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Post by uwasawaya on Aug 24, 2006 12:21:43 GMT -5
Can't abuse the weight system as much now. You can join games in progress (I believe.. I certainly did... ug) and... yeah.. something...
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Post by faust on Aug 24, 2006 16:40:31 GMT -5
hmmm hard to think about what I actually fixed so far lol, but here's the recent and for the most accurate changelog:
Changelog
- Sirens now die immediately when their head is removed. - Added Lobby Timeout option to servers. - Increased number of max enemies able to spawn based on difficulty. (On suicidal it gets up to 100 or so) - Stalkers must now De-Cloak temporarily to attack, and cannot cloak if decapitated. - The DownTime between waves (shopping time) has been extended slightly. Still scales to difficulty. - Player accrued cash is now kept after death. Though, you lose a percentage on death, based on difficulty. (15-35%) - Combat Shotgun now penetrates enemies and can achieve headshots - buckshot Damage re-balanced to take this into account. - Hunting Shotgun damage toned down slightly. (70pb to 50pb)
- Persistent Player "Clones" issue when logging in and then leaving fixed. H4XxX0RED - Winchester Ironsight works properly code-wise - Players are forbidden to spectate other players when dead -- no more specator bug. H4XxX0RED - Zeds attack welded doors until they are destroyed - slightly improved AI overal - Newly bought weapons get fully loaded H4XxX0RED - lost weapon when bought and lost the money for it H4XxX0RED - setanimaction in KFPawn referring to non-replicated variables fixed. - various accessed nones fixed - Scoreboard functional H4XxX0RED - Whitescreen with blur on macs and linus systems no more - fixed weight system - 6th player unable to connect - defect playerskins fixed (Thanks Grex 4D for the fixed upls!) - Winchester: damage doubled - Crossbow: higher damage + cost 500 Pounds + ammocost 30 pounds - Hunting shotgun: ammocost 30 pounds - Bullpup + 9mm: ammocost 10 pounds - speed now increased with 9mm, too - Heads of zeds pointing at their targets - range problems with the Axe fixed - more zeds spwaning with more players
H4xXx0red means the fix is a very ugly hack that fixes the outcome, but not the source of the bug
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Post by uwasawaya on Aug 24, 2006 17:19:42 GMT -5
Curiosity... have we played with the patch that speeds up the 9's and fills ammo on purchase? I feel like Winchesters aren't fully loaded all the time... I could be mistaken though. And what was the spectator bug? I never encountered it, but heard a lot about it.
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Post by Antigod on Aug 24, 2006 18:04:35 GMT -5
Thanks so much for the patch log. Sorry to be a pain in the ass again but any news on release date?
Antigod
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Post by Doyora on Aug 24, 2006 18:30:16 GMT -5
- setanimaction in KFPawn referring to non-replicated variables fixed.
Does this mean we'll no longer moonwalk on the spot and dance to the music?
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Post by faust on Aug 25, 2006 3:38:14 GMT -5
no the animations are still borked. I want to get rid of high-priority bugs in this this patch and have more time for things like animation, GUI and so on in the patch after.
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Post by faust on Aug 25, 2006 5:27:49 GMT -5
some additions to the log I did just recently:
- BioticsLab: Disabled collision in some of the pipes, invisible ramp to the "safe spot" - Manor: Fixed pathing for the stairs down to the trader - Crossbow Zoom works like the winchesterzoom.
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Post by «Søñ!çSøûñD» on Aug 25, 2006 11:41:32 GMT -5
There's a little thing about that new version (guess its the wrong forum for that, but it's just a small bug): When cheffe, Blue, you and I made that "Killfest" I set up that "LobbyTimeOut=0" - so I thought it would be deactivated. But when we started to play, most times the game didn't wait for my ready-sign.
If you set the LobbyTimeOut higher, than you get that ready overlay twice so you got to click twice on ready before you can start.
So as I said: No big deal, it's just a small but irritating one for newcomers.
There's another bug I noticed with the spectator thingy, but I guess it's more related to the votesystem on my server ~ Got to test it more today.
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Post by Antigod on Aug 29, 2006 5:21:24 GMT -5
Hi all
Now that Patch 1 has been released (yay), I think it would be nice to know whats yet to come in future patches, primarily patch 2:
-) What other bugs are to be fixed? -) Any new features, maps etc? -) Are the hacked bugs being fully fixed (nothing wrong with hacked fixes btw)
Im so happy to see that all major bugs have been fixed, this game just keeps getting better and better. You guys are doing a fanstastic job here, keep up the great work.
P.S. I just wanna apologise to anyone who joins my server, I host a listen server from time to time, but as its a listen server is either shuts down cos Ive disconnected or that its crashed (the latter tends to happen randomly, like last night!)
Antigod
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Post by dontai on Aug 29, 2006 19:22:56 GMT -5
ummm dude he still need to take look at the Ai ect. Bunch of stuff and since the big stuff is fixed their isnt much to be fixed ...
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