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231 lines
13 KiB
Text
231 lines
13 KiB
Text
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Features and bug fixes for beta 5
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---------------------------------
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Charlie
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- Evaluate new map: thor
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O Update ns_metal (in "to backup", dated 5/17)
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- New Guide icon for newly-relaunched Guide program (if program ready in time).
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- Remove co_core because no source?
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- Posted note for Merkaba
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X Other CPL-specific stuff
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- Evaluate BrigadierWolf's submissions
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O Dev/team/forum changes/updates
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O Evaluate altair
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O Removed Xfire from installer
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O Updated Steam browser description and picture
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- Adjustments for large #s of players
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- Try PTing scaling of resources
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- Try PTing scaling of respawn times
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O Updated ns_metal
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* More infestation/Tweaks
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* Optimized surface access
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* Fixed 3 build exploits
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* Removed weldable pipe(shortcut)
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O Test co_basic (not pretty enough)
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O Added two missing sounds in ns_agora
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O Updated ns_bast
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- Reduced size of the vent on top of feedwater so marines have to crouch
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- Fixed button on the Engine Door
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- Fixed a lot of areas where the comm shouldn't build (this includes all the weird feedwater spots)
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- Raised Feedwater hive to avoid exploits
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- Moved the Feedwater resource a bit so you can get behind it
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- Moved engine and added a second exit to the hive
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- Moved the res outside of Refinery to Water treatment
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- Made the revolving door unusable (like the one on the other side)
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- Lowered Marine Spawn closer to the cargo level and removed the elevator
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- Added new area between the Marine Spawn and the Engine corridor
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- Moved the new res on the bottom of the main aft lift closer to Tram Tunnel.
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- Reduced excessive brightness in some areas (lights over the nodes, feedwater)
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- Added vent between Feedwater and Tram Tunnel
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- Tweaked the Tram so the Onos can fit without crouching
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- Fixed strange clipping holes and errors (this includes some stuck issues too)
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- Added lights to the underwater tunnel
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O Updated co_ulysses
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- Fixed bug in Hive ramp
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- Changed and added detail at Cargo Bay, Marine Spawn and Hive.
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- Added a new window to space at Cargo Hive.
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- Modified some lights along the map to make it less <20>discotheque<75> looking.
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O Updated co_daimos
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- fixed stuck issue in Lower Sewer (bug #0000590)
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- grates can now be shot through (bug #0000692)
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- added a vent from Hive Area to Upper Tram to allow Alien to fall into the Marines' back there.
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- added a vent from Hive Area to Exactly above the PG welding point.
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O Alien resource nodes don't play gurgling sounds until a minute into the game (prevents commander from listening for starting hive)
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O Lowered turret factory build time from 13 seconds to 9 seconds
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O Movement chamber range increased from 400 to 500
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O Movement chamber energy bonus increased from 10% to 25%
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O Changed healing spray effectiveness vs. players: changed from 16 to 13 + 4% of target (both for healing friendly players and attacking enemy players)
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O Increased Gorge armor from 40 to 50
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O Increased Onos carapace armor bonus from 150 to 350 (makes it closer 50% like all the other aliens)
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O Changed hand grenade physics to make them more effective at attacking indirectly
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O Increased redemption chance from 35% per second to 45% per second (still happens when at or below 40% health)
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O Increased spit damage from 25 to 30
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O Grenade launcher cost lowered from 20 to 15
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Combat changes (thanks Forlorn!)
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O Aliens always respawn as skulk, even if they were previously a higher lifeform
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O Dying with a larger lifeform gives you back points spent on it
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O Unchained alien lifeforms, like regular NS:
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O Gorge costs 1 level
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O Lerk costs 2 levels
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O Fade costs 3 levels
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O Onos costs 4 levels
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O Lifeform evolution times increased to 75% of those in regular NS
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O Changed version to "beta 5"
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Not checked in (previously mentioned)
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---
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X Electrical nodes take energy instead of health (adren counter-acts electricity exactly)
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X Cost lowered from 30 to 20
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X Research time lowered from 30 to 20
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X 33% alien energy is reduced on each hit. Structures are not affected affected by electricity.
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X Fix energy issues
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X Distress beacon siren now emanates from the marine spawn area instead of the observatory (average of marine spawn points)
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--
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O Updated ns_hera
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O Added missing titles
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O Added a resource node in north-west corner of the map, by the weld to the rock cavity.
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O Removed a node from Holoroom
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O Removed ground path from Cargo to Holoroom
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O Added in a balcony overlooking the Holoroom, accessible from the upper level of Cargo.
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O Moved the node in Cargo back to it's original place - down in the pit beneath the door.
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O Re-routed Maintenance Access' Cargo exit to beside the cargo life next to MS. (Just so the exit doesn't come out at the resource node)
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O Enlarged the general area around the CC, as well as fixed the getting stuck problem around it.
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O Fixed being able to see into the vent hive as commander with no marines around.
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O Added a vent between Archiving hive and North Corridor (heralocation_ncorridor).
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O Added a vent from broken security door to cargo lift.
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O General fixes and modifications.
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O Updated ns_bast
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O Fixed two new clipping errors
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O Fixed excessive brightness in the marine start
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X Reduced jetpack cost from 15 to 10 (Jetpack cost back to 15)
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O Increased jetpack maneuverability, jetpackers are now immune to stomp and carried items/ammo affect lift less
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O Decreased Combat gestation time
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O Changed mp_limitteams default from 2 to 1 (in server.cfg and listenserver.cfg)
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O Undid turret factory build time change (back to 13) until turret farming hives can be resolved properly
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O Decreased grenade bounciness and increased gravity (I think this is perfect for everyone now)
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O Fixed bug where the hive take-damage animation interrupted itself
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O Fixed bug where HPB_bot wasn't working (internal use only)
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? Combat spawning changes (reprise)
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O Players spawn in waves, with a maximum wave size of 5 players
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O A wave starts when there is no wave in progress and a player dies
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O The wave finishes when 5 seconds + (number of dead players - 1)*4.5 seconds have elapsed
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- Increased welder priority so grenades appear below welder (so they aren't chosen by accident)
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- Tweak alien res model for large/small games
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Changes from XP-Cagey (the details are a bit fuzzy still, as I'm doing his check-in for him)
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O 'lastinv' is now client-side predicted
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O fixed bug where aliens sometimes spawned without a weapon
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O Fixed occasional 'garbage' in scoreboard title
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O Tweaked weapon 'weights' so grenades and other droppables are prioritzed better
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O Fixed bug with heavy armors in the minimap
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O When players in the air and are knocked-back, don't send them flying away so fast
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O Fixed bugs recently introduced in structure placement (especially resource towers)
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-O Changed method of giving players weapons/heavy armor/jetpack in combat mode, players should never seen a weapon or armor module on the ground ever again.
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-O Players can no longer delay their death by issuing kill command again.
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-O The sound when an alien building is placed only plays if the building is successfully placed.
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-O Fixed bug where evolving from a higher lifeform to a lower lifeform with low health would give you 0 health, but you would still be "alive".
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-O Fixed missing STEAMID's from some log messages.
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-O Changed method of locking cvars to one thats faster and cleaner.
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-O Added missing newline character in log message.
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-O Parasite flag now removed when a mapper placed building is destroyed.
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-O Aliens no longer take negative damage when they have 4 or more hives.
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-O Chat box code now sends strings as a single argument rather than multiple arguments.
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-O Fixed bug with health message being spammed.
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-O Commander can now click on switches to activate a door or elevator.
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-O Aliens can no longer evolve in mid air.
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-O Parasite flag is now removed from players when they die.
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-O Aliens will no longer show up on motion tracking if they are dead.
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-O Fixed "Game reset started" and "Game reset complete" log messages from sometimes having wierd characters.
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-O Added cvar "s_show" to locked cvars. (Forced to 0)
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-O Aliens now that get healed while evolving will keep thier health percentage once they finish evolving.
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-O Removed old flashlight battery code to prevent bug where players could run out of flashlight energy.
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-O "slowresearch" cheat now slows down recycling of buildings.
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-O Improved knockback code, HA takes less knockback than LA/JP'ers, less knockback is also applied if they are in the air
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-O Changed knockback of bitegun from 300 to 225.
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-O Knockback _never_ affects friendlies.
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-O Parasite and xenocide now get damage boosts by primal scream.
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-O Commanders can no longer use a chair while its recycling.
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-O +attack and +jump can no longer be bound to mousewheel with mp_blockscripts 1.
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-O Added lightgamma to locked cvars. Value cannot be set below 2.0
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-O Removed ex_interp from cvar locks (I dont think its exploitable anymore)
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-O Added locking of r_detailedtextures to 0 due to exploit.
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-O Commanders can no longer use thier use key, they dont need it anyways (to prevent phantom use sounds).
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-O Weapon upgrades now affect turrets.
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-O Aliens can now evolve on slopes without having to jump.
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-O Aliens can now evolve again in the air (this was a previous change by me, which was the incorrect fix for the above)
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-O Fixed odd problem with alien regen, aliens could sometimes get insane health.
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-O lastinv no longer plays sound when used.
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-O Tweaked welder sounds a bit, welder now plays different sounds when its welding something & when its not welding, so its now possible to tell if your welding something or not.
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-O Fixed alerts not playing when a 'friendly' gorge attacks a building with FF on.
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-O Silence now affects the 'response' scream from players if they have silence.
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-O Silence now silences the scream emitted before a xenocide.
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-O Limited the updating of balance vars to 10 per second to prevent overflows.
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-O Removed automatic switch on alien weapons (added by cagey when lastinv was put in) due to odd crashes.
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-O Tweaked welder some more, added 2 balancevars to tweak how welder acts on players vs buildings.
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-O Lowered chat text bit (it was way too high).
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-O Changed channel of welder sound (to prevent it from cutting out when someone says something)
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-O Made a slight tweak to evolving, players should always be able to evolve if theres enough room.
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-O Digesting sounds are now quieter/silent if a player has silence upgrade.
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-O Blasts from onos gore, xenocide, no longer affect teammates, ever.
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-O Players gestate sound is now silenced if they are upgrading to silence.
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-O Waypoints shouldnt follow cloaked aliens.
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-O Spectators should be able to see cloaked alien buildings when spectating in first person.
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-O Added precaches for certain sprites for mp_consistency.
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-O Re-added old sound that played when points were spent. (It rocks)
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-O Updated ns_nancy from Lazer
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-O Updated turret sounds from madmax.
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-O Made small code change with the welder (behaves same)
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-O Entity build limit circles ignores non-solid entities.
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-O Players that have joined a team before no longer qualify to be spawned back in instantly (prevents exploit with rushes)
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-O Damage is always rounded up to the highest full number.
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-O Fixed handgrenade from playing the same sound twice, now players the pin pull sound & throw sound when thrown rather than the pin pull sound twice.
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-O Fixed issue with mapper placed offense chambers with the startbuilt flag on from ever working, they will now auctually be fully built & should be operational.
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-O New grenade model from BrigadierWolf.
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-O Updated grenade sounds from MadMaxx
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Update from Elven Thief - (7/7/04)
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- Fixed bug where turrets would not target or fire on underwater aliens.
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- Fixed at same time issue where aliens that spawned or became submerged in water without
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moving could not be shot.
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WE HAVE A PROBLEM with playtest builds as it seems there is something with Balance.txt
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causing overflow to client builds if the server is trying to send a copy of the vars.
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** SEE e-mail I sent to both of you (Flay)
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O Reduced time it takes to through hand-grenades (thanks BrigadierWolf!)
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O Changed grenade physics to a light toss when tossing grenade from crouched position
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O Improved animation playback for grenade view model, including synching up grenade creation with throw
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O Updated ns_eclipse
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O Removed doors in Marine Spawn
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O Layout adjustments to Marine Spawn
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O Fixed clipnode issues in South Loop (invisible "ledges")
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O Additional lighting tweaks
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O Removed added pipes in Triad - nice idea, but very hard to implement logically.
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O Fixed damage issues on weldable doors
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O Attempted to smooth over infestation 'terrain' in hives (single convex clip brushes)
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O Fixed lips in vent to marine spawn and other vents for smoother navigation
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O Replaced old infestation texture with new hotness
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Charlie TODO:
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- Eclipse update from KFS
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Expose bunny-hopping to everyone? (+3jump automatically, or Quake-style queued jump?)
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1 for skulk, 3 for fade/onos?
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