Version/2.29.x

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Revision as of 01:39, 19 August 2020 by Smithy (talk | contribs) (→‎2.29.3)
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2.29.3

Release: (TBA)

Bug fixes

  • Fixed a server crash relating to the emp_eng_map_brush entity.
  • Fixed a bug with the "Never Give Up Never Surrender" achievement not being awarded.
  • Allowed the map compile tools to use a max of 32 threads instead of 16.
  • Allow VBSP (map compile tool) shipped with Empires to bypass allowstatic flag if $staticprop was already set when the model was compiled.
    • Some HL2 models aren't able to be used as prop_static because they don't have allowstatic set in their physical properties, this allows us to use them regardless.
  • Fixed several issues with Soundscape's used in official maps.
    • Fixed an issue with the emp_duststorm soundscape (It shared a name with a HL2 soundscape which had coast noises, now has it's own unique name without the wave noises)
    • Fixed an issue with the emp_mvalley soundscape file (It had the wrong file name so it wasn't being loaded.)
    • Fixed missing sound files and soundscape definitions for emp_crossroads
    • Reduced ambient sound volume slightly in the sound mixer system.

Map changes

Cyclopean

  • Tweaked lighting and HDR skybox textures to fix some issues with overly shiny textures.
  • Removed the env_sun entity as the Skybox texture has a prominent sun already and this was making it appear to have 2 suns.
  • Tweaked fog color as it was a little too bright.
  • Changed HDR auto-exposure settings min 0.2 -> 0.3 / max 0.5 -> 0.6
  • Embedded vmt files to override envmaptint for certain hl2 textures in use in the level. (Reduced their reflectivity)

Mvalley

  • Removed high ground areas around main bases and in the north from play

The high ground portions of the map have been a point of contention for a long time now. They are extremely defensible positions with limited approaches on an otherwise wide open map. This is mostly due to map size limitations, which prevent players from climbing up to the high ground in safe, more distant locations by way of an invisible wall. This isn't immersive and can easily frustrate players, who see a wide open approach but can never use it. As such, we have decided to modify the terrain in a way that prevents access to these portions of the map. It's a significant gameplay change to a level that has remained the same for many years, so we will be closely monitoring its impact. We also encourage you to share your feedback regarding it.

  • Added hard cover to C5
  • Added ambient sound to dam building resource node
  • Fixed clipping on fences in D1
  • Fixed bug where players exiting a vehicle on a wooden bridge could get stuck inside it
  • Expanded dam door override mechanic presentation
  • Texture and displacement adjustments around the map

Other changes

  • Added a default lights.rad file for use by map makers.

2.29.2

Release: (2020/07/27)

Bug fixes

  • Fixed a few issues with scout hide introduced in 2.29.1
    • Fixed an issue where scout hide would trigger when you weren't crouched/prone
    • Fixed an issue where grenades wouldn't remove scout hide

2.29.1

Release: (2020/07/26)

Features

Discord rich presence example

Bug fixes

  • Fixed an issue where walls were not being removed correctly, causing servers to reach the entity limit very quickly.
  • Fixed an issue with the BE commander model & BE APC model which made the bounding box appear incorrectly in command view.
  • Fixed scout hide not being removed when the last bullet in the scout's gun is fired.
  • Re-enabled and fixed a number of the achievements. (Hopefully all of them)

Script/Game Balance

  • Removed the armour penetration effect to vehicle damage
    • (Previously taking more than 30 damage at once, would mean the armour will take 90% of the damage and the hull will take 10%. This has now been removed.)

Other changes