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Thread: Beta Changelog

  1. #1
    Join Date
    Mar 2005
    Location
    UK
    Posts
    3,495

    Default Beta Changelog

    during the testing / development process that we have going on right now we've made some significant changes I figured I'd put together the changelogs from the updates we've put out to our testers...

    The updates for each revision number tend to be fixes to the version immediately before, as these are straight out of the tester forums where such info is more relevant.

    882 - B4 Release

    - revamped origin with new art assets
    - tweaked hidden visibility for DX8+ players
    - resolved a known visibility exploit
    - modified HUD materials
    - fixed up some textures to resolve 'vanishing' during motion blur

    874 -

    - added fix for player 'rubber banding'
    - show camera location when viewing through security cameras

    859 -

    - fixed ambient_generics not playing after the first round
    - updated stun effect
    - reverted dodgy pipe throws, resolved double throw exploit
    - added weighting to supplying ammo
    - fixed "ammo requested" symbols not drawing
    - stopped weapon switches during reload

    845 -

    - updated derelict with some marine clips
    - updated invert shader
    - revised motion blur effect with fade out
    - revised motion blur effect to stop paue on initial usage
    - revised motion blur to stop previous frame displaying on new map / round
    - added custom gibs for the custom pallet that replaces one of the valve ones (stalkyard)
    - revised stamina so it cannot drain below 0 or recharge above 100
    - revised aura so it turns off when stamina drops below 1.

    834 -

    - fixed crash on first map change
    - now only print percentages to eligible players
    - added large bonus to surviving marine in overrun to pretty much guarantee selection as new hidden
    - added hdn_jointime, which influences first (and only first) intermission period (default - 15 seconds)
    - fixed marine clip brushes
    - actually included new tutorial maps
    - slightly tweaked steam colour scheme (hint of red, rather than plain grey)

    822 -

    - custom maps can now use custom soundscape files without altering the manifests file
    - fixed the hiddens huge arse hitbox
    - moved the chat text area above the IRIS radar
    - only IRIS holster weapons on ladders
    - moved files to try and stop DX6 crashes
    - revised tutorial levels
    - removed hdn_randomselection
    - added hdn_selectmethod to allow selection of 'classic', weighted and random methods
    - added initial weighting system, basics of 1 weighting per damage done, bonuses for 303 and killing, negatives for ff
    - added output of percentage chance for hidden selection for clients

    B3 release
    Last edited by Ging; 12th June 2006 at 00:00.


    "The enemy gate is down"

    The Hidden - Source
    Calibre Studios
    Developicus Videogameos (Dev Blog)

  2. #2
    Join Date
    Mar 2005
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    The land of donuts and moose meat
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    Default

    That.... is an extremely impressive list.

  3. #3
    Join Date
    Jan 2006
    Location
    The hippest town in Texas.
    Posts
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    Default

    Quote Originally Posted by starstriker1
    That.... is an extremely impressive list.

    I agree. Eagerly anticipating the day I can play it, whenever that day may be.


    One thing was certain, that the white kitten had had nothing to do with it - it was the black kitten's fault entirely.

  4. #4
    Join Date
    May 2005
    Location
    South America
    Posts
    381

    Default

    Yes! Beta changelog! The new beta is imminent!


  5. #5
    Join Date
    Sep 2005
    Location
    EY UK
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    209

    Default

    Quote Originally Posted by starstriker1
    That.... is an extremely impressive list.
    its even more extremely impressive to test

  6. #6
    Join Date
    Oct 2005
    Posts
    10

    Default

    Wow Ging... Busy?
    Keep the "my **** is bigger than yours" competitions to the toilets lads... -Ging

  7. #7
    Cyborg Guest

    Default

    REMOVED CROSSHAIRS FOR IRIS!?!?!? are all the guns getting lazers or you you just want to torture us with inaccurate shooting and increased amounts of hitting our teammates?

  8. #8
    Join Date
    Jan 2006
    Location
    The hippest town in Texas.
    Posts
    534

    Default

    Quote Originally Posted by Cyborg
    REMOVED CROSSHAIRS FOR IRIS!?!?!? are all the guns getting lazers or you you just want to torture us with inaccurate shooting and increased amounts of hitting our teammates?
    IIRC, you get to pick a LAM, or not pick a LAM and pick an extra sonic alarm or adrenaline shot or something like that. (Note that I don't actually know or anything, I'm just upping my post count )


    One thing was certain, that the white kitten had had nothing to do with it - it was the black kitten's fault entirely.

  9. #9
    Pan the Goat God Guest

    Default

    Yea..the talk about removing crosshairs has been around for a while.

    Good to see you guys didnt forget the hidden and helped him out here and there, he really is a good fellow.

    I'm definetly excited for the next release.

  10. #10
    Isolation Guest

    Default

    Most IRIS players are spray and pray anyway. I'm gonna be going F2000 + LAM, so I'm not gonna miss any crosshairs.

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