Version/2.15.x: Difference between revisions

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==== Streets of Fire ====
==== Streets of Fire ====
* Fixed incorrectly built cubemaps
* Clipped off exploit points around BE main
* Clipped off exploit points around BE main
* Plain glass windows are now breakable
* Plain glass windows are now breakable

Revision as of 07:31, 26 September 2018

2.15.9

Not yet released

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.
  • 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_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

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!

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
  • 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
  • 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

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
  • 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
  • Vehicle weapon tweaks
    • UML
      • Damage 60->62
      • Speed 2500->2600
    • Heavy-duty ML
      • Damage 66->68
      • Speed 2650->2750
  • Fixed engine inconsistencies
    • APC
      • Gas Turbine
        • HorsePower 1050->1190
    • LT/AFV
      • Gas Turbine
        • HorsePower 2500->2700
    • Medium Tank
      • Gas Turbine
        • HorsePower 2000->2700
      • 3 Phase Electric
        • HorsePower 2000->2500
    • Heavy Tank
      • Gas Turbine
        • HorsePower 2000->2700
      • 3 Phase Electric
        • HorsePower 2000->2500
    • 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