Yup Changelog: Fixed: Commander View exploit wherein commander can get stuck as commander and never be able to leave Fixed: Commander built turrets will no longer kill with ERRORNAME if a commander is not present Fixed: Grammatical Errors in research descriptions Fixed: Corrected Vehicle and Engine descriptions Fixed: Wrong text on flower menu Fixed: Motion blur values poped back up. This time I commited my code changes so a new client.dll build wont have the old values. Fixed: Grammatical corrections on Some skills, and other cleaning on skills. Added: Interburst delay on minus attack (whatever that means) Added: New sounds for the BE AR and Pistol2 Vehicle Script Changes: NF vehicle steering changes - NF commander might turn a bit too slow but it fits the appearance of the vehicle - NF arty has problems with climbing hills backwards. Its debateable if a self-propelled artillery piece should be able to do so, could be changed for the future - NF heavy might turn too fast - NF jeep backwards torque fixed - BE vehicle steering changes - BE vehicle minor mass changes - vehicle engine changes, horsepower scaled due to mass increase - Given commander vehicles proper scripts, resulting in CV mass increase (harder to push around) - Increased torque for BE commander vehicle to compensate for mass increase and allow backwards-hill-climbing again (problem due to OB port) - BE Artillery tank with 3phase still prone to spin out, no solution imminent (besides lowering the insanely fast max speed for an artillery piece)
I can't be there either. What are you studying Mayama, that you don't have lectures in the morning in the first semester?
communication design, our semester is devided into 4 groups and my group is the only one with almost no lectures in the morning