Publish 319



  • NoXiousNet Core / DB

    • You can now view yourself while the shop is open.

    • The shop now uses better model displays.

    • Changed the model of the afro to be high-poly.

    NoXiousNet Core / DB (Blue.Frog)

    • Added a spectating feature for admins. Leaves your body in the world and only logs when you stop spectating. (Improvements by JetBoom)

    Multiplayer YouTube

    • Reverted the multiple room map to the one with only one room. To have competition and meta-game again.

    Retro Team Play

    • Players no longer collide with projectiles from their own team.

    • Projectiles no longer collide with other projectiles from the same team.

    • Bumped the damage system up to noxiousrpg’s version.

    • Upgraded effects for Force Field.

    • Increased player respawn time from 3 to 5 seconds and suicide respawn time from 6 to 8 seconds.

    • Flying vehicles can now turn faster when hovering on the ground.

    Retro Team Play (Blue.Frog)

    • Added new dark mage spell: Poison Rain. Replaces Jolt. Larger area, less damage, slower damage rate, hurts the caster, will not deal damage if there’s something above the player. 65 mana. Poisons players who are under it for too long. Doesn’t hurt props.

    • Re-added the Magus Shield. One per team. 750 HP, 2500 mana. Damage absorbed is enhanced 25%. Consider it a mini-AP tower that won’t deflect anything.

    • Added new status effect: Frozen. You’re frozen solid and can’t do anything at all.

    • Added new deployable: Ice Mine. Is like the fire mine except it freezes the victim for 3 seconds and deals 36 damage over those three seconds. Activates upon touch. Is more anti-spellcaster than the firemine.

    • Added turret and mountable turret to their respective barrel tabs.

    • Reduced the Pulse Cannon damage from 10 to 7 and the fire delay from 0.15 to 0.2 seconds.

    • HTF no longer has a build phase.

    • Moved the vehicle pad to powered deployables.

    • Flame Spiral has a new icon. Made by The Darker One.

    • Typhoon now does 1 damage per tick.

    • Sparkler can no longer be inverted and uses a new icon.

    • Changed the model for Force Field and Force of Nature to the hoverball so they look like a sphere instead of an octahedron.

    • Added a velocity indicator to the Vulture’s HUD.

    • The Vulture can only drop bombs after reaching a certain velocity.

    • Propulsion-based air vehicles can no longer fire while hovering over the ground.

    • Fixed shock’s killicon.

    • Gave manastun a HUD indicator.

    Retro Team Play (Extreme56)

    Zombie Survival

    • Reduced the horde damage resistance from 40% to 30%.

    • Deployables like turrets and boards now pack up significantly faster.

    • Added the logic_difficulty entity. You can use this to make zombies take more or less damage as well as make zombies walk slower or faster overall. Takes the two inputs “setzombiespeedmultiplier” and “setzombiedamagemultiplier”. The first lets you multiply the speed of all zombies and the second lets you multiply the amount of damage that zombies take from humans.



  • NoXiousNet Core / DB

    • You can now view yourself while the shop is open.

    • The shop now uses better model displays.

    • Changed the model of the afro to be high-poly.

    NoXiousNet Core / DB (Blue.Frog)

    • Added a spectating feature for admins. Leaves your body in the world and only logs when you stop spectating. (Improvements by JetBoom)

    Multiplayer YouTube

    • Reverted the multiple room map to the one with only one room. To have competition and meta-game again.

    Retro Team Play

    • Players no longer collide with projectiles from their own team.

    • Projectiles no longer collide with other projectiles from the same team.

    • Bumped the damage system up to noxiousrpg’s version.

    • Upgraded effects for Force Field.

    • Increased player respawn time from 3 to 5 seconds and suicide respawn time from 6 to 8 seconds.

    • Flying vehicles can now turn faster when hovering on the ground.

    Retro Team Play (Blue.Frog)

    • Added new dark mage spell: Poison Rain. Replaces Jolt. Larger area, less damage, slower damage rate, hurts the caster, will not deal damage if there’s something above the player. 65 mana. Poisons players who are under it for too long. Doesn’t hurt props.

    • Re-added the Magus Shield. One per team. 750 HP, 2500 mana. Damage absorbed is enhanced 25%. Consider it a mini-AP tower that won’t deflect anything.

    • Added new status effect: Frozen. You’re frozen solid and can’t do anything at all.

    • Added new deployable: Ice Mine. Is like the fire mine except it freezes the victim for 3 seconds and deals 36 damage over those three seconds. Activates upon touch. Is more anti-spellcaster than the firemine.

    • Added turret and mountable turret to their respective barrel tabs.

    • Reduced the Pulse Cannon damage from 10 to 7 and the fire delay from 0.15 to 0.2 seconds.

    • HTF no longer has a build phase.

    • Moved the vehicle pad to powered deployables.

    • Flame Spiral has a new icon. Made by The Darker One.

    • Typhoon now does 1 damage per tick.

    • Sparkler can no longer be inverted and uses a new icon.

    • Changed the model for Force Field and Force of Nature to the hoverball so they look like a sphere instead of an octahedron.

    • Added a velocity indicator to the Vulture’s HUD.

    • The Vulture can only drop bombs after reaching a certain velocity.

    • Propulsion-based air vehicles can no longer fire while hovering over the ground.

    • Fixed shock’s killicon.

    • Gave manastun a HUD indicator.

    Retro Team Play (Extreme56)

    Zombie Survival

    • Reduced the horde damage resistance from 40% to 30%.

    • Deployables like turrets and boards now pack up significantly faster.

    • Added the logic_difficulty entity. You can use this to make zombies take more or less damage as well as make zombies walk slower or faster overall. Takes the two inputs “setzombiespeedmultiplier” and “setzombiedamagemultiplier”. The first lets you multiply the speed of all zombies and the second lets you multiply the amount of damage that zombies take from humans.



  • @JetBoom:

    Multiplayer YouTube

    IT HAS RETURNED.
    Is votekick/voteban disabled on MPYT yet, btw?



  • Now this is a damn good update.



  • Rtp updates!

    and now everyone will be forced to watch breast exams and birth videos once again.

    hurra!



  • I love all of those RTP updates, especially ice mines. A few devious ways to use them will pop up real soon.


  • Banned

    It broke the projectiles.



  • @JetBoom:

    Multiplayer YouTube

    • Reverted the multiple room map to the one with only one room. To have competition and meta-game again.

    As long as there are mods or the filter prevents child birth/stupid videos were fine or just add two private rooms



  • Worth the wait.



  • I restarted the server. Seems to have to fixed projectiles not colliding. Temporarily, at least.



  • Any other changes to Force Field? Seems to be acting differently. When back stabbed or hit by a Death Ray it seems to put your HP to half and you keep the shield.



  • needs adjustable opacity / legacy mode



  • I used steam’s new screenshot feature to take this.


  • Banned

    Projectiles broke again. I made a bug report but it needs an approval from a moderator.

    Or it got deleted/moved.



  • @Kolmio:

    Projectiles broke again. I made a bug report but it needs an approval from a moderator.

    Or it got deleted/moved.

    JetBoom addressed it in mumble. There isn’t a quick way to fix it.



  • This sort of reminds me of that old source bug that used to happen in hl2dm a lot. It still can happen in sandbox on rare occasions. Basically, after a server has been up for a while, physics break, the ground acts like quicksand on props and possible other wonky effects.



  • crates and cars and shit start bouncing around

    oh yeah good times



  • Upgraded some code to a more recent version. Should all be fixed now.


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