RC 27 Patch - I Wanna Play Ep 2

Discussion in 'Archive' started by Krenzo, Oct 12, 2007.

  1. Krenzo

    Krenzo Administrator

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    http://www.empiresmod.com/1_08_was_here_the_whole_time/empires_v108_rc27.exe

    So now that's out of the way, I'm going to go play Episode 2.

    -------------------------
    Empires 1.08 Build 159/RC 27 Changes:

    -Maps: fixed shadows on emp_crossroads, emp_duststorm, emp_money, and emp_mvalley
    -Maps: full vis compile of emp_crossroads
    -Maps: full vis compile of emp_money
    -Maps: on emp_urbanchaos, spawns were located at the wrong flags
    -Maps: on emp_cyclopean, walls could be built on the cat walks above bases; fixed displacement problem
    -Added: extra text to "<team> wins" end of game message stating the reason for the win
    -Fixed: rare crash in the commander GUI when drawing the images of the selected units
    -Fixed: player names with unicode characters would cause boxes or random characters to be drawn after the chat message when fading out
    -Fixed: player received a kill when changing teams while alive
    -Fixed: engineer objects could be built on emp_eng_restrict brushes if they were touching another engineer placed object
    -Fixed: weapon tracers hitting objects directly in front of a player when the actual bullet shot does not
    -Fixed: a player changing weapons while jumping would have no animation with arms and legs spread out
    -Fixed: grenade throw 3rd person animation was missing
    -Fixed: pulling the pin on a grenade and going prone would make the grenade unable to be thrown
    -Fixed: Brenodi armory's health and ammo crates were floating slightly above the actual floor
    -Fixed: shotgun pistol loses all ammo when revived
    -Fixed: grenadier armor detection skill would cause issues with your own vehicle health indicator flashing white from an enemy vehicle whose armor was being detected getting damaged
    -Modified: split up the sending of player and vehicle networked minimap info into quarter segments sent at different times instead of being sent all at once
    -Modified: removed 'mp_friendlyfire' cvar
    -Modified: engineer cameras no longer spot any invisible players
    -Modified: moved up the voice status HUD when in the commander interface
    -Modified: lowered pupils on Brenodi engineer player model to lessen them from rolling back into the head
    -Modified: commander can now be spectated when not in the command interface
     
  2. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    -Modified: engineer cameras no longer spot any invisible players

    ohh ohh... this is gana piss off ppl who are looking for that damn sabotager.
     
  3. the_6th_monkey

    the_6th_monkey Member

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    Yeh this was pretty much my main use for cameras :(
     
  4. L3TUC3

    L3TUC3 Member

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    It says invisible players, not hidden players. Not sure if there's a difference though.
     
  5. dizzyone

    dizzyone I've been drinking, heavily

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    I didn't send the vehicle weapon balance yet :(
    It'll have to wait for the next rc.
     
  6. ^Dee^

    ^Dee^ Former Super Moderator

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    The stealth/camera change. Isn't that what radar stealth was for?
     
  7. Turboanthro

    Turboanthro Member

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    As far as I know radar stealth is for radar, hide is for turrets & cameras.
     
  8. nhammen

    nhammen Member

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    But that was my main use for cameras on classic maps... :(

    Oh well...
     
  9. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    This page took me four minutes to load. Damn you, Telenet! (33.6kilobaud ftl)

    On-topic: Coolio! I'm assuming the "people do not appear when they are out of your hearing/viewing range but are attacking you" - bug is fixed? :p
     
  10. ^Dee^

    ^Dee^ Former Super Moderator

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    btw, the server needs updating :<
     
  11. Simon

    Simon Banned

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    Gross now we have 2 furries? And yes radar stealth is for radars.
     
  12. Angry

    Angry Junior Member

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    Bodrick would make a terrible weatherman...
     
  13. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    Wow. Small change list. It seems this things start to get finished.

    ...Or you, Krenzo, were just lazy to do more fixes. :p
     
  14. Aurora

    Aurora Radiating love, empathy and maternal instincts

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    er, what
     
  15. Krenzo

    Krenzo Administrator

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    Most of my time is getting wasted trying to optimize the maps and do full vis compiles. It really would help if we still had a mapper around.
     
  16. Angry

    Angry Junior Member

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    I can do that, just ask

    As the teams compile slut I'd be more than happy to recompile shit while I'm at work or sleeping. It only takes an hour or less.
     
    Last edited: Oct 12, 2007
  17. Krenzo

    Krenzo Administrator

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    Do what? Fix maps or do full vis compiles?
     
  18. Krenzo

    Krenzo Administrator

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    It looks like on emp_crossroads, the hint brush is solid. I'm removing it from the map cycle for now until I can redo the full vis compile.
     
  19. Angry

    Angry Junior Member

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    Vis compiles, I could fix them too if you want.
     
  20. Private Sandbag

    Private Sandbag Member

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    woo awesome krenzo!

    one step closer to the finished product :D

    wow, the more i read that changelog the better it appears... the crappy shadows on dust storm are gone now.. no more shooting objects when crouched right behind them... this is so good!
     

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