I will be rolling through updating the servers starting at 5 PM EST and should be finished by 530. Remember to grab the update when you see servers start coming down and being restarted.
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Patch Notes 02 October 2015:
In this update, we focused on getting the last of the finishing touches into Factory to really bring the original vision for the map to life. This will now allow Russ to turn his focus on any attention needed by our incoming 4th map, Temple before he jumps both feet in on his 5th map's design. We also addressed some high priority bugs including three issues evolving around weapon selector and one shot firing and correcting the Terrorist character animation for bomb plant and defuse.
There were reports where some players experienced issues with Armory loadouts. Our review determined two potential causes for this neither of which were related to the build.
- First, we believe we had a server startup issue for one of the NY servers on the day of release that caused faulty communication between that server and players. On restart these issues were corrected. When you see unusual behavior, try a different server first to know whether it is the build or the particular server at fault.
- The second cause was some having older Saved files which were not in synch with the current build. Anyone who experiences loadout glitches that repeat on multiple servers should delete their Saved files and rejoin the game so they generate new default files. This will eliminate any corrupt or out of date data. To do so, go to the following folder and delete the folder called Saved: Steam/steamapps/common/H-Hour Worlds Elite/HHourGame
Following is our list of new and adjusted features for this week's patch.
New/Adjusted Features:
Factory -
A lot of new props were added throughout the map. Spawn points have been propped out, the paint room now has canvas paint booths with all the painting tools and a venting system that leads to an added exterior ducting system, the lower detonation building has new props, the alleyway has seen some carts added and there were some office additons like a photocopier.
A lot of work was done on lighting and atmosphere for the map with improved overall lighting. There were brightness changes both up and down for key light sources, corrections made to props whose light source were not setup to allow lighting to cook, corrections to dynamic lighting caused by close proximity of light sources to improve shadows, adjusting reflection spheres for reflecting light on reflective surfaces, setting of subsurface lighting for canvas to allow light to pass through and a full bake of the maps overall lighting to cook the final presentation.
Audio adjustments to add lots of reverb volumes for sound in the map (distinct echoes for different locations or materials such as inside vs outside, wood, concrete, water surface, etc.). We also added sound effects inside the tunnels, can you find them?
Fixes:
Fixed Terrorist Animations for bomb plant, defuse and the pickup animations that had a 90 degree rotation on them. Player will now face the bomb for these actions.
Fix for some reported weapon fire freezes related to the one-shot exploit fix from the last build.
Fix for going from full auto to tap fire causing weapon to only shoot single shot for a period of time.
Fix to allow weapons on burst selector to tap once for single shot.
Fix for exploitable view caused by a camera shift with the changes related to the prone wall clipping glitch fix. Switching to FPV while going prone retained the TPV view perspective allowing player to shoot over objects.
Bug Fix 456 Sismis - Invisible ledge inside apothacary (Blocked off passage to invisible ledge)
