Version/2.15.x
2.15.9
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.
- Allow sprinting in water again, but only if the player isn't completely submerged.
- 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_health_penalty
- Added a cvar to control how much stamina a player has after being revived: emp_sv_player_revive_stamina_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
Escort
- Updated with a forgotten yet newer version
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!
Script changes
- Modified vehicle presets
- Default presets for basic vehicles contain default items, making them buildable without any customizing
- Added Several extra presets for every vehicle
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
- Adjusted displacements around NW
- 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
- Preparing the map for AI players:
- 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
- Decompiled to get editable source files
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
- BE Machine Pistol
- 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
- NF Heavy Rifle
- Vehicle weapon tweaks
- UML
- Damage 60->62
- Speed 2500->2600
- Heavy-duty ML
- Damage 66->68
- Speed 2650->2750
- UML
- Fixed engine inconsistencies
- APC
- Gas Turbine
- HorsePower 1050->1190
- Gas Turbine
- LT/AFV
- Gas Turbine
- HorsePower 2500->2700
- Gas Turbine
- Medium Tank
- Gas Turbine
- HorsePower 2000->2700
- 3 Phase Electric
- HorsePower 2000->2500
- Gas Turbine
- Heavy Tank
- Gas Turbine
- HorsePower 2000->2700
- 3 Phase Electric
- HorsePower 2000->2500
- Gas Turbine
- 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
- Gas Turbine
- APC