http://www.empiresmod.com/1_08_was_here_the_whole_time/empires_v108_rc23.exe Well we have a bunch of bug fixes here. I added some extra stuff on the server to try to catch these server freezes. Every time a mine explodes it's logged in case it's a 9 mine issue. I found out that SourceTV will automatically record a server-side demo, but it has that same bug all demos used to have where they just wouldn't work. Otherwise, that would be a huge help in finding the source of the freezes. ------------------------- Empires 1.08 Build 148/RC 23 Changes: -Maps: emp_glycencity has an infantry only path for the NF, both VFs respawn after 5 mins, and the middle flag has a 50% slower ticket bleed -Maps: vehicles can no longer drive up the hills on emp_slaughtered and emp_cyclopean -Added: admin console commands "emp_print_tickets" and "emp_print_res" to print out the number of tickets and resources to the console -Fixed: crash with 'ent_create' being used from console -Fixed: crash with squad leader revive -Fixed: bio weapon damage was preventing vehicles from repairing at the repair station -Fixed: default explosions being green -Fixed: a grenadier who died with no mines then was revived would lose the ability to use mines until spawning normally or changing class -Fixed: ammo crates would give tank ammo to both teams (broken in a recent RC) -Fixed: with the commander research tree panel open, mouse clicks would pass through the window and affect buttons behind it -Fixed: vehicle wheel dust getting left behind when a vehicle leaves your network visibility -Fixed: "emp_sv_netvisdist_player" and "emp_sv_netvisdist_vehicle" cvars' functionality was broken -Fixed: players in vehicles could not hurt themselves with explosives -Fixed: texture issues on building models -Fixed: dead players could open ammo boxes -Fixed: added weapon firing delay when changing class at flags/barracks/armory to prevent it being used to get around having to reload -Fixed: going prone would allow weapons to begin firing immediately, skipping reload wait time -Fixed: having another window open with the capture gui visible would lead to problems -Fixed: made mines not freeze in place until they're completely stationary -Fixed: destroyed vehicles not pushing players away/running them over -Fixed: passenger listing getting cut off -Fixed: crash with team menu open when changing levels -Fixed: engineer kit showing wall health in green when unbuilt -Fixed: vehicle limit would prevent recustomizing vehicles on the repair station -Fixed: vehicle health being listed incorrectly in the commander interface -Fixed: recustomizing vehicles by adding/removing homing missiles would not update the HUD -Fixed: SourceTV showing Team window -Fixed: SourceTV not showing players, vehicles, and buildings on the minimap -Fixed: players able to exit vehicles next to displacements and walk through them -Fixed: players able to be pushed by vehicles into displacements and walk through them -Fixed: players could spam the squad invite request via the squad interface -Fixed: armor detection showed the wrong rotation for the target vehicle when the local player was driving a vehicle -Modified: removed rpgs bouncing off buildings -Modified: increased armor detection distance and fade out speed -Modified: all vehicle wheels are now checked for collisions against players -Modified: changed weapons that don't have magazines to print "N/A" instead of "0" in the ammo HUD -Modified: reduced amount of smoke generated from explosions to lessen the chance of exceeding the sprite limit -Modified: spectators can no longer bring up the commander vote window -Modified: plasma MG creates more heat for the vehicle firing it (1 -> 4) and has a higher cycle time (0.1 -> 0.3) -Modified: HE MG increased damage (10 -> 12), increased cycle time (0.3 -> 0.5), decreased spread (0.02 -> 0.01), and decreased heat to target (0.25 -> 0.1)
ho ho ho, what's the prize for being the first to notice? :D i knew the server was going nite-nite for a good reason!
-Modified: HE MG increased damage (10 -> 12), increased cycle time (0.3 -> 0.5), decreased spread (0.02 -> 0.01), and decreased heat to target (0.25 -> 0.1) Sounds like HE MG became even more deadlier gana have to test it. -Modified: removed rpgs bouncing off buildings Wait... so... they can dmg buildings again?
Viro RPG does almost nothing to rax, VF, refinery, radar but it just doesn't bounce off when hitting it. It does normal damage against turrets and engineer built things. You just won't see rpg missiles getting stuck in buildings.
nah i dont think so it will be slower but i think it will be bit better against infantry than it was before but still not very good thats drawback you cant effectively kill inf with it
Nah, a slight increase in damage and an almost halved firing speed would be a significant reduction in DPS.
So does Source TV work now? If so is there any change to have it enabled for let's say an hour, or maybe 30 minutes for both pugs?
When trying to reproduce the losing mines on revive, it only would happen to mines, but the code fix works for all grenades in case they're lost somehow.
My I ask why was the explosive tipped bullets firing rate was changed? I cant shoot at any infantry well and even if the damage rate was changed to a higher setting I see no difference at all. Just no the same anymore not even worth spending the res and time to research it. Its turn to crap. The last setting on RC22 and below should have stayed the way it was.