Difference between revisions of "Version/2.15.x"
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+ | == 2.15.11 == | ||
+ | ''Release: 2018-10-05'' | ||
+ | === Bugfixes === | ||
+ | * Fixed issue with mismatched server and client files. | ||
+ | |||
+ | == 2.15.10 == | ||
+ | ''Release: 2018-10-02'' | ||
+ | === Bugfixes === | ||
+ | * Rank point increases are normal again. | ||
+ | * ML turrets now aim at the correct spot on the repair pad. | ||
+ | |||
+ | == 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 [[Server_Cvars | 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 === | ||
+ | * [[Bots_and_NPCs | NPCs]] | ||
+ | |||
+ | == Version 2.15.2 == | ||
+ | === Features === | ||
+ | * Added clientside ability to map chat commands starting with an exclamation mark. ([[ Console_commands | emp_chatcommand_bind ]]) | ||
+ | * Added (optional) admin list that allows players to execute commands without having to know the rcon password. ([[ Console_commands | 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 == | == Version 2.15.1 == | ||
− | + | ||
=== Features === | === Features === | ||
* Improved weapon descriptions | * Improved weapon descriptions | ||
* Update to research item descriptions | * Update to research item descriptions | ||
+ | * Artillery now uses lag predicted shells | ||
* Packed files into vpks for faster disk access | * Packed files into vpks for faster disk access | ||
* Changed falloff system to be easier to tweak | * 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) | *Added research item translation strings (name and descriptions, this means the following are now translatable) | ||
**Plasma-Resistant Shell Coating | **Plasma-Resistant Shell Coating | ||
Line 60: | Line 302: | ||
=== Bugfixes === | === Bugfixes === | ||
− | |||
* Fixed crash on exit | * Fixed crash on exit | ||
* Fixed shells no longer highlighting when using artillery feedback | * Fixed shells no longer highlighting when using artillery feedback | ||
+ | * Fixed engineer kit ammo dropping below zero. | ||
=== Map Changes === | === Map Changes === | ||
Line 95: | Line 337: | ||
** Fixed exploit where BE 2nd flag could be captured from outside its building | ** Fixed exploit where BE 2nd flag could be captured from outside its building | ||
** Added automatic attack/move targets that indicate the current objective | ** Added automatic attack/move targets that indicate the current objective | ||
+ | ** Tweaked stairs to allow for smooth traversal instead of jumpy climbing | ||
* '''Mvalley:''' | * '''Mvalley:''' | ||
Line 101: | Line 344: | ||
* '''Urbanchaos:''' | * '''Urbanchaos:''' | ||
− | ** Decompiled to get editable source files. | + | ** 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 | *** 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 === | === Script Changes === | ||
− | * Normalized melee damage | + | *Normalized melee damage |
− | * Fixed engine inconsistencies | + | **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 | ||
+ | |||
+ | [[Category:Patch_Notes]] |
Latest revision as of 08:12, 25 January 2019
Contents
2.15.11
Release: 2018-10-05
Bugfixes
- Fixed issue with mismatched server and client files.
2.15.10
Release: 2018-10-02
Bugfixes
- Rank point increases are normal again.
- ML turrets now aim at the correct spot on the repair pad.
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