- Posts: 398
Nerf 300 beta Patch Notes Thread
3 months 3 days ago #823
by Rajada
Replied by Rajada on topic Nerf 300 beta Patch Notes Thread
- Updated some default ini settings for modern hardware and prior code bugfixes.
- Added BroadcastSound function for use in all GameInfos.
- Added base class NerfObjectivePickup for gamemodes with pickups that are part of the game logic (like Capture the Flag flags).
- Added base class ResourceOverride for allowing map authors to override certain gamemode resources.
- Added strings for team game possessives ("Twister's").
- Another partial fix for "pause clears score and other player info" bug.
- Fixed broken loop points on flag flapping sound in GenSound.uax.
- Improved swimming sounds.
- Fixed crosshair being improperly centered in some gamemodes.
- Swimming bots no longer attempt to use map jump navigation points.
- Point lozenges now shrink when near the end of their lifespan.
- Triple Strike rebalance:
- Reload animation is no longer dependent on fire-rate boosting pickups
- Primary fire rate boosted slightly.
- Now overrides alt-fire if only one rocket is loaded. Primary fire code is called instead to avoid the penalties associated with an alt-fire as alt-firing one rocket is redundant.
- Rockets re-balanced with larger hitboxes, greater lifespan, removal of light glow, and addition of whistling noise. Rockets also explode when they reach the end of their lifespan.
- Fixed Whomper and Sidewinder auto switching with 0 ammo while still guiding an alt-fire. Whomper and Sidewinder will now switch away after the alt-fire has been completed.
- Fixed Nerf Cannon switch code causing you to jump over multiple switches when detonating an alt-fire on 0 ammo.
- Updated GiveWeapon command to allow it to refill ammo on weapons players already have.
- Updated Water World mutator to remove AccelTriggers to prevent physics bugs.
- Added POM (Plus or Minus) math function for use in all actors.
- Pulsator rebalance:
- Primary and alternate fire have been swapped to encourage the use of the bolo shot as a situational firing mode.
- Bots no longer use the bolo shot if they are too close to their enemy and would incur self-damage.
- Rapid fire mode spread calculations have been refactored. Spread is now calculated from a more weapon-accurate two points in front of you rather than one. This creates more realistic spread that is easier to hit with rather than a cloud of uncertain aim.
- Damage on alternate fire re-tuned from original random double damage to a randomized range per hit of 8 to 10 to account for increased accuracy of the firing mode.
- Fire rates adjusted on both firing modes.
- Bolo shot changed from physics-based rotation to animation. This allows the bolo's rotation to be aligned with the gun at all angles.
- All weapons and explosions now give off a few bubbles when used underwater (via the newly added SpawnFiringFX function which can be used in any weapon class to create visual effects on firing).
- Goo projectiles now shrink when nearing the end of their lifespan.
- Fixed some inaccuracies in firing offsets of some weapons.
- Taunt and Yahoo sounds are now prevented on players with heads underwater.
- Added sound effects for Scattershot reloads and bring up and put down animations.
- Added sound effects for Whomper bring up and put down animations.
- Added sound effects for Sidewinder reload.
- Added sound effect for Mega Jump expire.
- Added placeholder sound effects for Berserker.
- Fixed meteors in Asteroid Arenas not being destroyed by skybox surfaces.
- Added decorative wall signs for use in maps. See usages in Asteroid and Orbital arenas.
- Added Respawn player console command at the request of community members due to the potentially upsetting nature of the use of the term "Suicide".
- Revised skins of the Nerf Cannon balls to be more detailed and added team-based animated skins for alt-fire balls to differentiate them from primary fire balls.
- Improved dart-stick code when hitting surfaces.
- Implemented true crouching code. Players can now fit in slightly smaller areas when crouching and will not un-crouch unless there is room to do so.
- Updated Lights.utx with some more color variations.
- Added new decorative elements: fireworks for Skyscraper maps, geysers for Sequoia maps, holograms for Lunar maps, and lights for Orbital and Asteroid ballblast.
- Fixed code in SpriteRoxTrail to allow code to set the rising rate dynamically.
- Added new base class LiquidZoneInfo that contains all liquid ZoneInfos and shared code (step/swim sounds, water bubbles, and all associated properties).
- All liquid zones can now specify a bubble type to override the default water bubble.
- Water bubbles spawned outside of a liquid are now destroyed.
- Added new water bubble FX added for lava, slime, and tar.
- Added new water ripple FX added for tar.
- Added new sounds for stepping in water and tar.
- New editor icons added for most ZoneInfos for at-a-glance clarity.
- Fixed plaza gamemode not giving players immunity to drowning.
- Fixed a bug that caused slow crouching speed in WarpZones.
- Fixed an issue where player meshes were drawn at too high upward an offset when swimming, causing hitboxes to be very inaccurate.
- Added a few checks in transitory ending states to ensure players who died frame-perfect before transitioning states do not become "ghosts".
- Added dart woosh sounds.
- Fixed a bug with PawnShield effects not respecting offsets of prepivot variable.
- Updated Cluster audio driver.
- Added new handling of player status effects to prevent race conditions and other overlapping math bugs. Player variables like buoyancy, speed, jump height, fatness, drawscale, and water speed should now all be handled by PawnVariableAffectors. This code has been implemented for all slowing liquids and speed and jump pickups.
- Added support for damage over time effects and added DOT when exiting lava, slime, and nitrogen zones. These zones have received visual and audio cue effects to show the DOT clearly. Support for electric DOT was also added, though it is unused currently.
- Added special rules for DOT cleansing:
- Burn, acid, and freezing DOTs are cleansed by any liquids.
- Electric DOT is detonated and spread to nearby players in any conductive liquids.
- Burn DOT is detonated in any flammable liquids.
- Burn DOT is also removed by vacuum zones.
- Matching DOTs are cleaned by liquids (IE burn matches lava) to prevent doubling of DOT and zone damage, but will be re-added upon exiting the zone.
The topic has been locked.
1 month 4 weeks ago - 1 month 3 weeks ago #826
by Rajada
Replied by Rajada on topic Nerf 300 beta Patch Notes Thread
- Fixed FullBatchExport command failing when certain special textures don't exist in a package.
- Fixed the build command ignoring font imports by default.
- Fixed initial spawn teams in team games being blocked and modified by the TeamGame setting bNoTeamChanges that was intended to only block voluntary team changes.
- Orbital SpeedBlast:
- Added an alternative maintenance route near flags 2 and 3.
- Skyscraper SpeedBlast:
- Added some detail brushes to break up poor texture transitions.
- Added a window for sight-lines from the flag 3 area to the flag 6 area.
Last edit: 1 month 3 weeks ago by Rajada.
The topic has been locked.
1 month 3 weeks ago #828
by Rajada
Replied by Rajada on topic Nerf 300 beta Patch Notes Thread
- Added crosshair scaling functionality.
- When bots are rebalanced and there are too many bots, the worst bots are now kicked first rather than randomly selected ones in order to alleviate teamed bot removal effects on team performance. This behavior can be overridden on a per-gametype basis.
- Added beta command SwitchTeam <team name / number> that allows human players to voluntarily swap to another team. Currently there are no restrictions on this command while it undergoes further development except that swapping teams can be disabled via a configurable variable by a server owner.
- Fixed BotIndex not being adjusted when changing your mesh to conform to a team game. This prevents a number of bugs when switching teams.
- Adjusted the way team initial spawning works in team games. It no longer assumes your team from your BotIndex, assigning you to the smallest team on join. Further changes to this behavior will be made as team swapping is implemented further.
- Skyscraper Speedblast:
- Fixed some bad textures.
The topic has been locked.
1 month 3 weeks ago #829
by Rajada
Replied by Rajada on topic Nerf 300 beta Patch Notes Thread
- Fixed the order in which mutator and gametype configuration menus create and populate their control elements such that extra loads are avoided on creation.
- Fixed mutator and gametype configuration menus erroneously reporting value changes when control elements are first populated with loaded values.
- Added controls for team area spawning and team changing to the team game config menu.
- Fixed team game's calculation of max team size to depend on max number of teams instead of capping out at 16.
- Adjusted SwitchTeam command to accept an additional optional argument for specifying what player is being switched. Example: SwitchTeam Twisters Rajada. Specifying a player is not needed to swap yourself, but swapping another player will be considered a cheat and you must be an admin on a server to use it as such.
- SwitchTeam command now supports swapping to any positively numbered team, but the team must still exist first.
- SwitchTeam command now has a number of error messages for specifying invalid teams, invalid player names, teams being full and so on.
- Fixed a bug with the FindWorstBot function that was causing it to ignore requests to find worst bots regardless of team in non-team games.
- Fixed FindWorstBot function not returning the correct bot.
- Fixed SwitchTeam command not adjusting the team sizes to reflect the changes.
The topic has been locked.
1 month 3 weeks ago #830
by Rajada
Replied by Rajada on topic Nerf 300 beta Patch Notes Thread
- Added a 60 second cooldown to non-admins swapping teams.
- Fixed weapon firing sounds from other players not playing in dedicated servers.
- Fixed Scattershot hit FX not showing in dedicated servers.
- Fixed Sidewinder locked on crosshair not scaling based on your crosshair scale setting.
- Fixed Pulsator being broken after rebalance code audit.
- Reload sound effects now only play for the owner and are not audible to other players on the server.
- Removed the built-in crosshair on the Ball Shooter model to help distinguish it from the Nerf Cannon.
The topic has been locked.
1 month 2 weeks ago #831
by Rajada
Replied by Rajada on topic Nerf 300 beta Patch Notes Thread
- Fixed StartGun (the class that plays the announcement and buzzer sounds) being muted on multiplayer clients.
- Removed some obsolete code that was causing water-rings and physics issues when BallBlast balls were shot underwater.
- Refactored pickup code for BallBlast balls so their pickup sounds will play online.
- Added missing firing special fx code to the Ball Shooter.
- Fixed a number of issues with the Ball Shooter firing strangely on online clients.
The topic has been locked.
