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SilverOne Server Admin
Joined: 12 Aug 2001 Location: Harwood Heights, IL Posts: 1316
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Posted: Wed Nov 12, 2003 12:36 pm Post subject: DoD v1.1 changes |
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1.1 changes.. once we get the update this is what will be included.
Found this in a post over at www.dayofdefeat.com
http://www.dayofdefeat.net/forums/showthread.php?s=b911ef13b10109c0f15f023efa8784cd&threadid=21580&perpage=15&pagenumber=1
Here ya go. This doesn't include map updates. About every map except for Jagd, Kraftstoff, and Merderet had something done to it.
Changes/Additions:
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+ New map dod_flugplatz
+ New map dod_escape
+ New map dod_switch
+ Added VGUI2 menu system
Weapons
+ no longer auto reload any weapon while it is deployed
+ mg42 now fires two bullets per click
+ reduced mg42 aim cone from 0.03 to 0.025
+ adjusted weapon overheat values to be a bit slower to heat, faster to cool
+ reset mg heat when player reloads
+ increased mg42 reload time to coincide with animation
+ fix mg34 and mg42 not drawing correct animations when low on bullets
+ new mg42 overheat effect
+ sniper zoomed speed reduced to 45 from 50
+ K98 and Enfield - adjusted accuracy from 0.01 to 0.014 ( Garand and K43 unchanged at 0.019 )
+ K98 and Enfield - adjusted kar moving penalty from 0.1 to 0.15
+ fixed enfield allowing secondary attacks immediately after firing
+ fixed weapons not stopping their reload sequence when you holster them
+ fixed fg42 being able to fire instantly on deploy
+ reduced pistols and m1carbine firedelay from 0.15 to 0.1 to make it smoother
+ fixed m1 carbine showing wrong model ( para vs nonpara )
+ fixed mp40 clip holding 32 bullets instead of 30
+ added 0.5 second delay after zooming sniper rifles before you can fire
+ fixed exploit where player could reload with the scope still up
Player
+ added 9-way player animation blending
+ hits to player arms that would hit the body will now count as body hits
+ removed stamina recovery while crouched and in the air
+ fixed "white model" bug
+ fixed "spectator killer" bug
+ Fixed explosion death animation never playing
+ unzoom player if they go prone or unprone
+ unzoom player if they jump, or fall too far off a ledge
+ Fixed players being able to pick up bazookas at round's end
+ fix tracer origin on prone players
+ added voice icon to minimap, draws when a player uses a voice command or hand signal
+ fixed players killing themselves with their own shots, getting killed when shooting very close to other players or items
+ added voice icon over players on minimap when using voice
+ fixed icons drawing over players when using voice menu / hand signals
Other
+ deathcam - don't draw the player name over top of players
+ deathcam - shortened cam trace time
+ Optimized visibility calculation
+ Optimized rain and snow particle effects
+ Optimized minimap data sending - now will not send to players if the minimap is not open
+ fixed cap areas completing a cap when one of the cappers died
+ new map marker system
+ rewrote bullet penetration to allow multiple penetrations
+ adjusted material strength ( sand is stronger now )
- fixed low stamina heavy breathing sound
- localize saytext to fix %l, %c, %t macros
- Added time-based points for clan mode scoring
- Fixed dropped ammo boxes respawning
- scale objects on the minimap according to map zoom
- "mp_fadetoblack" now only works while in a clan match
- disallow marking the map on the client if the player is dead
- fixed certain walls not being solid on round restart
- fixed minimap not drawing while recording demos
- fixed ammo display in demo playback
- spawn client side corpse when player dies. duration of model can be set with cl_corpsestay.
- fixed mortar sound and effect not lining up
- added scope view to first person spectator while target is zoomed
- fixed particle angles in third person
- fixed doors blocking the player and making endless sound
New cvars and commands
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"firemarker"
Fires a map marker out into the world. A map marker will be created at that location in the world and will appear on teammates' minimaps.
"nextmarker"
Select the next map marker.
"prevmarker"
Select the previous map marker.
"cl_autoreload"
Setting to 0 disables all auto reloading. Deployed weapons will now never auto reload.
"cl_dynamiclights"
Setting to 0 turns off dynamic lights generated by weapons and grenades.
"cl_identiconmode"
0 - no icons above the heads of other players
1 - only draw icon a player we are looking at
2 - draw icons over all friendly players
"cl_xhair_style"
0 is default. Setting to non-zero ( 1 - 16 ) sets the crosshair to another slot in the "sprites/customXHair.spr" sprites
Each slot is 64x64.
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16
"cl_corpsestay"
Time in seconds that dead bodies will remain in the map. Default is 10.
"mp_clan_scoring"
Set to 1 to enable clan mode scoring ( only works in clan match mode )
"mp_clan_scoring_values_allies"
A string such as "112233". Determines the point value for the allied team when holding flags. Flag order in the string is the same as the order of flags on the hud. Must be set per map.
"mp_clan_scoring_values_axis"
A string such as "112233". Determines the point value for the axis team when holding flags. Flag order in the string is the same as the order of flags on the hud. Must be set per map.
"mp_clan_scoring_delay"
Sets how many seconds to go between giving time-based points.
"mp_clan_match_warmup"
Once a match is underway, set this to 1 to return to warmup mode.
"mp_clan_ready_signal"
Change this string to change what teams must say to start a mp_clan_readyrestart clan match. Default is "ready".
"mp_clan_scoring_bonus_allies" / "mp_clan_scoring_bonus_axis"
Amount of points to give the team that wins the round. Default is -1 and gives the normal amount of points. Only works in clam match mode.
"mp_nummapmarkers"
This determines the max number of map markers each player can place. Minimum and default is 1.
"mp_markerstaytime"How long, in seconds, marker will stay on the minim |
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Clay Pigeon Registered User
Joined: 29 May 2002 Location: Michigan Posts: 1049
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Posted: Wed Nov 12, 2003 2:30 pm Post subject: |
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So how do they tell if a bullet would penetrate through the arms? Only specific weapons (kar43, garand?), or all weaps?
BTW did they make it so the mp40 now holds 32 rounds, like they do irl, or did they make it 30 rounds in the interest of balance, realism be damned? |
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[HALO]MasterChief Registered User
Joined: 10 Aug 2003 Location: Burninating all the people Posts: 2292
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Posted: Wed Nov 12, 2003 2:34 pm Post subject: Re: DoD v1.1 changes |
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SilverOne wrote: |
+ fixed mp40 clip holding 32 bullets instead of 30
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_________________
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JEHU Registered User
Joined: 05 Jun 2003 Location: San Antonio, TX Posts: 239
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Posted: Wed Nov 12, 2003 3:15 pm Post subject: DOD 1.1 |
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What's up with your Avatar Pigeon? That's wak. Anyway is The Ville going to adopt the new DOD right away or wait for it to come out of Beta? _________________ ""Throw her down!" Jehu said. So they threw her down, and some of her blood spattered the wall and the horses as they trampled her underfoot." 2 Kings 9:33
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SilverOne Server Admin
Joined: 12 Aug 2001 Location: Harwood Heights, IL Posts: 1316
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Posted: Wed Nov 12, 2003 3:31 pm Post subject: |
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Basically we have no choice. All servers and clients will be updated to v1.1.
Steam users are the beta test. |
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The Nanite Server Admin
Joined: 26 Apr 2002 Location: lost Posts: 6606
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Posted: Wed Nov 12, 2003 4:42 pm Post subject: |
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Don't you mean STEAM is a beta test...? _________________
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[HALO]cpt._Keyes Registered User
Joined: 10 Aug 2003 Location: Coast Guard Guild: [HALO]-USV= AND VILLE Supporter Posts: 698
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Posted: Wed Nov 12, 2003 4:52 pm Post subject: |
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....so...they arent increasing m1 power and accuracy....how... fair....anyhoo... with steam and all this bs beta testing on us...i say we should get to play hl2 and all future releases for free... _________________ You dont know who I am but you will instantly fall in love with my voice, chances are I will be the best thing you have heard your whole life, I am the voice of the angels.
Coast Guard Radiomen
-K.Jeffrey(cpt_Keyes) |
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Kazebari Official Mall Ninja
Joined: 28 Apr 2002
Posts: 935
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Posted: Wed Nov 12, 2003 5:21 pm Post subject: |
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Wow, I might actually start using the mg42 and the pistol again. |
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The Nanite Server Admin
Joined: 26 Apr 2002 Location: lost Posts: 6606
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Posted: Wed Nov 12, 2003 6:43 pm Post subject: |
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He was so WOWED he had to say it twice! _________________
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vTEC Server Admin
Joined: 15 Aug 2003
Posts: 1495
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Posted: Wed Nov 12, 2003 7:39 pm Post subject: |
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NaniteFog wrote: | He was so WOWED he had to say it twice! |
tee hee hee... _________________ I am TheCheat |
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Stevo Ville Supporter
Joined: 08 Dec 2002 Location: Orange County Guild: TVR Posts: 9514
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Paddyjack Registered User
Joined: 15 Jan 2002 Location: Québec, Canada Guild: <eVa> Posts: 1722
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Posted: Fri Nov 14, 2003 9:57 pm Post subject: |
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The brightness sucks.... it hurts my retina _________________ PJ --- ancient IDIOT with a rusty CROWBAR....
but still SWINGING!
Rock2..... JUST SAY NO!!!!! |
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merf Server Admin
Joined: 10 Sep 2001 Location: Chicago Posts: 432
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Posted: Sat Nov 15, 2003 9:14 am Post subject: |
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YAY! mg42 is awesome again! I used it last night and it felt like the old mg42 from 3.1. I tried another old FAV...the garand...and it didn't seem that different to me. I still found i was only doing 90 dmg alot...BUT it's probably my piss poor aim kicking in _________________
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Darkstar Registered User
Joined: 14 Oct 2003 Location: Ontario, Canada Posts: 71
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Posted: Sat Nov 15, 2003 9:38 am Post subject: |
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it sounds like it could be a bit better... especially not having the repeated door noise if you get stuck. the only problem is, i can't find anywhere to download it |
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Stevo Ville Supporter
Joined: 08 Dec 2002 Location: Orange County Guild: TVR Posts: 9514
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