Publish 408


  • Administrators

    This publish is a precursor to the update outlined here. We havn’t had an update in a bit so I figured I’d disable some half-working features and push out some things that don’t depend on the new update being complete. There’s also some maplist updates.

    [header]In general[/header]

    • The ballpit feature is now opt-out for listeners. You can change it in your account options or use nox_ballpit 1. If you have it enabled then you will hear ballpitted people.

      • The costume model limit is now 100 and a slider has been added in the account options to change it.
      • Costumes are always drawn if they are part of your own costume set.
      • Added a volume bar to voice chat.
      • Added an option in the account settings for small chat avatars.
      • Forced r_drawmodeldecals to 0 to stop crash issues with LODs screwing up decals that are on models.

      [header]Zombie Survival[/header]

      • Added zombie class: Gore Child. Very low health and points but can easily fit in to the smallest areas and gaps. Strength in numbers. Cannot be spawned as normally. Must be done through the Giga Gore Child.
      • Added Boss Zombie: Giga Gore Child. Giant baby (think the boss from Zombies Ate My Neighbors) which can throw smaller babies. Dead zombie players have the option to spawn as Gore Children by pressing ALT. Primary attack is a slow swing which knocks humans down and throws them away. Secondary attack throws Gore Children. Human players can kill Gore Children before a player takes control of them.
      • Added a completely new health area for the HUD. It involves clip planes, 3d models, and a few other things but remains minimalist.
      • Increased Blaster damage from 70 to 91.
      • Decreased Blaster fire delay from 0.9 to 0.8 seconds.
      • Slightly increased the effectiveness of the Bloated Zombie. Melee attack damage has been raised from 25 to 28. The amount of poison projectiles created on death has been increased from 15 to 20 and its walk speed has been raised by about 7%.
      • Added zs_babymode.
      • Fixed being able to move props or deployables through zombies.

      [header]Retro Team Play[/header]

      • Lesser Heal now takes 3.5 seconds to complete rather than 1 second.
      • Force of Nature reverted to be non-instakill.
      • Magus Shields now only protect against 90% of the damage.
      • Energy Bolt and Drain Mana now have animations.
      • Cauterize reverted to healing 1 per tic rather than 5.
      • War Axe damage reduced from 40 to 30.
      • Long Sword damage reduced from 30 to 25.
      • Missiles of Magic homing and speed slightly reduced.
      • Volcanic Blast damage radius / damage slightly reduced and casting time increased from 1.5 to 1.75.
      • Aegis reverted back to reducing physical damage instead of blocking projectiles.
      • Meltdown back to being removed.
      • Sun Beam now requires the target to be outdoors.
      • Meteor has been changed to a projectile launched from the caster.
      • Invisibility is now based on many factors such as distance from player, distance from center of your screen, movement speed, and crouching. You can also see exactly how visible you are from an indicator on your screen. This indicator is a measure of how visible you are to any enemies.
      • Vulture Bomb damage, radius, reload speed now using updated numbers.
      • Crafter pistol accuracy reduced.
      • Moving backwards now limits your speed to 65% (was broken, is now working).
      • Moving sideways while not moving forwards now limits your speed to 85% (was broken, is now working).
      • Crouching now limits your speed to 110.
        Skirdge:
      • Added new class: Paladin. Has six abilities and a warhammer. It has the lowest mobility in the game but has strong supportive and utility abilities.
      • Converted all statuses to the new base entity and cleaned up a bunch of old spells.
      • Channeling certain spells that would previously stop your movements will now allow you to move slowly (and not jump). This includes: Force of Nature, Typhoon, Volcanic Blast, Cauterize.
      • A few offensive spells which previously would instantly go off at your cursor location are now projectiles. The actual spell effect will go off where the projectile hits. Effect delays for some spells have been lowered or removed to balance this. The spells changed are: Burn, Toxic Cloud, Poison Rain, Divine Bolt, Flame Strike, Sun Beam, and Geyser.
      • You can now cast whirlwind while under the whirlwind status but nothing else.
      • Hydro Pump is no longer a channeling spell and works similar to e-bolt except you aim it. It deals less damage but has a stronger knockback and actually hits units that are in melee range from the elementalist. Mana per second upped. Also you can actually see from first person now.
      • Fixed drain mana effect.
      • Fixed dummy entities not being spawned.
      • Fixed various spell colors not working properly.
      • Earthquake now finds in a sphere instead of a box. It clamps the height for units it affects so it wont cause people above you to take quake damage. The vertical velocity is less so enemies will be hit by each quake unless they time their jumps.
      • Eruption projectiles now predict movement and are the same speed as regular firebolts.
      • Fixed a serious bug with mana extractors
      • Remade harvest except this time attacking capacitors doesn’t do anything so the focus is entirely on destroying and defending bases.
      • Buffed blood boil status duration since it was underpowered.

  • Administrators

    This publish is a precursor to the update outlined here. We havn’t had an update in a bit so I figured I’d disable some half-working features and push out some things that don’t depend on the new update being complete. There’s also some maplist updates.

    [header]In general[/header]

    • The ballpit feature is now opt-out for listeners. You can change it in your account options or use nox_ballpit 1. If you have it enabled then you will hear ballpitted people.

      • The costume model limit is now 100 and a slider has been added in the account options to change it.
      • Costumes are always drawn if they are part of your own costume set.
      • Added a volume bar to voice chat.
      • Added an option in the account settings for small chat avatars.
      • Forced r_drawmodeldecals to 0 to stop crash issues with LODs screwing up decals that are on models.

      [header]Zombie Survival[/header]

      • Added zombie class: Gore Child. Very low health and points but can easily fit in to the smallest areas and gaps. Strength in numbers. Cannot be spawned as normally. Must be done through the Giga Gore Child.
      • Added Boss Zombie: Giga Gore Child. Giant baby (think the boss from Zombies Ate My Neighbors) which can throw smaller babies. Dead zombie players have the option to spawn as Gore Children by pressing ALT. Primary attack is a slow swing which knocks humans down and throws them away. Secondary attack throws Gore Children. Human players can kill Gore Children before a player takes control of them.
      • Added a completely new health area for the HUD. It involves clip planes, 3d models, and a few other things but remains minimalist.
      • Increased Blaster damage from 70 to 91.
      • Decreased Blaster fire delay from 0.9 to 0.8 seconds.
      • Slightly increased the effectiveness of the Bloated Zombie. Melee attack damage has been raised from 25 to 28. The amount of poison projectiles created on death has been increased from 15 to 20 and its walk speed has been raised by about 7%.
      • Added zs_babymode.
      • Fixed being able to move props or deployables through zombies.

      [header]Retro Team Play[/header]

      • Lesser Heal now takes 3.5 seconds to complete rather than 1 second.
      • Force of Nature reverted to be non-instakill.
      • Magus Shields now only protect against 90% of the damage.
      • Energy Bolt and Drain Mana now have animations.
      • Cauterize reverted to healing 1 per tic rather than 5.
      • War Axe damage reduced from 40 to 30.
      • Long Sword damage reduced from 30 to 25.
      • Missiles of Magic homing and speed slightly reduced.
      • Volcanic Blast damage radius / damage slightly reduced and casting time increased from 1.5 to 1.75.
      • Aegis reverted back to reducing physical damage instead of blocking projectiles.
      • Meltdown back to being removed.
      • Sun Beam now requires the target to be outdoors.
      • Meteor has been changed to a projectile launched from the caster.
      • Invisibility is now based on many factors such as distance from player, distance from center of your screen, movement speed, and crouching. You can also see exactly how visible you are from an indicator on your screen. This indicator is a measure of how visible you are to any enemies.
      • Vulture Bomb damage, radius, reload speed now using updated numbers.
      • Crafter pistol accuracy reduced.
      • Moving backwards now limits your speed to 65% (was broken, is now working).
      • Moving sideways while not moving forwards now limits your speed to 85% (was broken, is now working).
      • Crouching now limits your speed to 110.
        Skirdge:
      • Added new class: Paladin. Has six abilities and a warhammer. It has the lowest mobility in the game but has strong supportive and utility abilities.
      • Converted all statuses to the new base entity and cleaned up a bunch of old spells.
      • Channeling certain spells that would previously stop your movements will now allow you to move slowly (and not jump). This includes: Force of Nature, Typhoon, Volcanic Blast, Cauterize.
      • A few offensive spells which previously would instantly go off at your cursor location are now projectiles. The actual spell effect will go off where the projectile hits. Effect delays for some spells have been lowered or removed to balance this. The spells changed are: Burn, Toxic Cloud, Poison Rain, Divine Bolt, Flame Strike, Sun Beam, and Geyser.
      • You can now cast whirlwind while under the whirlwind status but nothing else.
      • Hydro Pump is no longer a channeling spell and works similar to e-bolt except you aim it. It deals less damage but has a stronger knockback and actually hits units that are in melee range from the elementalist. Mana per second upped. Also you can actually see from first person now.
      • Fixed drain mana effect.
      • Fixed dummy entities not being spawned.
      • Fixed various spell colors not working properly.
      • Earthquake now finds in a sphere instead of a box. It clamps the height for units it affects so it wont cause people above you to take quake damage. The vertical velocity is less so enemies will be hit by each quake unless they time their jumps.
      • Eruption projectiles now predict movement and are the same speed as regular firebolts.
      • Fixed a serious bug with mana extractors
      • Remade harvest except this time attacking capacitors doesn’t do anything so the focus is entirely on destroying and defending bases.
      • Buffed blood boil status duration since it was underpowered.


  • Something about mana translocators/extactors is causing them to not fill up capacitors to max mana capacity (so harvest sometimes wont end until overtime). Extractors and translocators work on my server so I’m not sure what the problem is. Also chat is broken on every server.



  • The class icon for paladin and a few of his spell icons are missing.



  • There are several bugs appeared after the Publish 408.
    -The Chat (that you have probably been already notified of) creating Lua errors.
    -The beacons/world hints all have infinitely large range and can be seen anywhere. That mostly relates to Objective maps.

    RTP:
    -The new class is missing icons for it’s spells (not sure if you’re aware of that) Ritzbits already mentioned it, sorry.

    Hope I’m not missing anything.



  • The icon for the big gore baby is not the generic zombie icon but the normal zombie icon.


  • Administrators

    Problems should be fixed. I didn’t make harvest or the paladin so whine to skirdge about it.



  • Skirdge already posted the materials in the Team Play board.



  • The Gore Child is fun, we have players begging the Giga Gore Child to spawn babies, and in turn we wreak havok on the humans.



  • @Box:

    The Gore Child is fun, we have players begging the Giga Gore Child to spawn babies, and in turn we wreak havok on the humans.

    Yet I still think that Nightmare should be standart boss :/



  • no first person when press c with giga gore baby
    Also gore child hitbox is still tiny and seems to be only on the feet instead of the whole baby



  • @commandhat:

    Skirdge already posted the materials in the Team Play board.

    Downloading them from the server has been fixed since yesterday. Nevermind. Everything is in the downloadurl and spellicons + classicons are automatically included so I don’t know what the problem is. People can see the war hammer model.



  • *** Invalid sample rate (32000) for sound ‘weapons\melee\shovel\shovel_hit-02.ogg’.


  • Administrators

    Its sample rate is 44100 so I don’t know where you’re getting that file from but it is not this server, the workshop, or the svn.



  • point_worldhints still need a fix regarding their infinite view range and most of them being visible while disabled (refer to objective maps).



  • @Mr.:

    point_worldhints still need a fix regarding their infinite view range and most of them being visible while disabled (refer to objective maps).

    Including ze_ maps which ritzbits edited.



  • Hope more combine playermodel classes will come soon, hopefully some infected ones too


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