「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 ---- **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. ---- **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) ---- **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) ---- **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 ---- **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 ---- **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)

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