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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)