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changelog
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Dystopia Orangebox (Version 1.30) Changelog wrote:General:
- Added separate server say messages for forced team changes that were caused by mp_autoteambalance or balanceteam callvotes.
- Added images to support server map images within the server list.
- Added cyberspace.cfg and meatspace.cfg to account for any desired HUD changes between the two.
- Added an "anti-idle" system. Players who have not moved or changed their view angle will be kicked. Convars added to set maximum idle time and what to do when it's time to kick a player.
- Changed server say messages to announce that a player has used Auto-Assign, instead of it saying that a player has joined a team.
- Changed cyberspace bloom to be disabled if bloom is disabled in graphic options. (Issue #2394)
- Changed Spectator view to be able to see players through walls with certain rules, and will also see much more information about the players.
- Fix for being put on the wrong team after an autobalance occurs. (Issue #1982, #2488)
- Fix for exploit in which the player could join a team with more players on it, when they should not be able to. (Issue #1972)
- Fix for damage to turrets being sent to the stats system (Issue #1571)
- Fix for teamkill bans occurring inconsistently, instead of at 5 teamkills.
Console:
- Added ability to vote kick, vote ban and swap_teams to call voting system.
- Added callvote kickid and callvote banid for players that have non-ascii or empty names.
- Added cheat convar sv_nodrain. sv_nodrain 1 will not drain any energy from running programs. sv_nodrain 2 will not drain any energy from cyber combat.
- Added convar cl_spawneffect (default:1,enabled) to make it possible to disable screen spawn-effects.
- Added concommand timetobeat and callvote timetobeat, for setting final objective capture times in competitive matches.
- Added convar mp_player_votedelay (default:120) to specify the minimum time delay between 2 votes by a single player. (Issue #2592)
- Added convar dys_stats_retries_allowed (default:5) the amount of times a server will attempt to connect to the stats server, before it stops trying until the next map change.
- Added convar sv_idlekick_timer (default:300) the amount of seconds that it takes to deem a player as idle.
- Added convar sv_idlekick (default:1) the actions for what to do to an idle player. 0 = do not kick, 1 = kick if not a supporter, 2 = kick even if a supporter.
- Added mp_votedelay_start to control how long a player must wait at the beginning of a map start before voting.
- Removed match_restart.
- Changed dys_draw_team_iff_colors to dys_draw_relative_iff_colors.
- Changed cl_showpos 1 to show horizontal velocity.
- Changed mp_player_votedelay to mp_votedelay_player.
- Fixed dumpshock kills showing 'player killed player'. (Issue #1710)
- Fixed callvote balanceteams not having a cooldown between votes by having a 180 second delay. (Issue #690)
UI:
- Added Steam avatars to in-game scoreboard.
- Added highlighting of Steam friends to the in-game scoreboard.
- Added ability to change your vote after already voting.
- Added obituaries for secondary fire for most weapons to differentiate how a player was killed.
- Added obituary for when a player is decked out by an EMP grenade and dumpshocked by another player.
- Added obituary for when an objective is captured.
- Added Objective Capture messages that are posted to chat, which include the time objectives werecaptured.
- Added a red X crosshair that will replace the player's current crosshair whenever a player is aiming at a teammate.
- Added "damage" to end of round scoreboard, in between "points" and "frags."
- Changed scoreboard to a more efficient layout, allowing for more information.
- Changed chat functionality to use Orange Box based chat window, that includes scrollable history and chat filters. Filter for global and Team voicecomms included.
- Changed "Thermal Turret" to "Thermoptic Turret."
- Fix for not being able to switch through weapons in Cyberspace or Meatspace using the mouse wheel while the voicecomm menu is up. (Issue #603)
- Fix for various crashes with the load out menu. (Issue #2357)
- Fix for the end round menu showing the team that had an objective captured on it, instead of showing the actual team that captured it. Common on dys_silo (Issue #883)
- Fix for the HUD cyberdeck icon sometimes telling the player they cannot jack-in, when in fact they can. (Issue #814)
- Fix for the scoreboard saying 'Dead none' for the status and class. Defaulted to say 'Dead Light' to reflect default class choice. (Issue #1873)
- Fix for IFF on turrets appearing as two-dimensional, instead of three-dimensional which would make the IFF hard to see from certain angles. (Issue #1107)
- Fix for players displayed on radar not being properly colored when dys_draw_team_iff_colors is set to 1. (Issue #2296)
- Fix for a bug that caused stealthers to sometimes not be showed in the radar upon a TAC Scan. (Issue #999)
- Fix for a crash that was caused by using the preset_load command after changing resolutions or switching between windowed and full screen. (Issue #2357)
- Fix so that empty yellow HUD boxes from HL2 do not appear upon spawning or jacking in. (#556)
- Fix for Ammo Icons sometimes not appearing for every weapon that gets refilled ammunition. (Issue #2575)
- Fix so that offline or disabled jack-in points do not show on the radar. (Issue #1176)
Meatspace:
- Added new Stealth effect.
- Added new Mediplant effect.
- Added new Green Ice effect that plays when a player is jacked out due to hitting a Green Ice.
- Added a particle-effect based trail for meat-sacks that are jacked in to cyberspace.
- Added functionality so that Invincible turrets now never draw health bars.
- Changed movement to be very similar to that of pogostick. It is now easier to bunnyhop and sustain your speed.
- Changed EMP overlay effect, updated with animated scan lines.
- Changed the Episode 1 engine based Tesla Ball effect to a particle based effect.
- Changed Grenade Launcher trails to show Red for Punks, Blue for Corps and White for Primed/Explosive.
- Changed Laser Rifle firing color to be Red for Punks, Blue for Corps.
- Changed movement so that crouching is only allowed once per jump. (Issue #2385)
- Changed fall damage to only inflict 1 hitpoint on a player who has fallen, if they have armor.
- Changed points of armor to 2 instead of 1.
- Changed Stealth effect to no longer flicker upon a player being hit.
- Changed Leg Boosters to not drain the player unless that player is holding sprint and a movement key.
- Fixed weapons that have hit-beeps that occur at the same time (Basilisk, Shotgun, Mini-gun) not stacking to make a deeper sound for higher damage that is inflicted. (Issue #2025, #988)
- Fixed Smartlocks losing their trace while ledge grabbing. (Issue #1131)
- Fixed stealther's Katana sometimes showing. (Issue #706)
- Fixed explosions with an origin submerged in water not damaging players outside of water (#1716)
- Fixed numerous problems with not being able to press button panels, especially when the player can see an arrow. (#1843)
- Fixed exploit where a player could leave the server while dead, to get lower spawn times for teammates.
- Fixed times where blood splatters caused by some weapons would show on stealthers. (Issue #2380)
Cyberspace:
- Changed the Episode 1 engine based cyber-bubble effect to a particle based effect.
- Changed the gain of energy from Cyber Shards to be over the period of one second. The pitch of the sound that plays when a player receives energy will change depending on the size of the shard received.
- Fixed numerous issues having to do with camera and player alignment in cyberspace. Players can now move properly when not paralell to X, Y or Z.
- Fix the chase camera in Cyberspace, it should no longer mess up spectators view angle. (Issue #821)
- Fix for some cases where an enemy decker would not register hits, but should of. (Issue #575)
Implants:
- Changed TAC Scan so that it no longer tracks enemies on the radar, and instead only grabs a snapshot.
- Changed heavies to have 5 global implant slots.
- Changed Mediplant to heal players faster and more efficiently, and not to heal players with an active cortex.
- Changed Wired Reflexes to not affect reload times anymore. Wired reflexes now makes swapping to non-melee weapons faster and also gives Minigun a spinning bonus. Additionally, Shotgun, Boltgun, Smartlocks and Basilisk now use the faster reload animation, while Assault Rifle, MK808, Grenade Launcher and Minigun use the slow one.
- Changed SWT to only track weapon and player sounds, NOT bullet and shell impacts.
- Changed Cortex Bomb so that it does not kill the player at the end of the countdown, if no enemies are in range.
- Changed Cortex Bomb to give a 50% speed boost while it is active.
- Fix so that SWT now tracks all weapons and bunny-hoppers properly. (Issue #596)
- Fix so that Cortex Bomb will not go off if enemies are behind walls, potentially hurting teammates that are nearby. (Issue #1617)
- Fix for an exploit that allows player to toggle certain implants faster. (Issue #2386)
- Fix for not being able to properly use leg boosters while sv_pogostick was enabled. (Issue #1569)
- Fix for ColdSuit shadows showing when Thermal Vision is being used. (Issue #348)
- Fix for issue that made sprint lose energy while jacked in and when jacked out, if the player was sprinting when they jacked in. (Issue #2274)
Weapons:
- Changed secondary Rocket Launcher functionality. Fly-by-wire rockets are very accurate for a short period, before control is taken away. Holding secondary will fire a "dumbfire rocket."
- Changed Grenade Launcher grenade and trails to be team colored. Active Grenades are gold and have a gold trail.
- Changed the Basilisk so that one of the three Basilisk shots are now 100% accurate.
- Changed Smartlock spread to be tighter.
- Changed Minigun to be more accurate while crouching and made it slow the player down slightly less while spinning.
- Changed the Laser Rifle so it only has one zoom level and doesn't steal control of the mousewheel.
- Changed Laser Rifle damage reduction to begin at 1024 units instead of 512.
- Changed Basilisk Max Spare Ammo from 64 to 72, and Dispensed Ammo from 10 to 12.
- Changed Laser Rifle Max Spare Ammo from 150 to 140, and Dispensed Ammo from 15 to 20.
- Changed Boltgun Initial Spare Ammo from 10 to 9, and Dispensed Ammo from 4 to 3.
- Changed Shotgun Dispensed Ammo from 4 to 6.
- Changed Smartlock Pistols Max Spare Ammo from 90 to 120.
- Changed Spider Grenades to start their destruction timer after they have been deployed, not thrown.
- Changed Smartlock Pistols so that a player does not have to fire to reload them, in order to get new tracers.
- Fix for rocket laser dot showing when reloading and after firing, turns back on when rocket is available. (Issue #1891)
- Fixed Tesla beams to appear out of players' guns instead of their head. (Issue #1337)
- Fixed a bug where a player could block while switching to the Katana (Issue #2561)
- Fixed Rocket Launcher, Smartlock Pistols, Shotgun, Grenade Launcher and Basilisk to properly fire under water, for both primary and secondary fire.
- Fixed some weapons not firing breaking glass. (Issue #589)
Audio:
- Added new soundscapes for Assemble (7), Broadcast (17), Silo (13) Cybernetic (13), Fortress (10), Injection (46), Detonate (4) and Exodus (4).
- Added new bullet impact sounds for the environment and player.
- Added new door and platform sounds.
- Added Cyber Jump Pad feedback sound.
- Added sound for shard, so it's easier to spot and replaced hl2 shard pickup sound.
- Added Draw sounds for all weapons.
- Added sound feedback for Rocket Launcher when not ready to fire.
- Added Medium Katana swings sounds.
- Added Underwater explosion sounds.
- Added new footsteps for Heavy.
- Added Heavy pain and hurt sounds.
- Changed Alarm, Mine and GreenIce sounds.
- Changed footsteps for Light and Medium.
- Changed sound for picking up ammo from Ammo Dispenser.
- Changed underwater ambient sound.
- Changed weapon change feedback sound.
- Changed Boltgun reload, bolt skewer, body hit and optimized fire sounds.
- Changed Basilisk secondary.
- Changed Cyber explosions, projectile fire and shaft sounds.
- Changed sound for EMP explosion.
- Changed grenade's pin pull and impact sounds.
- Changed MK808 fire sound and reloading.
- Changed timing for shotgun reload sound.
- Changed Laser Rifle's pitch to change depending on charge.
- Fixed Leg Booster's charge sound, to continue looping.
Graphics:
- Added jigglebones to the turrets and chairs.
- Changed player model skins.
- Changed cyber-avatar skins.
- Fixed smoothing groups on many models, including the ammo dispenser and various props.
- Fixed the collision mesh on some Jack-In Point models.
- Fixed lighting on Basilisk view model
- Added 1st-person weapon view models to the whitelist.
SourceTV:
- Added second spawn timer to reflect both team's spawn times.
- Added information so that spectators can properly see objectives, turrets and objective IFF.
- Changed IFF to be viewable through walls for spectators.
Subject to change until 1.30 public release!
In poche parole: