V3.0b
Meaning0fLife
Join Date: 2003-07-05 Member: 17940Members, Constellation
<div class="IPBDescription">Interesting Stuff</div> v3.0b
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O Fixed some structure bounding boxes where parts of them couldn't be hit (bug #247)
O Removed walking dependence on cl_forwardspeed
O Fixed "shooting-the-egg" crash
O Fixed the bug where items (medpacks, ammo, weapons, etc.) couldn't be dropped directly on players.
O Removed health/armor on level up (Combat)
O Removed distress beacon (Combat)
O Removed gorges (Combat)
O Removed experience for welding (didn't want to remove welding totally)
O Added cat-packs to Combat (players are catalysted a short time after they make a kill, if they aren't currently catalysted)
O Mines are no longer give you 5 mines once, but give you one mine per life (can't suicide in Combat so it shouldn't be abusable) (Combat)
O Added hand-grenades (thanks BrigadierWolf!)
-> Grenades don't detonate on contact, only after 4 seconds.
-> Available in Combat as regular upgrade (1 per life).
-> Available in regular NS as upgrade at armory. After researched, all marines spawn with a single grenade.
O Lowered lerk flap energy cost slightly
O Removed new hitbox code to see if it lessens server crashing
O Fixed bug where "impulse 1" does not cycle through slot 4 marine weapons (bug #178)
O Increased Onos health/armor from 500/400 to 900/500 to compensate for new 4x hitbox
O New co_kestrel
-> I removed the "roof" over the CC and brought it out just a touch away from the wall (its still down in the elevator). This should solve the virtual invicibility that skulks have hiding behind it in which marines have to jump down in and often die to protect the CC. Marines should be able to now just look down and shoot.
-> Generate new minimap sprite
O Playtesting new map: co_rebirth
Link to the thread with a pic 'o the hand grenade:
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=48578&hl=' target='_blank'>Pic</a>
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O Fixed some structure bounding boxes where parts of them couldn't be hit (bug #247)
O Removed walking dependence on cl_forwardspeed
O Fixed "shooting-the-egg" crash
O Fixed the bug where items (medpacks, ammo, weapons, etc.) couldn't be dropped directly on players.
O Removed health/armor on level up (Combat)
O Removed distress beacon (Combat)
O Removed gorges (Combat)
O Removed experience for welding (didn't want to remove welding totally)
O Added cat-packs to Combat (players are catalysted a short time after they make a kill, if they aren't currently catalysted)
O Mines are no longer give you 5 mines once, but give you one mine per life (can't suicide in Combat so it shouldn't be abusable) (Combat)
O Added hand-grenades (thanks BrigadierWolf!)
-> Grenades don't detonate on contact, only after 4 seconds.
-> Available in Combat as regular upgrade (1 per life).
-> Available in regular NS as upgrade at armory. After researched, all marines spawn with a single grenade.
O Lowered lerk flap energy cost slightly
O Removed new hitbox code to see if it lessens server crashing
O Fixed bug where "impulse 1" does not cycle through slot 4 marine weapons (bug #178)
O Increased Onos health/armor from 500/400 to 900/500 to compensate for new 4x hitbox
O New co_kestrel
-> I removed the "roof" over the CC and brought it out just a touch away from the wall (its still down in the elevator). This should solve the virtual invicibility that skulks have hiding behind it in which marines have to jump down in and often die to protect the CC. Marines should be able to now just look down and shoot.
-> Generate new minimap sprite
O Playtesting new map: co_rebirth
Link to the thread with a pic 'o the hand grenade:
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=48578&hl=' target='_blank'>Pic</a>
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