チェンジログ
Beta 1.06
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
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
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
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
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)
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
Sound
- New main menu music
- New infection audio
- New loading music
- Added audio files for ammo checking
- Added audio for bleeding and bandage use
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)
最終更新:2013年05月18日 10:22