In this update, the dev team turned their focus to fixing exploits and bugs. The devs have also done a second pass on SMG tuning and worked on the prone wall clipping exploit bug, addressed the single shot macro exploit and fixed the reload on defuse bug to name a few.The large number of fixes meant the build required an extensive amount of testing time. Once again our testers came through, doing an excellent job confirming what was a very long list and providing results to the devs. Unfortunately, we ran out of time to address all of their reports so some bug fixes will be moving into next weeks patch along with more fixes we have already planned.
To keep things fresh, some new features were also added to Factory. You asked for more lights you could shoot, you got it!
At this time we want to ask the cooperation of the community in reporting bugs in the proper manner through our bug reports. Glitches can be reported by sending videos or information to [email protected] or to a moderator on the forums. This is critical if the dev team is to work towards fixing the irritants you may experience. Bug reports are moved directly to our dev teams tracking system so receive attention which is why this is an important step in communicating with the team. Just as an example, many of the glitches in this patch were not in our bug reports, as they had never been reported through the Bug Reporting section nor passed to staff members. None of us like glitches in the game and only by working together can we eradicate the problems.
On another note, monitoring of our server log files shows irregular PB disconnects for individual players. As a result, we will be temporarily turning off PunkBuster. Our analysis shows some instances where the PB master server is losing connection to a player for reasons unknown and then dropping them. Evenbalance is aware of this networking issue and suggested we disable until they can work through identifying the network code issue. This will have no effect on players other than PB will not be running. It is simply a setting that can be adjusted by our server operator directly on the game servers.
New/Adjusted Features:
Factory –
- We added the ability to turn off the red caged lights in tunnels. This now allows players to shoot them out.
- All lights are now breakable except flickering one.
- Fixed Bug #417 Factory - Grenades Kill Through Shipping Containers. need two side collision turned on.
- Reflection boxes added to tunnels
- More power lines connecting together so they make sense. Paint rooms got a paint job, inside and out.
- Layered instance material work on building exteriors, more lights, fixed collsion bug on shipping offices and separated interior from exterior on paint_rooms building.
- Fixed collision bug, shipping building offices.
- Fixed Phsical Material on wood being glass.
- Fixed one side window collision bug
- Factory new material instances added to some building exteriors.
- Fixed Bug #384 Factory - Smoke grenade light adaptation. Smoke is now lit properly.
- Details - little outlet cover model and texture and a neon sign outline of a mannequin added.
- Separate interior levels to be added to Factory for paint_rooms building.
- Fixed Bug #441 Factory - Mesh obstructing view(was missing collision) --this one is better, does not obstruct but view is strange so will address that piece in next build.
Wall clipping--
- A second pass has been done to address the prone wall clipping in game.
- Work has also been done to prevent the short wall exploit with clipping.
Weapons tuning--
- SMGs were the focus this week for tuning based on community feedback.
- Many adjustments have been made to damage over distance and max distance. Please provide your feedback on if you feel these changes improve game flow.
- Single shot exploit using macros is now fixed for both exploited accuracy and for speed causing no muzzle flare or sound.
Other fixes/additions--
- Added Animation Sync groups to help with some transitions (this allows fixes for some exploits)
- Fixed Bug #437 Binocular sniping/full auto exploit
- Fixed Bug #420 Reloading breaks bomb plant
- Prevent jumping with standing up (the slide)
- Fixed Several Soundclass missing flags and some effects
- Bug fix #281 WolfRun - Softspots in Terrorist Spawn (updated building mesh)
- Bug fix #433 Wolfrun - Mesh gaps (updated building mesh--still a few smaller ones to do)
- Fixed Stain Glass Windows rendering over fog (also updated them with reflection and distortion)
- Fixed bug #429 Sismis - Slight blockage on stages of stairs
- Fixed bug #366 Sismis - See through walls in coffin building (added camera blocking collision) -- a couple outstanding for next build
- Fixed bug #209 - fixed standing on water
- Added camera collision to walls sismis
- Fixed Bug #415 Grenade arc position bug & grenade slots are switched
- Fixed Bug #413 Loss of grenades when switching camera view (Binocular view still broken, if you cook nade in FPV and switch to Binocluar--next patch)
- Adjusted smoke trail so does not give away location of player who threw canister
- Fixed Bug shot blocking not working in firstperson
- Fixed Bug #427 Jump & prone sound proximity. Set footstep sound radius to 25 meters. Fixed several crawl sounds to proper sound.
- Fixed Bug #426 Additional guns dropping from "2x ammo" equips.
- Fixed all metal grate models with one side collision
