2.15.1 is live on the steam beta channel. Changes include: Features Improved weapon descriptions Update to research item descriptions Artillery now uses lag predicted shells Packed files into vpks for faster disk access Changed falloff system to be easier to tweak Made a lot of strings translatable. Added sv_pure support for most assets. Added research item translation strings (name and descriptions, this means the following are now translatable) Plasma-Resistant Shell Coating Dedicated Plasma Cannon Projectile Physics Aerodynamic Shells Heavy-Duty Ranged Cannon Thermobaric Shells Thermobaric Cannon Expanded Missile Launcher Heavy-Duty Missile Warhead Enhanced Grenadier Missiles Mobile Industrial Electromagnets Overcharged Railgun Enhanced Homing AI Upgraded Homing Missiles Guiding Signal Boosters TOW GUided Missiles Incubator Missiles Virulent Warhead Biological Cannon Incubator Tanks Virulent Shells Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts) Research Index Superheated Material Physics Nuclear Fission Fission Reactor Deflective Armor High Explosive Grenades High Explosive Shells Improved Warhead Compounds Upgraded Missile Warhead Absorbant Armor Mechanical Engineering Upgraded Chassis Advanced Chassis Advanced Machining Composite Armor Electrical Engineering Advanced Magnet Research 3 Phase Electric Motor Capacitive Armor Reactive Armor Tracking Systems Upgraded Turrets Lvl 2 Upgraded Turrets Lvl 3 Regenerative Armor Biological Weaponry Biological Projectile Added emp_ungrief command Bugfixes Fixed crash on exit Fixed shells no longer highlighting when using artillery feedback Fixed engineer kit ammo dropping below zero. Map Changes Cyclopean: Adjusted displacements around NW This removes a visual 'leak' under the southern NW refinery This makes it slightly easier to get up on the hill in the southeastern corner of NW Adjusted displacements in city This prevents climbing an unintuitively climbable area in the southeastern corner Fixed skybox fog density It's no longer a wall of grey until you get very close to a map border Fixed displacement sticking through terrain in BE main Kudos to anyone else who noticed that one Fixed displacements sticking through terrain in NF main Fixed an exploit where you could climb a hill into the NF main Fixed (some) textures being needlessly rendered in northwest If you find any others, post on the forums and they will be fixed Adjusted displacements around the southern bridge to prevent seeing under the map New 2D skybox New lighting Please report any lighting issues you notice New fog District402: Preparing the map for AI players: Broadened staircase to BE 4th flag Slightly tweaked detail crates near BE 1st and 3rd flag Moved BE resupply boxes at BE 3rd flag Slightly moved poles near NF 1st and 4th flag Added [disabled] bot spawners Behind the scenes optimisation efforts Fixed exploit where BE 2nd flag could be captured from outside its building Added automatic attack/move targets that indicate the current objective Tweaked stairs to allow for smooth traversal instead of jumpy climbing Mvalley: Added a border grid akin to duststorm to better visualise the edge of the map Added a missing commander restrict brush on BE's dam ramp Urbanchaos: Decompiled to get editable source files This might have caused unforeseen errors within the map. Please report any bugs you find Fixed 1st BE flag dimensions It is no longer capturable from the western side of the barricades Moved destroyed NF APC prop near NF 2nd flag to allow easy vehicle traversal around it Fixed exploit where players could traverse along a sheer wall near BE 2nd flag Fixed some missewn displacements Rotated NF resupply crates near NF 1st flag to face the correct direction Added sky viscluster in an attempt to improve performance Behind the scenes optimisation Script Changes Normalized melee damage BE Machine Pistol Damage 50->40 Cycle Time 0.5->0.4 BE Pistol 1 Damage 70->40 Cycle Time 0.5->0.4 BE Pistol 2 Cycle Time 0.5->0.4 BE SMG 1 Cycle Time 0.5->0.55 BE SMG 2 Cycle Time 0.5->0.55 NF Pistol 1 Damage 70->40 Cycle Time 0.5->0.4 NF Shot Pistol Cycle Time 0.5->0.4 NF SMG 1 Cycle Time 0.5->0.55 NF SMG 2 Cycle Time 0.5->0.55 NF SMG 3 Cycle Time 0.5->0.55 Infantry weapon tweaks NF Heavy Rifle Damage 43->45 FalloffEnd 5250->7000 Minimal Damage 35->33 BE Assault Rifle FalloffEnd 8000->6000 Minimal Damage 22->20 Vehicle weapon tweaks UML Damage 60->62 Speed 2500->2600 Heavy-duty ML Damage 66->68 Speed 2650->2750 Fixed engine inconsistencies APC Gas Turbine HorsePower 1050->1190 LT/AFV Gas Turbine HorsePower 2500->2700 Medium Tank Gas Turbine HorsePower 2000->2700 3 Phase Electric HorsePower 2000->2500 Heavy Tank Gas Turbine HorsePower 2000->2700 3 Phase Electric HorsePower 2000->2500 Artillery Tank Gas Turbine Reverse Speed 20->23 HorsePower 2000->2700 3 Phase Electric Reverse Speed 20->25 HorsePower 2000->2500 Fission Reactor Reverse Speed 20->24 Advanced Coolant Engine Reverse Speed 20->22
That's a pretty significant jump in horsepower on 3 phase and gas on heavies and mediums. I hope people won't spin out even more in them. Actually that reminds me, add this to heavy tanks handling scripts somewhere near the top to stop them from spinning out. Number might need adjustment, it's been like 2 years since I fiddled with it but I remember it working. "maxAngularVelocity" "60" //50 VM:ANTI FLIP OFF CLIFF DEVICE! Side effect of limiting turn radius at high speed. Works on other things too, but some people really like being able to do 90 degree power slides in mediums.
The change means 3-phase and gas have the same horse power has fission engine. The previous 2000 is actually what Standard Engine has and it was an inconsistency that these engines had so few horsepower. If you look at this spreadsheet you can see I noted the inconsistencies in the engines scripts. You can also see that I fixed some of them on my server, which means gas and 3 phase have been at 2500 on my server for months.
Yeah I know that. I assumed it was set a bit lower on them because gas turbine's horsepower increases as it gets damaged so too much and shit starts spinning as you make your getaway(dat's bad) and 3 phase was just a case of having higher top speed but it took a second longer to reach it. At least that's what I assumed from reading the scripts. 3 phase also had higher top speed then it currently does too, so maybe the horsepower on that should have been changed when the speed was reduced.
I agree about Gas Turbine, 2700 is definitely too much, but to be honest you don't often feel gas turbine's effect. Anyway mine is 2500. But horsepower don't have that much of an effect on acceleration over flat ground, especially when your top speed is not that high. It's more important when you're climbing hills, and in that case 2000 is almost too low.
Bio MG, ERCN and GML are still the way to go for the vast majority of situations, but at least UML got a teeny tiny buff. Maybe it'll work now, gotta see for myself.
Damage is interpolated linearly from damage to min damage from falloff start to falloff end. max(min_damage, min(max_damage, (max_damage - min_damage) * (dist - falloff_start) / (falloff_end - falloff_start)))
Will there be a Betatest for the version 2.15.1 ? i know that we dont have much players but maybe with a announcement we can get some rounds to test stuff out ? ohh and good job with the melee damage nerf it was really needed
The intention is to test it out, yeah. The previous plan of testing last weekend fell flat when we saw all the bugs I introduced
Version 2.15.2 is out. Changes include: Features Added clientside ability to map chat commands starting with an exclamation mark. ( emp_chatcommand_bind ) Added (optional) admin list that allows players to execute commands without having to know the rcon password. ( emp_admin_add ) Changes mp_chattime increased from 20 to 45 Modified mapcycle.txt to better suit low population games Updated maplist.txt to contain all working maps Bugfixes Added background to stamina(sprint) bar. Fixed issue with squadlead.cfg not executing when receiving squadlead. Fixed issues with translations. Firing weapon when out of stamina no longer gives a penalty unless weapon uses stamina. Fixed issues with hitting players in vehicles. Map changes Crossroads Removed building restricts from main base walls Cyclopean Adjusted NF base foundation to allow for easy maneuvering around the northeastern corner Tweaked displacements and their textures in NW Raised commander restrict brushes on main base walls to allow turret placement Modified shadow_control entity to improve shadows District 402 Adjusted some player clip ramps to ensure all stairs have smooth traversal Moved overlays on a building in D7 so that they are not in between two different surfaces Glycen City Reduced tickets to 3000 for each side Fixed incorrect door entity origins that prevented the map from compiling Minor behind the scenes optimisation Mvalley Removed comm_restrict brushes from dam ramps Raised map border grid to the top of the skybox so that commanders see it too Increased resource income for main base refineries to 2x Added vehicle clips to dam ramps to prevent hiding vehicles inside ramps, then building them Modified shadow_control entity to improve shadows Palmbay Re-enabled props inside the shack in middle Re-enabled tonemap controller This should make the map more bearable in HDR Streets of Fire Behind the scenes optimisation Compile time down from 8+ hours to 2 hours Added vehicle clip brushes to clipped areas to disallow 9mining out of the map Disabled easter egg Normalised refinery income - all refineries generate 2 resources per second Lowered trees in the central park to no longer float Tweaked shadow_control entity Please report any and all shadow issues you come across Urbanchaos Lowered floating crates at BE 1st flag Reworked crates at BE 1st flag to disallow hiding behind them while capturing the flag Shrunk the size of 1st NF flag to not extend past the crates in the west Modified shadow_control entity to give more accurate shadows
Released 2.15.3 with armor and engine translation fixes. This also includes a preview version of bots for mappers.