Discussione: Reflex 0.39 – Arbitrary gibberish

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Questo argomento contiene 0 risposte, ha 1 partecipante, ed è stato aggiornato da  PluNdeR 2 anni, 11 mesi fa.

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  • #165

    PluNdeR
    Amministratore del forum

    zZWLP18.png

    Workshop:

    • You can now grab maps directly from the workshop when starting a server or callvoting a new map via the in-game menu.
    • Added new console commands: “wmap ” and “wmatch ” for voting workshop maps
    • Maps can now be published to Workshop directly from our map editor via the “Publish” button in the top toolbar.
    • You can also rate, favourite and subscribe to maps during the end game screen.

    Gameplay:

    • Spawn system overhaul
      • Fixed broken biasing giving wrong spawns
      • You can no-longer spawn at same spawn as last time (10 second timeout)
      • Added line-of-sight check
        • LOS checks can favor/block potential spawns depending if person viewing it is friend/foe. In team games it’s modified by number of people viewing spawn. i.e. 2/4 team mates looking at a spawn, will increase the change you can spawn there by 50% of the existing chance. Existing chance is based off normal distance biasing.

    • Added fall-back in team/FFA games where all spawns are not available. It will allow any spawns except ones assigned to other team (ctf) or if a team mate is standing on it.
    • Added initialSpawn property to player spawns — these will be used for the first spawns of the game (provided there are enough available).
    • Burstgun now fires 6 shots, at staggered offsets, and do 7 damage per pellet

    Editor:

    • Removed modes a1v1, atdm, affa from worldspawn — these are now just attached to 1v1, tdm, ffa, respectively
    • Added weaponclip magic material — blocks shots but not players.
    • Game won’t end due to few players if there’s a player in editor mode. (i.e. you can solo edit race maps while game is in progress now)
    • Added EntityWorkshopScreenshot — saves out high quality screenshots on publish so you can quickly update additional screenshots via the Workshop website

    Improvements:

    • Screenshot/screenshotWithDepth now save to PNG format
    • Added support to auto-convert old netcode revisions to live version AKA “we can load old replays (from now on)”
    • Improved connection/mapchange handshake– maps can now be pre-loaded if client can source the same map. (from either disk or workshop)
    • Improved load screen, no-longer triggered just on gamestate download. also displays client/server workshop download percentage.
    • Added hands in 1st person (only partially visible on burst gun so far, WIP)
    • Scoreboard will now list people queue’d for teams under the correct team. spectators / editors are still always on the left under team ALPHA.
    • Added ready up text
    • Implemented fog system
    • Added end of game camera wobble & sound
    • Added game finished flag to replay file. (only flagged if gamestate is gameOver on save)
    • Replay recording are now correctly saved & stopped on map / mode change.
    • You can now see yourself in the end-game screen.
    • Replays created from workshop maps are now prefixed with TITLE instead of mapname (5939432432)
    • Removed r_ssao & our SSAO implementation (we still have r_hbao)
    • Renamed “SSAO” in options menu “HBAO+”

    Bugs:

    • Fixed replay editor toggle bind in UI (wasn’t hooked up properly)
    • Fixed incorrect material assignment – brick_gothic_wall_cnr
    • Fixed AmmoCount.lua from stomping lua weapon colour (so it appeared white)
    • “com_maxfps” limited to [10->inf) or 0. quick fix this prevents issues caused when playing < 4fps
    • Fixed subframe bug where mousewheel events would be triggered when console was visible
    • Fixed issue where clicking JOIN ZETA button wouldn’t work (as it was performing two cvars on same frame, and correct data wasn’t being sent to server)
    • Fixed issue where cl_playercolor* would stomp some player state flags when it shouldn’t. (such as changing team index to 0)
    • Replay file names are now purged before saving to disk (previously bogus character names in players were preventing files from being created)
    • Fixed script bug where “FRAGGED” would be displayed when you’re queue’d to play.
    • Binds are no-longer passed to game now when in the menu. (this fixed weapon being changeable in menu + also editor working in menu)
    • Disabled crosshair in end of game screen
    • Fixed spawn biasing to actually work properly (see more info in the “Gameplay” section)
    • Callvote dialog no-longer hides & re-appears when die.
    • Start server button (in menu) now performs “disconnect” first, ensuring it’s a true server restart, and not just a map change.

    Optimisations:

    • Removed some redundant/old textures to free up some VRAM
    • Updated hostile (has new normals, improved lods)
    • Updated ivy textures: simplified albedo look a bit and halved res (1.7mb on disk to 440kb on disk)
    • Updated pipes to have smooth normals

    Maps:

    • Updated PRDM3/Ruin – bolt platform lowered, new blue tele by the mh/yellow armor
    • Maps shipped with Reflex have now been renamed to their proper titles (such as Ruin.map) instead of arbitrary gibberish
    • Transitioned a heap of previously included maps to workshop

    Servers:

    • Renamed sv_public to sv_steam to avoid near-constant confusion
    • Implemented sv_allowmodes — server will prevent changes to anything NOT in that list. If list is empty, all modes are allowed.

    Arts:

    • New Burstgun mesh (still a work in progress)
    • Industrial mesh set optimisation pass
    • Optimised effects: environment steam
    • Optimised effects: lots weapon trails and impacts
    • Optimised effects: pickup smoke
    • Ivy leafs now all support albedo overrides
    • Ivy performance increase


    Lua:

    • Added Lua variables: serverConnectedToSteam, player.inventoryMelee, world.mapWorkshopId, timeLimit, timeLimitRound
    • Added Lua function: meGetPrefabList()
    • Exposed camera position to lua
    • Fixed bug where data saved by widget:saveUserData() wasn’t saving correctly if called in widget:finalize()
    • Fixed issue where widget cvars were not saving correctly to .cfg
    • Exposed vote information to lua
    • Callvote popup implemented in lua — we get pretty pictures now 🙂
    • Fixed bug in WeaponRack.lua where it was stomping weapon colour to white
    • Fixed issue where right & middle mouse were flipped for lua mouse regions.

    Misc:

    • Removed laughably out of date readme.htm
    • Added match command to save doing two seperate votes
    • Implemented screenshotClean – generates high quality constant FOV screenshot. Can specify custom resolution here (and take 8k screenshots etc :))
    • Questo argomento è stato modificato 2 anni, 10 mesi fa da  PluNdeR.
    • Questo argomento è stato modificato 2 anni, 10 mesi fa da  PluNdeR.
    • Questo argomento è stato modificato 2 anni, 10 mesi fa da  PluNdeR.
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