehicle_mouse_speed" which acts a multiplier for mouse speed when controlling a vehicle's turret
- New background image created by ^Dee^
- Spectating a player now shows their name on your screen
Fixes
- Brenodi team was able to build past the server's building limit
- Spectating a player now correctly shows their health and ammo
- In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected
- HUD elements were being resized above normal if the user was using a widescreen resolution
- Exiting the commander mode sometimes causing a crash
- Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned
- Miscellaneous commander crashes
- In the commander HUD, the green passenger names of players in a vehicle were all set to the driver's name
- Commander still able to research even though all of the team's radars have been destroyed
- Research countdown timer on the commander's HUD freezing when anything other than the research tab is selected
- "Attempting to precache model, but model name is NULL" server console error appearing often
- 1.06 linux server was not compiled correctly, preventing players from joining the server
Modifications
- Escort - alterations to last two flags to require more than one person to cap
- Gauntlet - fixed issues that were causing the map to crash often
- MValley - many new changes
- Increased NF assault rifle damage from 35 to 42
Unofficial Version 1.064 Beta
July 12, 2006
Additions
- Spectating a player now shows their name on your screen
Fixes
- Spectating a player now correctly shows their health and ammo
- In the commander HUD, the green passenger names of players in a vehicle were all set incorrectly, and would possibly crash the client if many units were selected
- HUD elements were being resized above normal if the user was using a widescreen resolution
- Exiting the commander mode sometimes causing a crash
- Rare crash of spawning on capture point causing the capture HUD to appear before the player has fully spawned
- Miscellaneous commander crashes
Version 1.06 Beta
July 1, 2006
Additions
- New Map - MValley by R_yell
- New Map - Slaughtered by Hellion
- New Map - Gauntlet by Doobie
- Revised Map - Escort by Doobie
- Tank rotate in place when at slow or still speeds
- 'emp_comm_restrict' brush entity that prevents either commander from building in the occupying area
- silhouette for binoculars when zoomed in
Fixes
- Brenodi ML level 2 turrets did not work
- Server crash related to armory or barracks being destroyed
- Memory leak that would lead to a server crash after an extended period of time
- 'emp_sv_player_think' cvar which was implemented to reduce cpu loading was causing hitboxes to not always be matched with the player correctly; this cvar has been effectively removed by defaulting it to 0 and making it a cheat cvar
- Turrets not able to hit players who are standing right next to the turret
- Console error when in a NF heavy tank reporting that four variables exceeded the max allowed value and were being clamped
- Cannon kickback being inconsistent with actual firing
- Vehicle self damage working the exact opposite, vehicle weapons hurting other friendly vehicles and not damaging their owner's vehicle
- Vehicle passengers always being parented to the vehicle's main body even if the position is associated with the turret
- Commander able to suicide and become invincible
- The vehicle HUD's chassis health indicator now scales with resolution to not get too large
- Changing teams now resets the player's class and spawn point selection
- Vehicles now show the order location/target of the driver and connect the line from the vehicle to that location correctly
- Vehicles can receive orders correctly now
- Units that are outside the commander's PVS/network update distance will now remain selected, will update their position, and can receive orders
- The Units selection panel lists all entities in the world regardless of your proximity to them instead of dropping ones off the list as they exceed the network update distance
- The second seat on the NF jeep was not positioning the player in the correct location
- The commander unable to see enemy units when in the driver position of the command vehicle
Modifications
- Matched NF Assault Rifle's damage to the BE Assault Rifle
- Increased HMG weapon damage from 20 to 25
- Halved movement speed when zoomed in
Version 1.05 Beta
May 13, 2006
Additions
- New Map, District402, a linear capture the flag based map in an urban setting with only infantry combat
- Map .cfg files are now loaded by the clients on initial spawn, this is for altering bloom color values, radiosity levels, or other client side parameters to situate the map.
- When a team wins, the winner is written in the chat area
- When the game ends, the winner and loser are declared on the score board
- In the F popup menu, added a "Kick Commander" button to the squad menu area which votes to kick the team's commander
- "emp_sv_kick_commander_be" and "emp_sv_kick_commander_nf" server side commands to automatically eject a team's commander from the command vehicle, just like if a vote to kick the commander succeeded
- On the scoreboard, the number of players for each team is listed next to the team's name
Fixes
- More than 32 emp_cap_models on a map were causing minimap flags to not show correctly
- Some players as commander were still crashing in relation to client-side physics
- Scout's hide ability turning on and off when the player's rank was equal to or greater than Sergeant (E-4)
- Scout being able to hide, then walk around freely while staying hidden by using binoculars
- Scout rifle being able to shoot faster by zooming/unzooming inbetween shots
- Turrets not shooting crouched players
- Throwing a grenade no longer auto-switches to another weapon if the player has another grenade to throw
- Engineer kit wasn't starting with full ammo on spawn
- Rapidly switching between the engineer kit and another weapon would quickly regenerate the engineer kit's ammo
- Engineer grenades healing enemy buildings if it explodes far enough away from the building
- If a team can't spawn due to running out of tickets and all players on that team are dead, then the game will now end
- Blood spray was not being shown when a player was shot
Modifications
- A hidden scout will only be spotted by a camera for 0.2 seconds per every 3 seconds instead of 1 full second per every 3 seconds
- Decreased damage from vehicle collisions and made the damage apply to armor instead of just to the hull
- Spawning in an APC will spawn the player at the highest numbered seat available instead of the lowest numbered seat (driver seat)
- Closing the MOTD screen will immediately bring up the team selection screen
- Increased mortar explosion radius from 150 inches to 210 inches
- Increased NF shotgun pistol damage from 10 to 12 per bullet
- The Increased Movement skill no longer drains stamina continuously
- The Rifleman's Dig-In ability has been altered: When taking damage while crouching, half of the damage is taken from stamina bar, and the other half is dealt to the player. If half of the total damage exceeds the amount of available stamina, then as much stamina is available is used to reduce the total damage.
- Reduced force knockback from being shot by a player by half
- On the scoreboard, the classes of the enemy players are not shown
- APCs are now correctly shown as only having one slot for an engine
- Vehicles can now hurt themselves with their own weapons
- Vehicles can now be customized even if there are insufficient resources to build the vehicle
- Increased spread for all pistols
Removals
- Auto-reload for those players who were complaining that it interfered with using melee after unloading a clip
Version 1.04 Beta
Additions
- New version of emp_canyon map to fix glitches
- New version of emp_escort map with fixes and modifications
- New map emp_badland; it's a large commander based map with fog
- Message of the Day panel that appears when first joining a server; it displays the server name at the top and a viewport for displaying the MOTD.txt file on the server (place just a url in the file that redirects to a web page or keep the .txt file under 2048 characters); also, clicking the "Help Guide" button will load up the Empires manual
- Anything spotted via the F voice menu or the scout's binoculars will have a blinking red indicator over it for all players in the HUD
- Brenodi Empire specific textures for the engineer radar and camera
- Vehicles now take damage (directly to the hull) from impacting with other objects; the jeep is much weaker than other vehicles to reduce it being used to ram enemy tanks and get them stuck
- APCs have spawn points, if the vehicle isn't full, then spawning at the vehicle will place the player inside, otherwise the player will spawn outside
- APC passengers (all except the driver position) get their health refilled at 5 HP/sec and ammo refilled at the same amount as ammo crates
Fixes
- Map placed turrets now work and their level can be defined within the entity properties in Hammer
- Barracks spawn points would not always show up/would be grouped together with another barracks
- Explosions could hurt players through buildings and vehicles
- Artillery tank cannon appearing backwards
- Can't switch from the RPG until it's fully reloaded
- Scouts using hide could stay hidden when firing
- Players in an armory when the armory dies/recycles able to change class anywhere on the map
- Engineers can no longer revive players who suicide
- Grenadiers could fire the mortar in the air by jumping and ducking
- Grenadier's armor spotting skill was taking an excessive amount of time to show enemy armor values, similar to the scout's hide problem in 1.02
- Command vehicle appearing as the enemy team's color when first joining the team
- Repair stations could repair either team's vehicles
Modifications
- Reduced tank turret sensitivity
- Reduced MG turret rate of fire for all levels
- Increased rifleman's max ammo for rifles from 60 to 150, increased max 50 cal ammo from 30 to 60
- Increased kick of both IMP and NF assault rifles
- On spawn, all players receive 1/3 of their total ammo for each weapon
- Removed weapon accuracy penalty when the scout uses his hide skill
- Raised the player's viewpoint when crouching to more accurately reflect the location of the player's head
- Upon firing the RPG launcher, the player must continue to hold the Fire button to guide the rocket; letting go of Fire will set the rocket to dumb fire mode and reload the RPG launcher for use again
- Set default "zoom_sensitivity_ratio" convar to 0.3 instead of 1.0, this convar reduces mouse sensitivity when zoomed in
- On death, set vehicle velocity to zero
- When building a building as the commander, decreased distance the building must be away from an enemy building or vehicle to 1000 units from 3000 units
- Enemy engineer cameras and radars no longer restrict the commander's ability to place buildings
- The scout now retains his crosshair when hiding
- Turret damage resistance has been lowered from 4 to 3 (damage received is divided by this number)
- Increased length of time a unit stays spotted from 5 seconds to 7 seconds
- Moved capture point flag model animations client-side
- Switched damage, cycle, and kick values for the Imperial Assault Rifle with the Heavy Rifle (makes more sense that the heavy rifle does more damage
Version 1.031 Beta
Fixes
- Artillery tank cannon was backwards due to the new client-side turrets
Version 1.03 Beta
Additions
- Vehicle turrets are now handled client-side to eliminate lag
- Holding onto a grenade after pulling the pin will cook off the grenade down to a minimum 1 second fuse, total grenade fuse time has been increased to 6 seconds
- Engineers now get points for healing friendly players, healing 200 points of health will give 1 rank point
Fixes
- Scout's hide was broken with 1.02
- Spectator was causing the client to crash due to an error with the new minimap code
- Random commander GUI based crash due to an uninitialized research variable
- As the commander, selected turrets were not showing the correct image in the selected unit area
- Buildings no longer animate while dead (radar spin, turret rotation, etc)
- Vehicles getting stuck after exiting and re-entering (especially NF artillery tank)
- Changing seats in a vehicle causing the vehicle to stop momentarily
- Walls were not changing their physics collision mesh on raising and lowering (this only affected vehicle interaction)
- Vehicle presets wouldn't save if your language setting was anything other than "English"
- Bringing up the scores panel while the team or class selection panel was open would cause the team or class selection panel to show up again after joining a team/selecting a class
Modifications
- Made extensive changes to vehicle, engine, and armor properties (improved weight as well as other changes)
- Made changes to the research tree
- Improved how engineer buildable map objects handle players standing inside when construction is completed and they turn solid
- Improved engineer repair kit regenerating while not in hand or while in a vehicle
- For engineer revive, increased the distance the ragdoll can be from where the player actually died
- A player's ragdoll is immediately removed when he respawns making it easier for an engineer to know if a player can be revived or not
- Set NF and IMP scout rifle parameters to match in terms of accuracy and damage
- Set engineer camera and radar and radar building to detect players/vehicles through objects
- Increased default tickets to 200 per side
Version 1.02 Beta
Additions
- Removed some unnecessary building and tank network vars that were wasting bandwidth
- 'emp_sv_refinery_interval' server cvar for setting how many seconds pass before a refinery will generate a resource point (default is one second)
- New cvar 'emp_sv_player_think' to set the frequency of the player's post think function which takes up a decent chunk of the server's cpu time when running every single frame
Fixes
- Commander crash when having only one unit selected and that unit dies
- Players could build a vehicle from an unbuilt vehicle factory using the menu bound to "v"
- Bots now spawn when using the commands "bot_add_nf" or "bot_add_imp", all they do is run around
- Using the "f" voice menu while holding crouch would skip the second tier menu
- Unbuilt armory giving ammo to vehicles
- A player's rank in the squad menu was being displayed as one rank higher than it actually was
- Building a turret, camera, or radar as an engineer now requires that the surface angle is greater than -45 and less than 45 (AKA the ground and not the ceiling)
- On the team select screen, 'Northern Faction' was misspelled once and the objectives were the same for both teams
- The Brenodi APC & AFV had areas near the front which were being treated as rear armor instead of side armor
- Players can no longer block the vehicle factory build area to prevent vehicles from being created
- If the interior of a vehicle factory is blocked and prevents a vehicle from being built, it no longer deducts the cost of the vehicle even though the vehicle wasn't created
- Inverted mouse pitch now works when aiming a vehicle turret
- A player who team kills another player loses a rank point instead of gaining one
- Scoring rank points as a squad leader no longer goes toward extra points for the squad; only the other players in the squad's earned points go toward extra squad points
- Commander in command view was able to be killed even though he was invisible
- Server crash when spotting a tank's turret with the scout's binoculars
- Server crash when a tank's turret would collide with a mine
- Server crash when a homing missile's target was removed while the homing missile was still alive and tracking it
- Player RPGs had stopped being guided in 1.01 Beta, they now guide as they did in 1.0 Beta
- NF scout rifle was missing its deathmessage icon
- On death messages in the HUD, the weapon name no longer get cut off
- Client side assertion when bringing up the scoreboard on a 32 player server as the 32nd player
- Entity responsible for sending player minimap positions was causing a crash when attempting to run a 64 player server
- Optimized building collision meshes to reduce cpu usage
- HUD now works with widescreen resolution
- On suicide, a player no longer gains a rank point
- Armor and engine weight and cost values were not being factored into the final weight and cost labels in the vehicle build panel
Modifications
- Moved turret rotation to the client when not attacking to save on bandwidth
- Optimized turret range checking code for less cpu usage
- Optimized commander visibility range checking code
- Cut out the parts on the client dealing with physics collisions that were causing crashes
- Optimized the player's think functions to reduce cpu usage
- Increased cost of all vehicle chassis
- Increased cost of all vehicle engines
- Increased cost of all vehicle armor
- Reduced standing spread on most infantry weapons
- Reduced bio MG total damage done over time to 80 down from 300
- At the end of a game, players are only locked in place now instead of freezing their controls so that they can hide the scoreboard
- A scout using the hide skill in the open will be hidden from turrets instead of being required to be in contact with at least one surface
- Increased max player limit to 64
- Added "emp_env_embers" map entity which copies the "env_embers" entity but allows setting of the start and end sizes
- Set vehicles to kill themselves immediately upon reaching their self destruct time instead of slowly hurting themselves
- Changing class to an engineer starts the engineer kit off with zero ammo, spawning as an engineer starts the kit with full ammo
- On damage to turrets, only the owner is notified unless there is no owner, then everyone is notified
- Optimized netcode for entity responsible for sending player minimap positions by only sending necessary information to each team
- Made the local player arrow icon brighter
- Made the local player arrow show even when inside a vehicle
- No players can spawn when there is only one reinforcement remaining
Version 1.01 Beta
March 17, 2006
Additions
- Linux server.so for running a linux server
- 'emp_sv_vehicle_resource_interval' and 'emp_sv_player_resource_interval' cvars for setting the interval between updating player & vehicle resource managers which send all info needed for the minimap
- 'emp_sv_vehicle_fadout_time' cvar for determining how long vehicle wreckage exists before being removed
- 'emp_sv_netvisdist_player', 'emp_sv_netvisdist_building', 'emp_sv_netvisdist_vehicle', and 'emp_sv_netvisdist_commander' cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities
- Support for 'mp_autoteambalance', if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players
- 'emp_sv_vehicle_selfdestruct_time' cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die
- Successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth
- Three new voice taunts
- "commander under attack" warning when the commander takes damage, only played once every 30 seconds
- "<building name> under attack" warning when a building takes damage, only played once every 30 seconds
- Map specific config files located in the "/cfg/maps/" dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)
Fixes
- A research item was missing an icon
- Brenodi Empires could continue to build vehicles past their limit
- 'mp_timelimit' works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second
- When recycling a building, your team would gain the refund as reinforcements instead of resources, whoops
- As grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines
- Minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)
- Reduced network bandwidth used by minimap
- The player in the last slot on a server was not being shown on the scoreboard
- Northern Faction MG Level 3 turret's barrels were spaced too far apart to hit infantry
- Crash when canceling/completing an order and the target of the order was already removed from the game
- Crash when trying to issue praise to a squadmate that didn't exist
- Crash when a shell/mortar detonated and couldn't find its owner
- Crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed
- Crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation
- Crash when denying a player from joining your squad
- Various client crashes (the big crash that affects everyone is a real pain, it's not fixed but it's rearranged to give me more info in the memory dumps on what exactly is going wrong)
Modifications
- Increased horsepower for some vehicle engines
- Various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)
- Removed server vehicle wheel dust generation to reduce network traffic and time spent thinking
- Reduced time spent calculating physics
- Set voice commands to require at least a 3 second wait time before issuing another command
- Added a larger arrow over the local player on the minimap
- Increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer's build at 1 HP per every 0.2 seconds)
- A scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed
- A scout's rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)
- Scout's invisibility now goes into effect even if the scout is not touching anything (50% transparency)
- Both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving
- Instead of putting '(Comm)' in front of the commander's name, the commander's class is set to 'Commander'
- Engineers get points for repairing the commander's walls
- Reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though
- Changed turret collision mesh from a pyramid shape to a box so that vehicles won't drive up onto them and get stuck
- Split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort
- Set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long
Removals
- Engineer's ability to build buildings via '+use'
Version 1.0 Beta
March 4, 2006
- Initial Release
- Added: ALL