Changelist for playtest 2010-01-31
- Automatics are more accurate & weapons are more powerful globally:
* increased accuracy of smg’s and assault rifles in various ways
* punch angle decay is no longer disabled while shooting ( meaning cursor always pulls back to its initial position, even while shooting )
* increased global damage modifier from 0.7 to 0.82 ( meaning a global damage increase – was becoming too much of a sprayfest )
* decreased headshot damage modifier from 1.5 to 1.35
* increased limb damage modifier from 0.7 to 0.85 ( shooting in limbs gives a bit more damage/less damage reduction )
- Snipers are more powerful & consistent between the teams:
* Increased sniper damage with 30%
* Set sniper parameters equal ( zoom2 was significantly different between the two teams )
- Shotguns are more powerful, consistent, and versatile:
* decreased damage per pellet to 9, doubled the number of pellets to a more realistic 15
* set both team’s shotgun parameters equal
* implemented AlecMoody’s two-spread system which makes them interesting to use long-range as well as close-range ( two different spread cones )
- increased grenade damage and range
Changelist for playtest 2010-01-17
*Russia updates*
- Added a displacement dirt layer on the bottom of the sub dock and also made it less deep
- Added some more cover objects in corridor between medlabs and armory
- Revisited the lighting to be more realistic and more to the original ND version
- Split up submarine dock railings into separate parts for lighting purposes
- Changed seams in submarine model for lighting purposes
- Now compiled entire level with -StaticPropLighting, which has a much more detailed lighting on all props
- Removed all “info_lighting” (faked lighting) props, redundant with the -StaticPropLighting setting
- Removed one sprite per florescent light model, used to be two
- Removed two lights in both Rogue spawns, where left overs from epi1
- Fixed corridor texture alignment between missile silo and armory and added some more detail to it
- Updated spawns with new game play settings
- Updated minimap image for ol_russia, removed the yellow outer overlay as it didn’t look good on the hud
- Updated floor connections between armory and rail tunnel, a bit more detailed
- Updated connections on all 3 sides of the missile silo, made it look that they are 4 blast doors that can seal the area
*Code updates*
- properly coupled minigun & sprint to stamina for juggernaut (no more deadzone)
- decoupled stamina increment/decrement speed from server tickrate (gg kronos)
- Weapon global damage decrease from 0.85 to 0.7
- increased nade throw speed. Can’t go much faster though without new animations.
- fixed bug where minimap player icons orientation is off
- fixed bug where minimap fullsize wasn’t correct & didn’t show player icons correctly
- now using sqrt(armor) in stead of armor, increasing the importance of having high armor vs low armor
- armor now decreases with damage after armor damage absorption, instead of before ( who am I kidding: “armor is overall tougher now” )
- made the juggernaut tougher at start, and weaker the more damage he took:
– juggernaut armor doesn’t regenerate anymore
– juggernaut armor is two times tougher than normal player’s armor
- changed radar functionality: enemy visibility on the minimap is no longer coupled to your juggernaut’s position, but linked to spawn control. Bottom line: if the spawn you are closest too is in enemy hands, you will be visible on the enemy’s minimap ( this is valid for both normal players and JN, and for both minimap and compass ). This means that
1) JN can still hide from the other JN’s compass, if he stays out of enemy territory
2) no players can sneak and hide into enemy territory anymore. If you go into enemy territory, an alert player will see you on his minimap.
3) no more dependency on your JN to go find an enemy JN. If you can’t find an enemy JN, he is hiding in his own territory, and he should have every right to, just go and hunt him or cap more spawns to increase your own team’s radar coverage.
- fixed bug in win condition that caused team to win when capturing all but an uncaptured enemy base ( even if there still are enemies around )
- capturing or uncapturing a spawn now plays a sound
- fixed JN vision right inner curve being incorrect
- fixed JN vision compass grid lines not always getting rendered all the way to the right side of the screen
- death notice now goes to top of screen for juggernaut since he doesn’t have a minimap
- moved JN low health panel down so it doesn’t overlap with targetnick
- pimped the targetnick: using colored millhouse font & showing health.
- mapper can now also specify initial activation state for non-basespawns. Properly handle this @ reset time etc.
- decreased soundlevels of distant gunfights
- fixed “toggle” character behavior of scoreboard before team selection, & fact that minimap pops up underneath it then. As a sideeffect, the jump button doesn’t work as autoteam anymore
- now showing the waiting for players image when appropriate
- refactored shotgun so reload is interruptable by primary attack
- Grenades shouldn’t bounce off players anymore (needs to be tested tho)
- fixed issue with weapons where you could shoot a bullet without ammo going down by shooting immediately after sprinting ( actually, this was only a prediction issue, you didn’t actually shoot a bullet. You did see the impact of the bullet since that is a client-side effect, but you could not damage any player with it, so anyone who was abusing it and thought he was smarter than everyone else, lekker puh! [Yes I mean you swatje] )
Changelist for playtest 2009-11-01
- Added idle sound for all spawnpoints
- Added plateau on nose submarine so you can jump across to the other side (quick test)
- Added more flags in some areas and not just the chopper hangar
- Replaced wall lights with a better prop that had a “light_on” material
- Replaced red light props with lightmodel that had the color red to match
- Updated lighting to fix the dark weapons in some areas
- Made regeneration sound slower
- Updated spawn capture to start instantly
- Fixed spawnpoint idle not working in level, re-compiled it
- Fixed “GPU>=2?$phong” error in console on omnicol/target/mp5k weapons
- probably fixed the ragdoll valve vphysics crashbug via a workaround: players stay in ragdoll deathcam for a minimum of 3 seconds now before they can respawn.
- armor shouldn’t show 99 anymore when you have 100
- Stamina is back. New stamina behavior:
* Player’s can’t start sprinting when their stamina is below 30% ( exhaustion ).
* Sprint only works when going forward or forward + sideways, not for pure strafing or running backwards.
* Stamina is coupled to sprinting AND the juggernaut’s minigun at the same time
* Stamina bar uses colors now, yay
Changelist for playtest 2009-10-25
*Russia updates*
- Some sounds didn’t work on the server (they did local), this should now be fixed
- Added yellow overlay around minimap, shows the palyable area better
- Added an additional grayscale material on reactorsection, skin 1 = BW for JNvision
- Added an additional grayscale material on subrays, skin 1 = BW for JNvision
- Added sparks in missile silo
- Fixed lighting in some Office corridors to check weapon lighting (needs to be done over entire level, still undecided)
*Code updates*
- Probably really fixed win condition when attacking players are already in enemy spawn when the last defender dies.
- Jn killer now gets 6 points for the kill
- added deployment sound for shieldgrenade
- added bounce sound for shieldgrenade
- added new impact effect & sound for forcefields
- added jn warning sound at low health
- added sound when player is in the JN regeneration area and is regenerating health or armor
- added sound when a player enters and exits a spawn
- did a pass on the weapon scripts. Weapon sounds should now be a lot better audible ( both in direction & distance )
Changelist for playtest 2009-10-18
*Code updates*
* juggernaut should now always see the enemy juggernaut on his compass
* made an exception to the global damage nerf for snipers
* slightly increased rifle & sniper damage
* probably fixed the spawn dying bug
* probably fixed the bugged win condition when attacking team was already capturing enemy base while the last defender is killed ( no more need to leave & reenter spawn )
* probably fixed the bug where the basespawn would lose its ability to auto-capture when the attacking team entered & leaved once.
* maybe fixed the jn vision at high reso bug ( but I hope not, it would mean valve sucks more than I already thought
)
*Russia updates*
- Added connections from sub corridors into the lower parts of the sub dock
- Added playerclip above overhead cranes in spidertank room so players cant get inside the roof structure (which they could)
- Raised chopper height above generator room (too close)
- Raised railings on the new staircase from chopper to generator room
- Removed upper and lower trim in material “WOR_RUS1_White_Brick_10″ so it would tile better on generic walls
- Removed upper and lower trim in material “WOR_RUS1_White_Brick_10″ so it would tile better on generic walls
- Fixed weird artifacts on material “WOR_RUS1_Plaster_02″, made it look like it wasn’t tiling nicely
- Fixed “WOR_RUS1_Concrete_Wall_04″ not tiling correctly and also removed some obvious repeating spots on it
- Fixed repeatition on “WOR_RUS1_Plaster_02″
- Updated subroom sun ray model with final geometry
- Updated minimap with final layout and also added outside content left and right to fit in the minimap HUD element (filler)
- Updated all props and materials with the Off Limits shaders (except for unlittwotexture_dx6 and all light beams)
- Reduced specular on submarine model
- Set fade distance to 1250/1500 on all small props that don’t have a collision to reduce drawcalls in the large areas
- Replaced APC tank on exit generator room to chopper hangar with a forklift and low boxes, it was block the left side too much causing players to go directly forward and upward into the staircase and then jump down again when they saw the spawn (where you could just as easily and faster go left to take the same spawn)
- From now on all compiles are done with the “-Final” settings, this will do a better pass on lighting, so from now on the level should run flaweless, if it doesn’t report it as a bug!
*Sound updates*
- Updated start menu theme with the one Squeebo made (thanks!)