「チェンジログ」の編集履歴(バックアップ)一覧はこちら
「チェンジログ」(2013/05/18 (土) 10:22:40) の最新版変更点
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*チェンジログ
#contents
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**Beta 1.06
&bold(){Code}
-Added option on character select dialog for ammo checks to be audio only, HUD only, or both
-Added multiple voice sets for ammo checks, reloads, and voice commands; can be changed on character select dialog
-Added weapon barrel smoke that appears after firing for an extended amount of time
-Ammo checks, reloads, and voice commands now use temporary entities which should reduce network traffic
-Backpedal speed no longer affected by stamina, and while ironsighted is about 3x previous speed
-Blood tech on all weapons, when impacting or shoving flesh there is a 40% chance your weapon can become bloodied (stacks up to 4x)
-Fixed infinite grenade bug
-Fixed keypad getting stuck if up during a death or map change
-Fixed possible crashes caused by zombie ragdolls
-Fixed welder particles not appearing correctly
-Increased player view height
-Modified the way melee traces are done so that they should be a lot more accurate when aiming at the head
-Re-added ammo counts to the ammo HUD
-Supply helicopter is much more precise with its drop locations
-Total stamina increased by 30%
-Throwable weapons (hold down G with a melee weapon to throw)
-Weapons and objective items can no longer be lost inside the clip for objects like body bags
-Dropped weapons and ammo fall in a random direction so you can pick them up individually
-Zombie spawning completely rebuilt for improved performance
-Zombies catch each other on fire
-Zombies will take different paths from each other, making navigation more realistic
-Increased sound attenuation to facilitate more realistic player-player communications
-Reduced overall zombie count for server performance and ping while increasing the density of zombies near players
-Zombies spawn no less than twice the distance from players as in 1.05
-Players will no longer spawn near zombies
-Zombies will no longer respawn in small rooms once entered
-Added spawn_density variable to mapper's overlord_zombie_helper entity to allow mappers to control the amount of zombies on their maps
-Reduced stamina cost of shove to 50% if you hit your target
-Increased blunt push back chance
-Updated localization for Russian
-Added Spanish localization
-Added Italian localization
-Added Japanese localization
-Added initial Polish closed captions/subtitles
-Changed default values of cl_cmdrate, cl_updaterate, rate to 60, 100, 60000
-Zombies will spawn with 1 out of 3 possible collision groups, to stop the "super zombie" stacking
-Weapon penetration is enabled for the Winchester 1892
-Objective mode: func_zombie_spawn brushes no longer ignore the "start disabled flag". Be sure to use I/O to enable these zones when you want zombies in them.
-mp_friendlyfire set to 0 by default (Server owners can re-enable friendly fire if they so choose)
-If mp_friendlyfire is set to 0, players can now deal damage towards infected players
-Improved map loading
&bold(){Art}
-New particle textures
-Brighter zombie flames
-New welder sparks
-New electrical trap particles
-New grenade/gascan explosions
-Reworked blood particles and textures
-Finalized blood puddles
-Updated muzzle flashes
-Various environmental effects
-Added 10 new blood decals and replaced various bullet impact art
-Added kitchen knife melee weapon
-Added Ruger MK III
-Optimized various textures
&bold(){Sound}
-Added new dynamic footstep playback system
-Updated footstep sounds for various materials
-Added clothes movement sounds for walking and running
-Increased sample playback speed for running
-Added new ambient fire sounds
-Added new sounds for when a zombie's head explodes
-Added new sounds for blood squirting out of the neck of decapitated zombies
-Replaced all current melee swing sounds; sharp light, sharp heavy, blunt light, blunt heavy, fists.
-Replaced flesh impact sounds; bullet impacts, blunt weapon impacts and sharp weapon impacts..
-Replaced air vent sound on Northway
-Decreased vending machine buzz volume on Northway
-Decreased standing spot light buzz volume on Northway
-Replaced weapon draw and holster sounds
-Replaced shove sounds
-Replaced ‘look-down-sights' sounds
-Improved M16A4 hand tap sound
-Improved Mac10 pull draw sound
-Remastered the following gunshot sounds; Ruger, Mossberg, Remington and Winchester1892.
-Added MK III fire and dry fire sounds
-Replaced Revolver, MP5 and SV10 fire sounds
-Replaced Heart beating sound
-Updated breathing sounds
&bold(){Maps}
-nms_northway
--Added a new parking area
--Welder can be found in underground level of the map
--Added barricade boards to safezones
--Added 5 random codes (found around the level on notes on walls) for the backroom-keypad of the warehouse area
--Added few more weapons and ammo around the map.
--Increased the amount of zombies spawning in the map
--Lowered runner-wave from 3 to 2, but in exchange, raised the child-wave from 4 to 5
--Finale should now happen at wave 9 instead of 13
--Reworked player spawns
--Added soundscapes for more atmospheric experience
--Optimizations
--Added playerclips to eliminate godspots
--Added 3D-skybox
--Added a third safezone, which is the "Security Room" behind the Market
--Added a third health crate
-nmo_cabin
--Enhanced zombie spawning
--Increased weapon count and ammo count
--Added bandages/medkits
--Added barricade boards
--Polished some ares of the map
-nms_favela
--Increased brightness
--Added soundscape
--Added winning scenario
--Changed final wave from 15 to 18
-nmo_chinatown
--Replaced police lights with new particle effect
--Polished some ares of the map
--Added two new storage rooms in the map that contains extra supplies
--Further optimization
-nmo_broadway
--Clipped all vehicles and godspots
--Tweaked weapon count
--Added bandages/medkits
--Added barricade boards
--Polished some areas of the map
--New spawn area with roof
--Added new particles
-Custom Map Notice: In objective mode, func_zombie_spawn brushes no longer ignore the "start disabled flag". Be sure to use I/O to enable these zones manually if they are disabled.
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**Beta 1.05
&bold(){Code}
-New HUD elements: weight based radial selection menu with ammo counts
-Ammo carrying capacity is now based on weight
-Removed ammo count from indicator
-Implemented audible ammo checks
-Removed voice command text from chat
-Implemented an optional subtitle system in place of the voice command text chat
-Backward movement speed reduced
-Added a 5% to 10% chance that damage to a zombie can stagger it back with sustained fire
-Melee weapons now have a chance to stagger zombies; bladed weapons have a 10% chance of knocking a zombie back with a quick attack (35% for a charged attack) while in comparison, blunt weapons have a 40% chance for quick attacks (and 80% for charged attacks)
-Melee weapon quick attacks now use up stamina; how much stamina used is based on the weapon itself (ex: sledgehammers use more strength, while a baseball bat doesn't)
-Shoving and melee attacks won't use stamina if they don't hit anything (zombies, the ground, etc.)
-Non-kid zombies now have a chance of falling over and reanimating instead of dying if not killed by a headshot
-Bullet penetration through zombies for high caliber rifles and pistols
-Various tweaks to preexisting stamina values
-Added skill shot with pistols - standing still in iron sights for a time will trigger the mode with visual overlay allowing for increased shot damage
-Player now has a chance to bleed out when taking damage, causing damage over time and increasing stamina jump cost
-Initial FMOD Implementation
-Set sv_master_legacy_mode to 0
-Delayed navmesh loading: Servers won't take as long to switch maps
-Optimized Maglite's dynamic lighting
-Fixed various minor bugs, both client and server related
-Added an "Advanced" button in the Multiplayer Options tab, allowing for easy toggling of preexisting commands (Toggable ironsights, etc.)
-Initial implementation of the following localization files: French, German, Portuguese, Russian
-Dead/late joining players can now respawn in the next wave in Survival Mode, regardless if the last 5 zombies in the previous wave were killed in time
-Respawning players in Survival Mode will come back in with 50% health
-Added holster command (in Keyboard Options)
&bold(){Art}
-New main menu background and buttons
-Updated HUD radial selection menu design
-Added first aid kit (gives 20 HP) and bandages (stops bleeding)
-Added bleed out screen vignette
-Added M-10 submachine gun
-Added Winchester 1892 rifle
-Added various mall and biohazard props
-Fixed bounding boxes for certain zombie models
-Disabled splash screen video
-Fixed min/max errors with certain models
-Blood pools now form on ground
-Updated blood, impact, and explosion effects
&bold(){Sound}
-New main menu music
-New infection audio
-New loading music
-Added audio files for ammo checking
-Added audio for bleeding and bandage use
&bold(){Maps}
-nms_northway
--Added nms_northway by Sotapoika
-nms_favela
--Added nms_favela by Juniez
-nmo_chinatown
--Tweaked some props' fade-distances in the dockside to make it run smoother
--Cleaned up navmesh
--Added extra playerclips
--Replaced some func_details with props
--Added medkits and bandages in the map
--Applied Nodraw to odd faces
--Other minor tweaks
-nms_isolated
--Modified layout to optimize some parts of the map
--Added bandages and first aid kits
--Added Winning Scenario into the map (Survive at least 10 waves and a chopper will arrive)
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**Beta 1.04
Code
-Disabled collision of safe zone supplies with players / npcs
-Adjusted zombie damage, now (one hand / two hand) shambler: 15/30, runner: 20/40, kid: 8/16
-Fixed negative zombie counts on hud
-Disabled listen server autostart to try to cut down on number of invalid token errors
-Fixed memory corruption bugs in Survival Mode
-Fixed supply wave crash bug on Linux servers
-Changed zones to no longer lose health if there are no survivors present in them
-Fixed a rare issue where there was a chance for entities/lighting in any nms_ map to disappear if the previously played map was an objective level
-Changed drain rates to the following:
--Drain per zombie per sec: 0.5 -> 0.15
--Max drain per sec: 5 -> 2
--Drain per sec while empty: 0.25 -> 0.2
--Player drain counter per sec: 1.5 -> 1.75
-Optimized npc networking for better performance in open areas & with large amount of npcs
-Added 'Winning Condition' option into Survival Mode: players now win after reaching the ending wave; mappers can run a custom win scenario using entity i/o
-Fixed orientation/model of "nmrih_safezone_supply" for Hammer
-Added slight push to barricades you out if you stand too close a barricading point while putting a board up; mappers should ensure the barricade point normals point away from walls as this is the direction players are pushed
-Fixed various client and server crashes
-Fixed Join game dialog; loading screens now properly update with the corresponding map in play
-Changed the National Guard so they will now only bring in supplies via flare gun if the preexisting supply crate has been completely used up.
Art
-Added various static furniture props
-Added and optimized various particle effects
-Added new supply cache GUI
-Added missing camera movement to fireaxe
-Added recoil camera movement to MP5A3
-Updated SV10 reload animation
-Changed flashlight texture
-Added new "Movie" texture to nmo_broadway theater.
Sound
-Fixed script error that prevented wave complete sound to play
-Changed many of the weapon / footstep / item pickup / pain sounds so they are spacial, and reduced the attenuation of some
Maps
1.nms_flooded
-Fixed supply drop being out of reach because of clipping
-Fixed clip preventing items to be picked up at some locations
-Clipped various "godspots"
-Added static ammo that goes with the gun at a few locations
-Added a bit more ammo around the buildings
-Added traps (gas tank/flamethrower that can set fire to zombies and humans)
-Added more light at point A to make players feel more safe inside the safezone
-Added one barricade position to every door frame
Closed off some windows to help provide better performance inside the safe zone buildings and alter gameplay
-Removed zombie spawns around the house, zombies will only come from outside the map boundaries
-Added winning condition (Survive till wave 10 and a chopper appears)
2.nmo_chinatown
-Removed some unnecessary zombie spawns
-Removed some unnecessary barricade boards and entities to save on ent data
-Added slight increase to overall lighting
-Clipped off several "godspots" (counters, dumpsters, etc.)
-Improved optimization in several areas
-Added func_clip_vphysics to prevent key objective items to be dropped in certain unreachable areas
-Added some shotgun ammo boxes in gun shop area
-Replaced all tables and file cabinets with new static prop versions
3.nmo_broadway
-Changed texture on movie theater screen
4.nms_isolated
-Added nms_isolated (community map from lou_saffire)
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**Beta 1.03
New
-Added Survival Gamemode
-Added "nms_flooded" map by Vincent
-Added Woodman's Hatchet melee weapon
-Added Mossberg 500A shotgun
-Added Helicopter supply crate
-Added Player and Zone supply items
-Added "Jive" as a playable character
-Added Two additional zombie models
-Added Maglite "dual wield" support for the crowbar, hatchet, lead pipe and machete
-Added Tactical reloads and ghost loading
-Added Two commands, 'refresh_postprocess' and 'refresh_screenspace' that can be used to fix the screen going black
-Added Video on game launch.
Changed
-Rebalanced melee weapons based on player feedback
-Changed zombie health and damages
-Improved zombie AI and behavior
-Fixed missing sounds for some weapons
-Fixed some crashes during map changes
-Enabled local pathing for zombie npcs
-Updated numerous particle effects
-Re-recorded all player voice commands
-Increase infection length to 90 seconds and play infection sound at last 45 seconds of infection
-Increased Phalanx pills cure time to 3 minutes
-Removed chainsaw from random melee weapon spawning entities
-Player pain sounds are no longer distance-variant
-Certain console commands now require sv_cheats
-Shove damage is now factored into sv_friendly_fire_factor
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**Beta 1.02
Code:
-Objective glow outlines now display properly
-Zombie pathfinding now uses nav meshes
-cl_stickyironsight 1 bug fixed (this means you can fire while holding down your is key if ironsight mode is toggled)
-Introduced new method of zombie spawning (more intelligent and gives more control to mappers)
-The Sako 85 scope isn't as finicky now
-Player collision reintroduced in response to accidental FF
-Developers will now show up with (DEV) next to their name on the scoreboard in order to prevent players from imitating team members.
-Tweaked stamina drain and regeneration rates
-Max stamina is tied to player health
-Shoving now costs more than what would regenerate in the cool down time
-Players cannot throw props with the Use key (they'll just drop in place)
-Fixed some crash issues
-New graphical effect for Sako 85 Scope
-Some network optimizations (still ongoing)
-Fixed player list functionality in main menu
Sound:
-Updated firearm sounds
-Added new child zombie sounds
-Added new runner zombie sounds
-Added phalanx usage sound
-Added maglite sound
-Fixed bash sounds for pistols
Art:
-Optimized textures and material
-Added LODs to some zombie models
-Added new child zombie model
-Added flare gun ammo model
Maps:
nmo_broadway
-Updated spawn area
-Tweaked ammo and weapon amounts
-Removed the stair building objective and added a door key objective in its place
-Optimization
-Reduced number of gas tanks in fastex truck and made them non solid to players
-Gun shop padlock workaround fixed
-Fixed some areas where objective items can be thrown into out of reach places
-Added color correction
nmo_cabin:
-Updated spawn area
-Tweaked ammo and weapon amounts
-Added objective glows to the welder and the accompanying door that it's supposed to be used on
-Readded planks to the cabin's front door
-Fixed the boat not appearing in the boathouse
-Fixed areas where objective items can be thrown into out of reach areas
-Fixed area_portal error at the cabin's front door
-Tweaked zombie amount in certain hallways
-Added color correction
nmo_chinatown:
-Tweaked ammo and weapon amounts
-Slightly changed the path to the ladder button objective
1.02b Change Log:
-Fixed broken objective on nmo_cabin
-Game title should not show up as devbuild anymore
-Fixed rifle's opaque scope
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**Beta 1.01
-Cleared out config_default.cfg except binds (should fix most crashes when changing maps)
-Fixed godmode when mp_friendlyfire is 0
-Rewrote shaders to be more efficient and prevent crashing
-Fixed viewmodel particles (and flashlight) appearing wrong to an observer
-Tweaked default values of map length, overlord despawn timeout
-Player names should now always appear above the player's head
-Friendly fire damage has been reduced (which is now a convar, sv_friendly_fire_factor)
-Players will not incorrectly turn now if killed by another player (only if killed by headshot by another player)
-Fixed phalanx bottle orientation on hip
-Fixed phalanx bottle not being removed after being used (causing the floating pills)
-Screen shader effects can be disabled by turning off "nmrih_screenspace" ConVar
-Fixed sv_realism damage
-Decreased cl_npc_interp to 0.1
-Made mp_timelimit 0 mean infinite time on the map
-Auto kick players that are idle for x amount of time (set by convar, typing / navigating ui does not count towards activity)
-Implemented Vote Kick / Vote Ban systems
-Added brush entity (func_ff_blocker) that prevents friendly fire for players inside of it, currently used in spawn rooms
-Fixed two female zombie sounds that were looping
-All zombie hitboxes have been rebuilt
-Lump allocation errors should now be fixed
-Players can now spawn into games for the first 2 minutes or first 2 objectives, whichever takes longer
-Tweaked damage based on new hitboxes
-Fixed turned zombie models leaning
-Added weapon switch keybinds to keybind menu
-Added picture of default keybinds to randomized loading screens
-Fixed issue where decals would be continually applied each map reset
-Added head gibbing to all zombie models (except player zombies)