Publish 421



  • Zombie Survival

    • Massive (mostly server) performance increases. Got rid of the reliance on ShouldCollide for everyday functionality. Called a lot less often and only when needed (during phasing). Side effect is that players on different teams will no longer be able to walk on each other’s heads but is a necessary evil.

      • Bullets are now handled entirely through Lua. This includes their patterns, damage, effects, and any other logic. Allows a much greater degree of control.
      • Weapon cones are now represented by degrees rather than the previous numbers which didn’t really convey what they meant.
      • The crosshair now scales instantly.
      • Reduced brightness of escape door effect.
      • The crosshair now scales more accurately and also scales depending on your FOV.
      • Phased out the old ClipHullMeleeTrace workaround now that UTIL_TraceLine has clip hulls built in to it. Fixes bullet impact effects when swinging at water, among other things.
      • All melee is now fully predicted even vs. props and other breakables.
      • All melee now dispatches ragdoll impacts and impact effects for different types of surfaces. Most noticeable on zombie attacks which previously just played a generic, fleshy hit sound.
      • It’s now possible to dismember with melee/zombie attacks. Only cosmetic. Damage multipliers for melee remain 100% for all hitgroups.
      • Deagle and M4 accuracy both increased.
      • Fixed some multi-shot weapons firing their bullets in significantly tighter cones than they were supposed to.

      Extreme Football Throwdown

      • Fixed exploit that allowed you to kill yourself at a certain point in a dive tackle then fly around and tackle people.


  • Zombie Survival

    • Massive (mostly server) performance increases. Got rid of the reliance on ShouldCollide for everyday functionality. Called a lot less often and only when needed (during phasing). Side effect is that players on different teams will no longer be able to walk on each other’s heads but is a necessary evil.

      • Bullets are now handled entirely through Lua. This includes their patterns, damage, effects, and any other logic. Allows a much greater degree of control.
      • Weapon cones are now represented by degrees rather than the previous numbers which didn’t really convey what they meant.
      • The crosshair now scales instantly.
      • Reduced brightness of escape door effect.
      • The crosshair now scales more accurately and also scales depending on your FOV.
      • Phased out the old ClipHullMeleeTrace workaround now that UTIL_TraceLine has clip hulls built in to it. Fixes bullet impact effects when swinging at water, among other things.
      • All melee is now fully predicted even vs. props and other breakables.
      • All melee now dispatches ragdoll impacts and impact effects for different types of surfaces. Most noticeable on zombie attacks which previously just played a generic, fleshy hit sound.
      • It’s now possible to dismember with melee/zombie attacks. Only cosmetic. Damage multipliers for melee remain 100% for all hitgroups.
      • Deagle and M4 accuracy both increased.
      • Fixed some multi-shot weapons firing their bullets in significantly tighter cones than they were supposed to.

      Extreme Football Throwdown

      • Fixed exploit that allowed you to kill yourself at a certain point in a dive tackle then fly around and tackle people.


  • This has fixed prediction errors when running into props held by other players, FINALLY.



  • Physics seems to be breaking frequently, more often than it normally does. It’s happened twice today.



  • physics broke a third time on rockfall



  • Players are colliding with each other when they’re on nailed props or static deployables and the sigils.



  • server needs a restart to fix these broken physics



  • @JetBoom:

    Zombie Survival

    • Bullets are now handled entirely through Lua. This includes their patterns, damage, effects, and any other logic. Allows a much greater degree of control.Does this include bullet cases? it’s annoying to see these stuck mid-air inside of other players.

      Butcher’s melee damage deals the same amount for both human and barricades (24?), it was 10 for barricades iirc.



  • Bullets can’t go through fences



  • Zombie Survival

    • Fixed bullets hitting fences.

      • Collision rules are updated properly now and physics shouldn’t crash.
      • Got rid of extra collision checking for carried props which wasn’t needed.
      • Held props are now translucent which makes it easier to see where you’re going and makes it easier to nail them.

      @Stelker:

      Players are colliding with each other when they’re on nailed props or static deployables and the sigils.

      I’m not sure what causes this. I’m chalking it up to an engine bug.



  • Melee weapons have no knockback since this update, making maps like Gauntlet impossible.



  • @JetBoom:

    • All melee now dispatches ragdoll impacts and impact effects for different types of surfaces. Most noticeable on zombie attacks which previously just played a generic, fleshy hit sound.
    The zombie attacks are noticeable now by the effect, but the fleshy sound still exists. After the effect happens, which is where the actual melee hit and damage happens, shortly afterwards, fleshy sound still happens. What's the point of the fleshy sound anymore? The fleshy sound is there to create the illusion of a melee hit being impactful. Now it's just awkward timing. The fleshy sound should occur precisely at when the actual melee damage occurs.


  • The melee damage does occur with the sound. The sound is currently server-side so prediction errors won’t affect it. It could be made predicted and it won’t seem delayed at the cost of occasionally triggering when you didn’t actually hit anything.



  • Unable to deal damage while shooting from under water.



  • The Helios “bullets” deal half damage at times.

    The normal damage is 14 with the resistance, but it’s also dealing 7 damage even if all of the shots are hitting the chest/head area. The leg hitbox damage multiplier is also not 0.5x so there’s no way it’s that.

    The Sweeper in Zombie Escape needs removal or another buff, it still is extremely unreliable and inferior to all the other weapons you can spawn with.



  • @GIT:

    Commit 8542c7d535001ca60fb3222d87f9b75db86225cd in JetBoom/zombiesurvival-noxiousnet by JetBoom

    Fix underwater bullets not hitting.

    Modified:

    • gamemodes/zombiesurvival/gamemode/obj_entity_extend.lua
      Is this fix even live? we’re still unable to shoot underwater.


  • Nailed props seem to move players when you stand on them. We were playing enervation and at the walkway part people got on a nailed prop to get off the walkway and like 15 were pushed into the water.



  • An example of the new lag compensation on zombie claws (I only had around 140 ping, same as Box)

    https://dl.dropboxusercontent.com/u/84956545/videos/lagcomp.webm



  • That shouldn’t happen anymore.



  • @apnp:

    The Helios “bullets” deal half damage at times.

    The normal damage is 14 with the resistance, but it’s also dealing 7 damage even if all of the shots are hitting the chest/head area. The leg hitbox damage multiplier is also not 0.5x so there’s no way it’s that.

    Pretty sure that would be head scaling multiplier on the bullet callback. Perhaps it’s applying twice?


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