Talk:Change Log (pre 2.25): Difference between revisions
(→Unreleased: Version 1.08: Erased internal references) |
Reginald2710 (talk | contribs) (Removed lots of inter-RC fixes which don't need to be on the final changelog.) |
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=Unreleased: Version 1.08= | =Unreleased: Version 1.08= | ||
Version 1.08 Beta Build 139/RC 18 Changes: | Version 1.08 Beta Build 139/RC 18 Changes: | ||
=== Added === | |||
=== Fixed === | |||
=== Modified === | |||
=== Removed === | |||
*Added: vehicles can now be customized at a repair station: | *Added: vehicles can now be customized at a repair station: | ||
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same. | Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same. | ||
*Fixed: crash when spawning in APC | *Fixed: crash when spawning in APC | ||
*Fixed: aircraft were visible in the commander's vehicle factory menu | *Fixed: aircraft were visible in the commander's vehicle factory menu | ||
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*Fixed: flag capture GUI would disappear when bringing up the scores window | *Fixed: flag capture GUI would disappear when bringing up the scores window | ||
*Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost | *Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost | ||
*Fixed: vehicles can no longer shoot through walls | *Fixed: vehicles can no longer shoot through walls | ||
*Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned | *Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned | ||
*Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position | *Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position | ||
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*Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator | *Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator | ||
*Modified: scout squad leader's Hide ability no longer keeps you hidden when shooting | *Modified: scout squad leader's Hide ability no longer keeps you hidden when shooting | ||
*Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons | *Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons | ||
* <s>Modified: mines now attach themselves to whatever they're touching after 3 seconds and move with that object instead of staying stationary, except players!</s> - ''Removed due to bomb-jeep exploits. The feature will return, minus vehicles.'' | * <s>Modified: mines now attach themselves to whatever they're touching after 3 seconds and move with that object instead of staying stationary, except players!</s> - ''Removed due to bomb-jeep exploits. The feature will return, minus vehicles.'' | ||
------------------------- | ------------------------- | ||
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*Added: sound effects for building/repairing and reviving | *Added: sound effects for building/repairing and reviving | ||
*Added: new world models for all updated view models | *Added: new world models for all updated view models | ||
*Added: melee kill death | *Added: Headshot, melee, and road-kill death icons | ||
*Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types | *Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types | ||
*Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they're informed that the spawn point has been lost instead of spawning at the command vehicle | *Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they're informed that the spawn point has been lost instead of spawning at the command vehicle | ||
*Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera | *Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera | ||
*Fixed: ML turrets couldn't lock onto Brenodi jeeps | *Fixed: ML turrets couldn't lock onto Brenodi jeeps | ||
*Fixed: in squad list GUI, "leave" button was disabled when the squad was full; "invite player" button is now disabled when the squad is full | *Fixed: in squad list GUI, "leave" button was disabled when the squad was full; "invite player" button is now disabled when the squad is full | ||
*Fixed: cancelling an order from the popup menu did not work | *Fixed: cancelling an order from the popup menu did not work | ||
*Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander's name | *Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander's name | ||
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*Fixed: squad points were not counting down when a squad leader power was used | *Fixed: squad points were not counting down when a squad leader power was used | ||
*Fixed: rare crash on level load | *Fixed: rare crash on level load | ||
*Modified: revamped vehicle network variables to reduce bandwidth usage | *Modified: revamped vehicle network variables to reduce bandwidth usage | ||
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle hull (1 HP/2 sec) | |||
*Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle | |||
*Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds | *Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds | ||
*Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher | *Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher | ||
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*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: 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: 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, | *Added: squad leader activated skills, two per class, the points required are in brackets: | ||
**scout = spot all enemies in a nearby radius for one minute | **scout recon (2) = spot all enemies in a nearby radius for one minute | ||
**scout = squad members are hidden for 30 seconds | **scout hide (5)= squad members are hidden for 30 seconds | ||
**rifleman = no stamina drain for 30 seconds | **rifleman charge (3) = no stamina drain for 30 seconds | ||
**rifleman = damage is reduced by 20% for 30 seconds | **rifleman armor (4) = damage is reduced by 20% for 30 seconds | ||
**grenadier = weapon damage bonus of 20% for 30 seconds | **grenadier damage (4) = weapon damage bonus of 20% for 30 seconds | ||
**grenadier = arty strike | **grenadier artillery (4) = arty strike | ||
**engineer = mass revive all dead squad members and place near squad leader | **engineer revive (5) = mass revive all dead squad members and place near squad leader | ||
**engineer = instant health regen to 100% | **engineer heal (3) = instant health regen to 100% | ||
*Fixed: VGUI panels would screw up when changing resolution | *Fixed: VGUI panels would screw up when changing resolution | ||
*Fixed: NF HMG crosshair being solid | *Fixed: NF HMG crosshair being solid | ||
*Fixed: decal flickering on team logos in emp_crossroads | *Fixed: decal flickering on team logos in emp_crossroads | ||
*Fixed: squad HUD should no longer have blank names | *Fixed: squad HUD should no longer have blank names | ||
*Modified: increased stamina penalty per scout rifle shot to increase weapon sway with each shot | *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: reduced scout's total rifle ammo from 60 to 30 and scout rifle clip size from 15 to 5 | ||
*Modified: revived players start in the prone position | *Modified: revived players start in the prone position | ||
*Modified: changed squad leader's green arrow on the HUD to a star icon | *Modified: changed squad leader's green arrow on the HUD to a star icon | ||
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Version 1.08 Beta Build 136/RC 15 Changes: | Version 1.08 Beta Build 136/RC 15 Changes: | ||
*Added: squad limit of no more than 5 players to a squad | *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: 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). The squad leader only receives the bonus if another squad member is within his aura. | ||
*Added: prone (+prone acts as a toggle; no firing while moving in prone; no moving while zoomed/in ironsights in prone) | *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 | *Added: third person melee animations | ||
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*Added: scout rifles no longer automatically unzoom when fired; they'll stay zoomed until the fire button is released | *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: 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: "Falloff" parameter to weapon scripts to define how a bullet's damage decreases with range | *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) | *Added: loading screen with hints and an image of the next map (if you were on the server when the map changed) | ||
*Fixed: health regen gave health even if the player had died | *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 | *Fixed: players with max health upgrade only spawned with 100 health; changed so that they spawn with 130 | ||
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*Fixed: revived players were only unsticking themselves if revived inside another player; changed to unstick if inside any object | *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: 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: crash when trying to write to read-only config files | *Fixed: crash when trying to write to read-only config files | ||
*Fixed: health indicator was not taking Health Upgrade skill into account | |||
*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: 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: vehicle cannon recoil was broken in previous turret code modification | ||
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*Fixed: for spectators, players were still appearing in the center of the map when out of network range | *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: rare crash when first joining a game | ||
*Fixed: vehicles colliding with small walls as if they were full length walls | *Fixed: vehicles colliding with small walls as if they were full length walls | ||
*Fixed: commander unit info area text drawn with background | *Fixed: commander unit info area text drawn with background | ||
*Fixed: in commander interface, player healthbars were broken in RC11 | *Fixed: in commander interface, player healthbars were broken in RC11 | ||
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*Added: custom performance profiler with real-time logging to a CSV file | *Added: custom performance profiler with real-time logging to a CSV file | ||
*Added: engineer turret and camera health HUD indicators now show two health bars if two are built | *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 | *Added: the commander will get points for all kills from commander built turrets no matter who was the commander when they were built | ||
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*Fixed: server crash related to "FindPickerEntity" function | *Fixed: server crash related to "FindPickerEntity" function | ||
*Fixed: players getting stuck in engineer ammo crates | *Fixed: players getting stuck in engineer ammo crates | ||
*Fixed: spectators getting rank points | *Fixed: spectators getting rank points | ||
*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: 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 | ||
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*Modified: vehicles are required to be going at least 10 MPH before they begin dealing damage to enemy players, 20 MPH is lethal | *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 | *Modified: when spectating a vehicle, the chase camera will sit at a farther distance | ||
*Fixed: issues with missile turrets | *Fixed: issues with missile turrets | ||
*Fixed: spectator camera roll angle getting stuck on non-zero angle | *Fixed: spectator camera roll angle getting stuck on non-zero angle | ||
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Version 1.08 Beta Build 123/RC 9 Changes: | Version 1.08 Beta Build 123/RC 9 Changes: | ||
*Added: spectators can now see all players, vehicles, and buildings on the minimap | *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: "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: spectators can now see the number of reinforcements remaining | ||
*Added: minimap maintains separate zoom levels for full and reduced map sizes | *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: "spray logo" command on the controls menu was not binding the correct command to the key | ||
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*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: 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 | *Fixed: Brenodi repair pad crane texture not being transparent in black areas | ||
*Modified: moved the location of the name of the person being spectated so that it's not overlapped by the vehicle heat bar | *Modified: moved the location of the name of the person being spectated so that it's not overlapped by the vehicle heat bar | ||
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*Fixed: grenadier armor detection skill worked while dead | *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: 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: revived players getting default ammo instead of the same amount of ammo they died with | *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: 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 unlocking everytime the squad leader died | ||
*Fixed: accepting a squad invite from the popup menu not working | *Fixed: accepting a squad invite from the popup menu not working | ||
*Fixed: guns firing two tracers at once | *Fixed: guns firing two tracers at once | ||
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*Modified: lowered RPG damage to 80 (was 105) | *Modified: lowered RPG damage to 80 (was 105) | ||
*Modified: lowered mortar damage to 110 (was 120) | *Modified: lowered mortar damage to 110 (was 120) | ||
*Modified: improved player and vehicle collisions | *Modified: improved player and vehicle collisions | ||
*Modified: if an enemy player is targeted via the commander's attack order and that player becomes the enemy commander, then he is removed from the attack order | |||
*Modified: if an enemy player is | |||
*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: 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: changed vehicle turret mouse movement to mimic infantry mouse movement | ||
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Version 1.08 Beta Build 116/RC 7 Changes: | Version 1.08 Beta Build 116/RC 7 Changes: | ||
*Fixed: artillery tank cannons shooting low | *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: commander is no longer warned that a building has been lost when an engineer recycles his own engineer buildings | ||
*Added: building icons now flash on the minimap when under attack | *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 | *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 | ||
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*Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money | *Added: HDR versions of emp_canyon, emp_cdr_canyon, emp_crossroads, emp_duststorm, and emp_money | ||
*Fixed: issue with vehicle attachment positions not being accurate | *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 machine guns were shooting slower on the server (which was incorrect) than on the client | ||
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*Added: new NF MG weapon model | *Added: new NF MG weapon model | ||
*Fixed: "auto team join" always thinking the NF team had more players | *Fixed: "auto team join" always thinking the NF team had more players | ||
*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 | *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 | *Fixed: for combo boxes in panels on the title screen, the dropdown list was being hidden behind the active window | ||
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*Added: env_tonemap_controller entity | *Added: env_tonemap_controller entity | ||
*Added: color_correction entity | *Added: color_correction entity | ||
*Added: replaced Valve start up video with the Empires logo | *Added: replaced Valve start up video with the Empires logo | ||
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*Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it | *Fixed: damage to armor that had negative speed modifiers (absorbant, reactive) could become negative and add armor instead of subtracting it | ||
*Modified: altered commander unit selection code to draw the selection box to more accurately reflect the shape of the unit | *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 | *Added: commander can now select and recycle all walls | ||
*Modified: improved turret code to be more efficient/use less cpu | *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_turrets' cvar that limits how many turrets the commander can build; turrets no longer count for the team's build limit | ||
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*Added: 'emp_unstuck' command to move you if you're stuck in an object, will only work if it detects you're stuck | *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 | *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 | *Fixed: vehicle wheels now spin accurately instead of by a very rough approximation | ||
*Fixed: recycling a building with less than full health wouldn't give back any resources | *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: as commander, selecting an engineer built radar or camera shows the correct image in the selection area | ||
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*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: 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: 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 | *Added: damaged vehicles emit smoke (use "emp_vehicle_smokeinterval" to set how often smoke is created per second, 0 = no smoke created) | ||
*Added: damaged | *Added: buildings damaged below 50% emit smoke (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 | *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 turret will display a circle in the world and on the minimap around itself to show its detection and attack radius | ||
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*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" | *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 | *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 | *Added: 'emp_sv_spawn_protection' cvar which defines how many seconds a player is invulnerable to damage after spawning, default time is 3 seconds | ||
*Added: tanks with the faster engines slow down when turning to prevent spinning out | *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 | *Fixed: vehicles and buildings on the minimap would stop showing up once 64 existed for either either team | ||
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*Modified: added a slightly transparent black background to chat text to make it more visible | *Modified: added a slightly transparent black background to chat text to make it more visible | ||
*Fixed: commander can no longer build in water | *Fixed: commander can no longer build in water | ||
*Added: scout sabotage ability: as a scout, | *Added: scout sabotage ability: as a scout, 'use' an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage. | ||
Buildings are affected as follows: refinery - outputs half as many resources | Buildings are also affected as follows: turrets - cease to target or fire | ||
refinery - outputs half as many resources | |||
barracks - spawning players receive half their total amount of health | barracks - spawning players receive half their total amount of health | ||
radar - shows friendly units to the enemy instead of enemy units to friendlies | radar - shows friendly units to the enemy instead of enemy units to friendlies |
Revision as of 19:05, 5 August 2007
Comments
I added the 1.08 Change Log just in case people were thinking only a little bit has been done. I had forgotten how extensive the changes were.--Knighttemplar 20:52, 14 July 2007 (EDT)
Yeah, it'll be fun going through here and deleting all the inner-RC changes (like the fixed such and such in RC 2) and sorting all of this into added, modified and fixed groups. I nominate Lobster.--Knighttemplar 13:19, 1 August 2007 (EDT)
Shoot, I think notepad would crash. This is like 30 pages of stuff added, fixed or modified. Then again, I don't think we really need to list most of the fixes to new additions, only the additions themselves and anything altered related to 1.07.-- L3TUC3 13:48, 1 August 2007 (EDT)
*Fixed (RC2): commander could still use the grenadier armor info skill in his interface ^^Thought that should have stayed in--Knighttemplar 21:37, 4 August 2007 (EDT)
1.08 Change Log Sandbox
Unreleased: Version 1.08
Version 1.08 Beta Build 139/RC 18 Changes:
Added
Fixed
Modified
Removed
- Added: vehicles can now be customized at a repair station:
Bring up the vehicle build GUI as the driver of a vehicle, and run through the steps of building a new vehicle of the same chassis. You will pay the difference between the two loadouts or get a refund. The vehicle build GUI will list the difference between the two loadouts as the total cost. Armor repair levels will be set to 0 as a penalty. Hull health will remain the same.
- Fixed: crash when spawning in APC
- Fixed: aircraft were visible in the commander's vehicle factory menu
- Fixed: spectating a player in the eye now shows the target player's ammo correctly
- Fixed: muting players via the scoreboard
- Fixed: flag capture GUI would disappear when bringing up the scores window
- Fixed: vehicle build GUI added an extra layer of armor to the total vehicle cost
- Fixed: vehicles can no longer shoot through walls
- Fixed: players spawning in the origin of the map if the capture point they were attempting to spawn at was lost at the exact same time the player spawned
- Fixed: moving up the research tree in the commander GUI would move the center hex out to an incorrect position
- Fixed: spectators could not see their target's stamina change
- Fixed: while placing an engineer item with the engineer kit, it was possible to have multiple engineer build item models showing up at once
- Fixed: it was possible to build an engineer build item on another player even though it showed red when attempting to place the item
- Fixed: when spectating a player from 3rd person, the player would turn his head to look at you, the spectator
- Modified: scout squad leader's Hide ability no longer keeps you hidden when shooting
- Modified: reduced damage (50 to 40), increased cycle time (1.0 to 1.4), and increased heat (10 to 20) for the standard cannon to provide incentive to use better cannons
Modified: mines now attach themselves to whatever they're touching after 3 seconds and move with that object instead of staying stationary, except players!- Removed due to bomb-jeep exploits. The feature will return, minus vehicles.
Version 1.08 Beta Build 138/RC 17 Changes:
- Maps: altered cliff textures
- Added: visual build effect when non-engineers are building
- Added: sound effects for building/repairing and reviving
- Added: new world models for all updated view models
- Added: Headshot, melee, and road-kill death icons
- Added: death icons to differentiate mortar and rpg weapons and to differentiate Northern Faction and Brenodi types
- Fixed: if a player is voted commander and spawns after someone enters the command vehicle, they're informed that the spawn point has been lost instead of spawning at the command vehicle
- Fixed: when spectating a vehicle in chase cam view, passengers could interfere with the camera
- Fixed: ML turrets couldn't lock onto Brenodi jeeps
- Fixed: in squad list GUI, "leave" button was disabled when the squad was full; "invite player" button is now disabled when the squad is full
- Fixed: cancelling an order from the popup menu did not work
- Fixed: when successfully ejecting the commander by the Brenodi team, the wrong name was printed for the commander's name
- Fixed: a large lag spike could cause the starting music to play again
- Fixed: could not see teammates' names above their heads while in a vehicle
- Fixed: squad points were not counting down when a squad leader power was used
- Fixed: rare crash on level load
- Modified: revamped vehicle network variables to reduce bandwidth usage
- Modified: health regeneration skill and squad leader engineer aura slowly repair vehicle hull (1 HP/2 sec)
- Modified: improved Brenodi APC/AFV and NF APC turning ability at higher speeds
- Modified: improved vehicle turret range of motion; BE APC and AFV can aim lower; APCs can aim much higher
- Modified: put darker background behind the HUD's entity health bar due to being whited out by engineer tool kit effect
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, the points required are in brackets:
- scout recon (2) = spot all enemies in a nearby radius for one minute
- scout hide (5)= squad members are hidden for 30 seconds
- rifleman charge (3) = no stamina drain for 30 seconds
- rifleman armor (4) = damage is reduced by 20% for 30 seconds
- grenadier damage (4) = weapon damage bonus of 20% for 30 seconds
- grenadier artillery (4) = arty strike
- engineer revive (5) = mass revive all dead squad members and place near squad leader
- engineer heal (3) = instant health regen to 100%
- Fixed: VGUI panels would screw up when changing resolution
- Fixed: NF HMG crosshair being solid
- Fixed: decal flickering on team logos in emp_crossroads
- Fixed: squad HUD should no longer have blank names
- 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: 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: 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). The squad leader only receives the bonus if another squad member is within his aura.
- 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: "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: 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: crash when trying to write to read-only config files
- Fixed: health indicator was not taking Health Upgrade skill 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: vehicles colliding with small walls as if they were full length walls
- 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: 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: spectators getting rank points
- 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
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: 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:
- 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: 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: moved the location of the name of the person being spectated so that it's not overlapped by the vehicle heat bar
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: 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: 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: improved player and vehicle collisions
- Modified: if an enemy player is targeted 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:
- 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
- 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
- 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
!!!! I'VE CLEARED FROM HEAR DOWN
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
- Modified: reverted change to getting vehicle cannon origin and angles as the original method is more accurate but comes at a price
- Fixed: crosshairs (mortar crosshair especially) showing when driving a vehicle
- 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: certain vehicle MG weapons would do friendly fire damage
- Fixed: altered both team's jeeps' collision models so that passengers can shoot out
Version 1.08 Beta Build 113/RC 4 Changes:
- Added: "emp_comm_zoom_speed" console variable to control how fast the commander camera zooms
Version 1.08 Beta Build 112/RC 3 Changes:
- Added: new NF assault rifle model with iron sights as secondary attack
- 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
- 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
- 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
- Added: "stamina penalty" for weapon script files which will deduct from the player's stamina per shot; currently used for MGs
Version 1.08 Beta Build 108/RC 2 Changes:
- Modified: scaled down all NF building textures to take up less texture space
- 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
- 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
- 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 all walls
- 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 approximation
- 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 (use "emp_vehicle_smokeinterval" to set how often smoke is created per second, 0 = no smoke created)
- Added: buildings damaged below 50% emit smoke (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 3 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, 'use' an enemy building until the sabotage progress bar is filled. Sabotaged buildings are reduced to 50% health, and experience a health drain of 1 HP every 3 secs. They also emit purple smoke whilst sabotaged. An engineer can remove the sabotaged status by repairing the building. Scouts receive 1 rank point for every 2 buildings they sabotage.
Buildings are also affected as follows: turrets - cease to target or fire 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