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 :D )

*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!)

Sunday, October 18th, 2009 Tack Wesley

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