The build is ready and I will begin rolling it out first thing tomorrow morning for everyone. It is quiet in the mornings when I am up and about so I anticipate this will be completely invisible to almost everyone. Just remember to grab the update when you roll out of bed tomorrow by restarting Steam.
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Patch Notes 14 November 2015
The developers spent a large amount of time these past two week prepping for the upcoming releases planned for both a respawn mode to help newer players adapt to the maps and style of play for H-Hour and in continuing the rework on Sismis and its new characters.
For respawn, the devs needed to build a brand new framework that included many components such as server logic, UI element rulesets for the HUD and Scoreboard, game join logic from lobby and as a late join, action cleanup, spawn point development and spawn point logic along with actual gameplay rules. As a starting point we focused on one map using Elimination mode. I am happy to announce that with the exception of late join logic, all other components of our early respawn were signed off by the dev testing group as ready for initial player feedback. We’re confident we should be ready to share the full first pass results with you in next week’s patch given the success of these results.
The devs also managed to work on some other improvements and bug fixes during this period including some animation, ragdoll and graphic setting improvements and those are included in this patch. For the full list see below.
New/Adjusted Features:
Some work on tweaking and smoothing animations and the ragdoll:
- Terrorist leg fix
- Ragdolls leg excessive stretch fixed
- Tighten the neck joints to lessen the character head bobble effect
- Upper body animation (grenade throw, reloads) now use Mesh space rotation to fix the jitters and 30 degree offsets
- Swapped out prone lean right underhand throw so player doesn’t throw left handed
Work on the Video settings for Post Process and Shadows was done to improve FPS and quality when using Low settings. Previously setting Post Process to Low made some effects distorted and distracting, e.g., trees moving in the wind. You will be surprised by the improvements in quality now introduced. Any minimum spec players should consider running both of these on Low to improve their FPS.
Miscellaneous improvements:
- Fixed over bright light in Temple tunnel
- Fixed Sismis missing grass
- Added some state checks for placeables (e.g., pmn mines don’t go through mannequin parts on factory floor)
- Added AA ammo containers, Ammo Belts and spent shells around the AA gun in temple
- Added Mission 22 decals to Factory and Temple
- Cooked lighting in Temple on production (adjusts the lighting to increase lighting in dark rooms when Shadows on Highest)
- Temple - Lights in tunnel now cast shadows
- Upgraded texturing on the M16 rifle
Bug Fixes:
Bug fix #555 Adjusted collision to prevent an invisible ledge on the boxcar
Bug fix #552 Added blocking volume to smooth the collision at the corners, Boxcar
Bug fix #554 Added collision to the big bridge WolfRun
Bug Fix#462: Set water volume to stand only WolfRun near Waterfall
Bug fix #498 Added blocking volume to prevent fall loop in SOF base WolfRun
Bug Fix #549 Smoothed terrain to allow easy access into Tunnel 3 WolfRun
