So
here we are, pretty close to the first release! We will give this build
now to some selected teams and wait for their feedback on possible bug
reports. Shortly after this we make this available to everybody.
Have a good look at the changes and give us feedback in the
corresponding threads. As a sidenode. For now we have to force those
changes we made, those will all get cvared when the SDK arrives.
And another node: This thread will get updated as soon as we change /
add something in the mod, so its no bad plan to keep an eye on this
thread.
Bugfixes:- Fixed Console spam caused by a null entity call on the flamethrower
- Fixed Console spam when constructing objectives, the ApplyNetstate one was not removeable for now
Changes:
Game HUD:- Rebuilt the HUD from scratch basically
- Removed every component
- Added a Spawntimer to the HUD (under the Map time)
- Added a Ready Up indicator in warmups
- Added a Fire Team to the HUD (this needs feedback)
- Moved the Obituary List under the respawn timer and extended it to 6 Popups
- Moved the Chat List to the left down side, and extended it to 5 Popups
- Added a numeric HP display, aswell as a small bar
- Added a numeric Veil Power display, aswell as a small bar
- Added
a numeric Grenade and Satchel / Healt pack / Ammo pack display. If you
run out of charge, a chargebar will be displayed until its full again
- Added a numeric Ammo display, aswell as a small bar. The bar will turn red on low ammo and on reloads
- Added a weapon indicator icon, it will turn red on low ammo and on reloads
- flipped the ammo symbol on the hud (hi bjorn)
- Removed the revive symbol when standing on a body.
- Spectator box transparency increased
- All obiturary icons are now not picmipped anymore!
Please give us feedback on this topic here: [UPDATE]HUD Development. Feedback wanted
Scoreboard HUD:- Removed the solid backgroundimage when ingame.
- Lowered the black background opacity when ingame.
Gameplay changes:
We are verry carful when touching gameplay elements, yet there is few which is just not good for a solid MP game.
Movement:- Made crouch faster
- Brought back some kind of strafing
Spawn system:- Removed the personal wait time
- The first spawn is random for both teams. This is because we dont want to have both teams spawning at the same time
- Bank spawns are fixed to 12 seconds on the allied side and 20 seconds on the axis side
- Rooftop spawns are fixed to 12 seconds on the allied side and 20 seconds on the axis side
- All other maps have a fixed spawn to 15seconds on the allied side and 25seconds on the axis side
Please give us feedback on this topic here: The Respawn System
Objective changes:
- Objective Label and Icon wont be visible through walls anymore
- Return Labels and Icon wont be visible through walls anymore
- Teammates can see the icons through walls!
Revive changes:- You wanted it so bad, here you have it. Instant revive and no 3rd person view
- BUT you have to be close to the guy you revive, and crouching is recommended!
Misc changes:- Raised footstep sounds
- Lowered luger sound
- Removed Weapon Tracers
- Removed Weapon Muzzleflash
- Localized
the hitsounds: You will be able to put any sound you want as your
hitsounds. The server does not need to have those sounds or package
- Removed impact effects (due to lot request)
Weapon Changes:
We are eager to help the community on the weapon part, but since this is
the most sensitive part of the game, we DO requiere your feedback.
So if the changed weapons in this release do somehow not fit, let us know, else we cant change it
- MP40 spread when shooting from the hip was reduced to close to that of the ironsight
- Grenade velocity is now a bit higher again, not as high as in the unpatched retail game
Interaction System:
This was number one on our priority list, and i am glad that we could make the changes we wanted, even witouth the SDK.
- Objectives always had to pick up, now you can just walk over them to pick them up.
- Syringe, or magical whatever, can be bound to _weapon2 and you can basically walk over the map with it
- Pliers / Wrench can be bound to _weapon2 and you can basically walk over the map with it
Graphical / Map Tweaks:- Removed Postprocess from the HUDs
- Removed Dust from Maps
- Removed Fog from Maps
- Removed Effects from Maps
- Removed Flash from main Objectives, kept them on the weapons
- Removed leaf animations from trees
Please give us feedback on this topic here: Map Tweaks - Feedback is welcome!