========= Changelog ========= ================ Version a4 Date: 2008-05-27 ================ Packs reworked in line with vehicle changes. Health and repair has been combined to a 'Supply Pack' (currently using health pack model), ammo remains the same, Fuel Cell added (using the fugly orange skin). Can now switch weapons in water. Pistol, pliers and packs usable in water. Packs now float in water. Weapons that had crosshair set to "none" would use a 'dot' crosshair, now it uses the normal crosshair center (which is changable via options). Makes it a bit clearer where the knife/spike is aiming since it uses a direct trace for hit detection (however see below for oppressor changes to that). Pistol: Clip increased to 20, ammo on spawn increased to 180. Ammo Pack: rifle grenade increased form 2 to 5. Rockets from 5 to 10. Electroshock Mine: Vehicle damage decreased from 1000(!) to 100. Fix: Can no longer drop spikes, which lead to having no weapon :o Pickups: Range to pickup/use mow matches crosshair feedback. Tooltips: Added for how to pickup/use pickups and packs. Crates: Health and Ammo Given per use decreased, and time to use them increased. Vehicles: No longer take damage while disabled. Weapons now use ammo (global pool on vehicle), and fuel, restock by giving it respective pack. Trojan: Now has a cargo hold for each pack type, store a pack by aiming at cargo hold and firing. Retreive by pressing activate. Bumblebee: Friction incresed for wheels to allow landing or uneven roofs without it rolling off. Stroycells: Only usable by strogg now. Dropped-on-death stroycells can be used with activate/pickup key. Bodies now spew forth juicy juicy stroycells when 'killed'. Arrows no longer drawn above enemies heads. Crates/pickups can no longer be used by enemy team. Strogg: Respawn time increased to 20 seconds. Slight health scaling by number of GDF players. Spikes: Damage decreased for all, sticking together and swarming gdf is a more crucial tactic. GDF: Limit of 5 players enforced. Limited to one player per class (except soldier). If you choose a already filled class you will be forced to a soldier. A fire team is automatically created and players auto join it. Fireteam list always show, overriding ui setting. This fireteam can't be disbanded or players kicked from it. Bots: Less chance of noticing players in disguise. Only start strafe manuvers when running you down when they get close or are hitting them. More persistant in hunting you down over long distances. Soldier: Health increased to 140, packs decreased to 2. Primary weapons limit increased to 3, secondary to 2. Engineer: deploy tool back, but can only deploy antipersonel. Antipersonal Turret: Uses ammo, restock by giving it an ammo pack. Deploys with no ammo. Medic: On sucessful revive medic gets 4 seconds invulnerability. Defribulators now heal. Covt ops: Now has normal grenades instead of emp. Speed decreased a bit. Aggressor: Binoculars no longer give faster speed. Overall speed slightly increased. Technician: Stroycells removed. Oppressor: Has small radius damage for near hits (or more specifically every attack that doesnt get a hit will try a radius damage). Invulnerability on being revived increased from 2 to 4 seconds. Ark: Inititial support. -------------------------- Known bugs and Limitations -------------------------- Covt Ops: Disguising will make you loose any primary weapon held, and prevent you from packing up any more until you respawn. (yes still, but there's a reason I'm dragging my heels on this one). Current weapon does not show when in water. Clip count issues still untouched from previous version. ================ Version a3 Date: 2008-05-02 ================ Fixed: When picking up your first pack, empty selections for the other pack types will no longer show up on selection menu. Pickups: Added Machine Pistol and Silenced Machine Pistol. Amount of weapons increased throughout maps. Can now 'use' packs directly without picking them up first with the enter/exit key. Stogg dropped on death stroyent changed to this key. Number of electroshock mines in maps increased form 10 to 15. Fixed: Weapon removal/pickup network corruption (Ensureallocated error), correct weapons now show on other players. Electroshock Mine: Proximity detonation time decreased from 1 sec to 0.5. Time between triggers increased to 0.8. Now fizzles out after 20 firings. Charge bar show on crosshair look. Beam now only show when armed, not between detonations. Fixed: Mines dissapearing on class change. Fieldops: Can now carry 3 packs. Bots: GDF bots roam same points as stogg, an interim fix that prevents them from often ignooring follow requests completely, and also makes stogg infiltrator roam when disguised. Strogg bots now only crazy straffe jump when closing on you in expert mode, make a bit easier to hit them now. Strogg bots now give up chases less. Strogg: Speed decrease a bit. Normal spikes damage decreased from 15 to 12. Trojan: 3rd person crosshairs for driver machinegun and AA. Angle limits for driver mg tweaked to be easier to kill strogg at extreeme close range. Angle limit for AA so can depress slightly. Autocenter for driver removed. Knives/spikes can now be used in water and on ladders. Refinery: Strogg spawn in front of bumble bee disabled. Salvage: Strogg spawn in rail building disabled, it was too difficult venturing in with the strogg spwning there, strogg spawn on hilltop enabled. Island: Strogg dish spawn disabled. Platypus re-added. Mission location for bumblebee and escape area shifted to correct location. Added some item spawn spots. Refinery: Building missions of gun emplace Valley: Inititial hash out of items/bot points. Fixed: Strogg no longer have two spikes in weapon list. Fixed: Play Computer now actually spawns the set amount of bots above 16 instead of 16 (15+player). Fixed: Collision model of supply crate was wrong making it tricky to use. Pickup spawning on map load optimised a bit. Bots no longer count towards si_maxgdf All weapons start at 0 clip when you pick them up, even if it's a previously carried one. -------------------------- Known bugs and Limitations -------------------------- Clip count can ocasionally be off when picking up a second weapon. using two weapons with same ammo (assault rifles) can be dodgey as ammo in clip is just a counter and weapons work off the main ammo pool, this can lead to odd counting situations where using up all the ammo on one weapon, then switching to the next will show - one clip amount, upon firing it will show the ture count 0, but also 0 for clip, since it can't draw from main pool. Ammo count for picking up previously dropped weapon runs into same issue, since I'm currently just saving and restoring clip, rather than actual ammo count. ================ Version: a2 Date: 2008-04-21 ================ Strogg bots now choose closest spawn master to last seen pos of a gdf, or a random one on easy. Strogg bots more tenacious, less likely to ignore you if they can't reach you. Strogg respawn increased from 2 to 6. Pistol: increased clip to 15. Increased starting ammo to 75. Elecroshock mines are now scattered with other items, all gdf classes can use them, they auto arm on placement. They currently have unlimited charges so are excellent in creating areas to fall back to. Added tooltip 'you cannot carry any more' when you have max of a pickup. Item glow on pickups to make them easier to spot. You now drop items when you die, not when you are initially knocked out, so you can be revived without unnecessary hassle of having dropped your stuff. You can now select empty weapons so you can drop them if needed, this also stops the pingpong where it would get stuck in a loop when trying to switch between empty weapons. Repair packs still using ammo pack model, but in world pack is now a zesty orange. Health and ammo (pistol/assault) crates placed near capturable spawns. Hold activate for a while to be supplied. Strogg spikes damage decreased. Strogg drop stroyent on death, it's a low health instant use-on-pickup that gdf can use. Fieldops: Can only carry 2 packs. Now has radio to listen into radio beacons. Packs emit a RFID beep. Some other points in map are also broadcasting beacons. When at a radio source holding the radio, aim at it and press attack to filter it out. Capturable spawns no longer show missions, or on map, but will be marked on capture. Cap point now plays radio beacon. Covt Ops: Only carry one 2 handed weapon, but can run faster with pistol or knife. Can't outrun oppressor though. Soldier: Now only carry 3 packs. HE explosives and armer removed until selection menu can be reworked to support more than 10 items. Repair pack/pliers amount increased. All maps Gun emplacements take ~ 1/2 a pack to repair Strogg vehicles removed. Strogg spawn points activated. Area 22: Has damaged Anti Personnel Turret spawn, only takes one repair pack to reactivate, so you can decide whether you want to use it as a fall back area. Quarry: Initial support. Island: generator that opens vault doors only requires one pack instead of ~ two. platypus removed due to crash Fixed: drop weapon key now drops one item for those that stack (grenades/packs) instead of all, and now and removes one from inventory. ------------- Known issues: ------------- using two weapons with same ammo (assault rifles) can be dodgey as ammo in clip is just a counter and weapons work off the main ammo pool, this can lead to odd counting situations where using up all the ammo on one weapon, then switching to the next will show - one clip amount, upon firing it will show the ture count 0, but also 0 for clip, since it can't draw from main pool. Ammo count for picking up previously dropped weapon runs into same issue, since I'm currently just saving and restoring clip, rather than actual ammo count. GDF forward spawns can be recaptured by strogg, though bots will not do this, in later versions they will not be recapturable. They are there to give GDF a better chance in exploring parts of the map further from initial spawn.