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