Version/2.35.x: Difference between revisions
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* Fixed vehicle spawners autorespawn keyvalue not working as intended. Vehicles would never respawn if the previous vehicle carcass had been recycled. | * 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.) | * 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 | ** This means vehicles will effectively 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. | * Fixed a bug causing non-solid emp_engineer_map_brush / emp_engineer_map_object entities to receive damage. | ||
* Various bug fixes to env_projectedtexture | * Various bug fixes to env_projectedtexture |
Revision as of 05:34, 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 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, added 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.