Version/2.35.x: Difference between revisions
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=== Bug fixes === | === Bug fixes === | ||
* Fixed vehicle spawners autorespawn keyvalue not working as intended. Vehicles would never respawn if the previous vehicle carcass had been recycled. | |||
* Fixed an issue causing vehicles to be sent less throttle input than expected. Expected multiplier input to physics engine was 1.0 (MAX), actual input was 0.92 because of a bad constant hardcoded in via joystick code. (Also effects keyboard input.) | |||
** This means vehicles will effectively mean that have 8% increased throttle. This is unlikely to have a big impact on game balance. | |||
* Fixed a bug causing non-solid emp_engineer_map_brush / emp_engineer_map_object entities to receive damage. | |||
* Various bug fixes to env_projectedtexture | |||
** Also increased limit of env_projectedtexture entities from 1 per PVS to 9. | |||
=== Script/Game Balance === | === Script/Game Balance === | ||
=== Maps === | |||
* con_eastborough | |||
** Ticket issues resolved. | |||
** Map description has been updated/fixed. | |||
** Slight adjustments to one of the flags. | |||
** Changed the lighting and atmosphere - weather effects. | |||
* as_escort | |||
** 4x damage multiplier on the second flag's buildable bridge is now 2x - Respawn timer is unchanged. (60 seconds) | |||
** Tweaked displacements around the last flag to hopefully prevent Brenodi being able to access areas they're not supposed to reach. | |||
** Fixed some exploit spots around the first flag by tweaking the player clip brushes. | |||
=== Other/Misc === | |||
* Change commander alert hotkey to jump to the most recent alert instead of cycling through the onscreen alerts. | |||
** This has been changed because new alerts weren't resetting the cycle position and the hot key was confusing to use. It now mirrors behavior typical to other RTS games. | |||
* Updated the Empires FGD with various fixes and additions. | |||
** Vehicle chassis/engine/weapon ID's have been updated for vehicle spawner entities to work as expected. | |||
** Added various autovisgroup definitions for ease of hiding/selecting entities in hammer. | |||
** Added a new keyvalue to vehicle spawners to add a delay when respawning vehicles after a previously spawned vehicle is removed. | |||
** Updated and improved the FGD definition for env_projectedtexture. | |||
[[Category:Patch_Notes]] | [[Category:Patch_Notes]] |
Revision as of 03:41, 20 April 2023
Home > Patch notes > Version/2.35.x
2.35.0
Release: (TBA)
Features
Bug fixes
- Fixed vehicle spawners autorespawn keyvalue not working as intended. Vehicles would never respawn if the previous vehicle carcass had been recycled.
- Fixed an issue causing vehicles to be sent less throttle input than expected. Expected multiplier input to physics engine was 1.0 (MAX), actual input was 0.92 because of a bad constant hardcoded in via joystick code. (Also effects keyboard input.)
- This means vehicles will effectively mean that have 8% increased throttle. This is unlikely to have a big impact on game balance.
- Fixed a bug causing non-solid emp_engineer_map_brush / emp_engineer_map_object entities to receive damage.
- Various bug fixes to env_projectedtexture
- Also increased limit of env_projectedtexture entities from 1 per PVS to 9.
Script/Game Balance
Maps
- con_eastborough
- Ticket issues resolved.
- Map description has been updated/fixed.
- Slight adjustments to one of the flags.
- Changed the lighting and atmosphere - weather effects.
- as_escort
- 4x damage multiplier on the second flag's buildable bridge is now 2x - Respawn timer is unchanged. (60 seconds)
- Tweaked displacements around the last flag to hopefully prevent Brenodi being able to access areas they're not supposed to reach.
- Fixed some exploit spots around the first flag by tweaking the player clip brushes.
Other/Misc
- Change commander alert hotkey to jump to the most recent alert instead of cycling through the onscreen alerts.
- This has been changed because new alerts weren't resetting the cycle position and the hot key was confusing to use. It now mirrors behavior typical to other RTS games.
- Updated the Empires FGD with various fixes and additions.
- Vehicle chassis/engine/weapon ID's have been updated for vehicle spawner entities to work as expected.
- Added various autovisgroup definitions for ease of hiding/selecting entities in hammer.
- Added a new keyvalue to vehicle spawners to add a delay when respawning vehicles after a previously spawned vehicle is removed.
- Updated and improved the FGD definition for env_projectedtexture.