General:
Changed version number to 1.09
Merged in latest SDK2013 code.
Fixed VR mode, and is now a video option.
Added in custom shell ejections for firearms.
Added Dedicated Server AppID & Files
Medkit, pills, and bandages are now equippable items with all new unique animations. To use, select the medical item and tap your Primary Fire key.
Added Gene Therapy item, this rare medical item has the chance of either stopping infection, or inflicting unwanted side effects (premature death, loss of vision, etc.)
Added nms_arpley.
Added nmo_fema.
Team still hasn't bothered to regularly use comments in their svn commits so I have to manually force everyone to detail their shit.
Added Depth of Field Shader. (Disabled by default, you can turn it on in Multiplayer Advanced Options)
Added Film Grain Shader. (Disabled by default, you can turn it on in Multiplayer Advanced Options)
Added Lens Flare Shader. (Disabled by default, you can turn it on in Multiplayer Advanced Options)
Added HBAO shader. (Disabled by default, you can turn it on in Multiplayer Advanced Options)
Added 3 new zombie walk animations.
Added National Guard zombies. These things are generally more resistant to low caliber rounds, and have a chance of dropping some supplies on death.
Add functionality for TF2 style voting menus. These are on by default, and you can vote to change the map, set the next map, restart the round, or kick griefers (Server Owners can disable this, cvars are similar to TF2)
Enabled "radio-style" menus for 3rd party plugins
Fixed various bugs submitted via email or GitHub.
Touched up and fixed some weapon animations
Zephyr:
Physclips for blow up warehouse door objective and pry manhole objective
Physclips for turntable
Increased train trigger_hurt damage to 1,000,000,000 ;p
Fixed door clipping out
Made brush ladders model
Removed checkpoint 2 (train platform)
Fixed idiotproof trigger from activating beforehand and after the fact.
Loudened chopper rotor sound
fixed two of the "any" spawners in the beginning from spawning items IN the table.
Changed crowbar model from hl2 to fubar worldmodel, the objective item turns into a free fubar after the objective ends
Changed wall textures in bathroom adjacent to the parking lot since old textures seem to be missing
Changed some trim textures inside widmore warehouse loading area, also seem to be missing
Added more clips to the warehouse area just before the platforms as well as the loading area
Removed motion disabled flag for some random_spawners
Nodrawed more hidden faces (the number of hidden faces in this map is nothing short of appaling)
Clipped generator next to engineshed
Changed all ladders in the map to func_brush with tools/ladder
Midwest:
Reduced ammo spawn proportion in gunstore
Added clip to van near gunstore
Made barricade break only by trigger
Made key spawn behind barricades 50% of the time
Made propane tank fuel "debris"
Added a small playerclip "step" to stopoff windows for smoother transition
Clipped cars on the map and removed buggy navjumps
Fixed zombies piling up behind the green boxcar
Added one more health station location in each zone
Now have 3 healthcrates; one on the *redacted*, one in the *redacted*, and one on the *redacted*
Reduced zombie numbers, modified runner and children spawning times, runners at wave 2 and children at wave 3 now.
Made stopoff darker, and added lantern for light source.
Changed how gunstore stash doors behave, they are now non-colliding and cannot be toggled more than once.
Added clips to gunstore shelves
Removed motion disable flag from some item random_spawners
changed nodraw stairs on train and courtyard truck to func_brush with tools/ladder
nmo_junction
Added a lot of detail to sewers, and also refined gameplay in there.
Improved sewer objective.
Improved lighting in the sewer once again.
Improved various lights around the level.
Made objective item propane tank non solid.
nms_notld
Reverted snow setting back to grass setting.
nmo_brooklyn update
Removed items blocking the cart
Fixed some respawning issues.
Removed a clip brush killing people
Adjusted zombie balance in finale area
Removed invisible wall left over from objective teardown
nmo_cleopas
Objective items tied to the scavenging objective now spawn in at start of round
Added glows to where the pliers will spawn.
Fixed the wooden boards objective props shooting up
Fixed collision on one of the gates being solid when welded
Clipped off a few areas that aren't supposed to be accessible
nms_flooded
Map is now daytime
FPS should be substantially improved
Supply waves should appear once every 3 waves
Added support for LDR lighting
General:
Changed version number to 1.09
Merged in latest SDK2013 code.
Fixed VR mode, and is now a video option.
Added in custom shell ejections for firearms.
Added Dedicated Server AppID & Files
Medkit, pills, and bandages are now equippable items with all new unique animations. To use, select the medical item and tap your Primary Fire key.
Added Gene Therapy item, this rare medical item has the chance of either stopping infection, or inflicting unwanted side effects (premature death, loss of vision, etc.)
Added nms_arpley.
Added nmo_fema.
Team still hasn't bothered to regularly use comments in their svn commits so I have to manually force everyone to detail their shit.
Added Depth of Field Shader. (Disabled by default, you can turn it on in Multiplayer Advanced Options)
Added Film Grain Shader. (Disabled by default, you can turn it on in Multiplayer Advanced Options)
Added Lens Flare Shader. (Disabled by default, you can turn it on in Multiplayer Advanced Options)
Added HBAO shader. (Disabled by default, you can turn it on in Multiplayer Advanced Options)
Added 3 new zombie walk animations.
Added National Guard zombies. These things are generally more resistant to low caliber rounds, and have a chance of dropping some supplies on death.
Add functionality for TF2 style voting menus. These are on by default, and you can vote to change the map, set the next map, restart the round, or kick griefers (Server Owners can disable this, cvars are similar to TF2)
Enabled "radio-style" menus for 3rd party plugins
Fixed various bugs submitted via email or GitHub.
Touched up and fixed some weapon animations
Zephyr:
Physclips for blow up warehouse door objective and pry manhole objective
Physclips for turntable
Increased train trigger_hurt damage to 1,000,000,000 ;p
Fixed door clipping out
Made brush ladders model
Removed checkpoint 2 (train platform)
Fixed idiotproof trigger from activating beforehand and after the fact.
Loudened chopper rotor sound
fixed two of the "any" spawners in the beginning from spawning items IN the table.
Changed crowbar model from hl2 to fubar worldmodel, the objective item turns into a free fubar after the objective ends
Changed wall textures in bathroom adjacent to the parking lot since old textures seem to be missing
Changed some trim textures inside widmore warehouse loading area, also seem to be missing
Added more clips to the warehouse area just before the platforms as well as the loading area
Removed motion disabled flag for some random_spawners
Nodrawed more hidden faces (the number of hidden faces in this map is nothing short of appaling)
Clipped generator next to engineshed
Changed all ladders in the map to func_brush with tools/ladder
Midwest:
Reduced ammo spawn proportion in gunstore
Added clip to van near gunstore
Made barricade break only by trigger
Made key spawn behind barricades 50% of the time
Made propane tank fuel "debris"
Added a small playerclip "step" to stopoff windows for smoother transition
Clipped cars on the map and removed buggy navjumps
Fixed zombies piling up behind the green boxcar
Added one more health station location in each zone
Now have 3 healthcrates; one on the *redacted*, one in the *redacted*, and one on the *redacted*
Reduced zombie numbers, modified runner and children spawning times, runners at wave 2 and children at wave 3 now.
Made stopoff darker, and added lantern for light source.
Changed how gunstore stash doors behave, they are now non-colliding and cannot be toggled more than once.
Added clips to gunstore shelves
Removed motion disable flag from some item random_spawners
changed nodraw stairs on train and courtyard truck to func_brush with tools/ladder
nmo_junction
Added a lot of detail to sewers, and also refined gameplay in there.
Improved sewer objective.
Improved lighting in the sewer once again.
Improved various lights around the level.
Made objective item propane tank non solid.
nms_notld
Reverted snow setting back to grass setting.
nmo_brooklyn update
Removed items blocking the cart
Fixed some respawning issues.
Removed a clip brush killing people
Adjusted zombie balance in finale area
Removed invisible wall left over from objective teardown
nmo_cleopas
Objective items tied to the scavenging objective now spawn in at start of round
Added glows to where the pliers will spawn.
Fixed the wooden boards objective props shooting up
Fixed collision on one of the gates being solid when welded
Clipped off a few areas that aren't supposed to be accessible
nms_flooded
Map is now daytime
FPS should be substantially improved
Supply waves should appear once every 3 waves
Added support for LDR lighting
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