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] )
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