Advertisement
Guest User

CTE Teamplay Patch 5 notes

a guest
Oct 15th, 2014
43
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.45 KB | None | 0 0
  1. Todays update includes a full integration from the Final Stand team – which means we are getting closer to showing you guys what we have been up to during the time since you last saw the maps!
  2. Many of the fixes include changes to the levels, vehicles and weapon pickups which you won’t be able to play just yet – but later this week!
  3.  
  4.  
  5.  
  6. FINAL STAND MAP FEEDBACK
  7. Showing off maps this early has been a great success in terms of how much good and constructive feedback we have gotten from the players playing them. Everything from gameplay issues to texture bugs was found and reported by you guys.
  8.  
  9. Once again – thank you for helping us make this the best release yet!
  10.  
  11.  
  12.  
  13. NEW SOLDIER PHYSICS
  14. In this release we have added new Soldier Physics for collision with the world and objects. The reason for this is obviously to fix the “snags” issue.
  15. Since this is quite a big change, we really need your help testing that this does not change the game in unintended ways.
  16. Risks to look for:
  17.  
  18. Collision with objects
  19. Since this changes the very core of object collision, we need to gather lots of data from all levels on how well this performs. Anything that feels wrong or looks weird in connection to stepping past objects and colliding with walls etc is of importance.
  20. Slope collision
  21. If a slope was previously too steep to climb – is it still? Does a previously traversable slope still allow you to do so?
  22. I’ve created a new forum for feedback on this particular change, as it needs special attention. Please report any findings there!
  23. Open Soldier Collision Forum
  24.  
  25.  
  26.  
  27. PATCH CHANGES
  28. These are the changes in this patch:
  29.  
  30. Added back testrange map to CTE
  31. Med bag changes (the big ones)
  32. No longer heals players in radius when supressed. No longer works when diving/underwater
  33. Ready system fixes
  34. No longer allows spawning into vehicles prior to the lockdown timer reaches zero.
  35. Also disallows selecting vehicle until READY has been declared.
  36. Improved “Red parts” in sights
  37. Cleaned up, resized (some) and made work much better against bright backgrounds (in particular snow).
  38. Fixed issue where FLIR/IRNV sometimes would render 3x brightness
  39. Improved FLIR//IRNV rendering and HUD
  40. More clearly displays heat signatures, and works against Final Stand snow
  41. “Red dot” sights rendering improvements
  42. Much like the vehicle hud rendering fixes we now have a new improved renderer for the glowing red part of sights
  43. Vehicle hitmarkers now triggers correctly
  44. Now correctly shows the hit indicator when hitting players in limbs and head
  45. Hover tank controls rewamped
  46. New, revised and improved hover tank controls
  47. Added key bind support to the Hover tank
  48. Now properly support rebinding of the controls
  49. Pod launcher model updated
  50. Snow mobile & Pod launcher screen effect fixed
  51. No longer enables for all players on the server when in use
  52. Snow mobile track effect fixed
  53. Now only shows puffs of snow when driving on snowy surfaces
  54. Fixed an issue where the MKV wouldn’t fly
  55. Railgun now correctly damages vehicles
  56. Fixed a Railgun HUD issue when entering vehicle
  57. Would show railgun HUD ontop of vehicle HUD.
  58. Fixed achievement HUD issue
  59. Would loop achievement over and over when unlocked
  60. All Final Stand maps
  61.  
  62. Improved on Russian grammar for signage
  63. Fixed occlusion, clipping, texture, destruction, believability, small scale destruction, levolution and gameplay issues
  64. Look below for more details on what some of these terms mean and look like!
  65. Operation Whiteout
  66.  
  67. Bullet collision on russian letters above point A & B improved
  68. Now works as you’d expect them to
  69. Fixed un-vaultable fence at flag A
  70. Facing the firing range
  71. Fixed lighting issue on orange tents
  72. No longer render in a too black color palette
  73. Hangar 21
  74.  
  75. Hangar doors
  76. Now properly kills players when closing.
  77. East side foot traffic entrance now works the same way as the west one
  78. Climbing up the hangar doors is no longer possible
  79. Activation screen now correctly references hangar doors (for opening and closing)
  80. Titan object collision and improvements
  81. Fixed several collision, occlusion and clipping issues
  82. Fixed prone issue near Flag C
  83. Players can no longer get underneath rock formation
  84. Giants of Karelia
  85.  
  86. Spectator camera bounds fixed
  87. No longer allows camera to see through terrain
  88. Stationary Kornet launcher floating
  89. (Scrub Cannon) is no longer floating near objective B
  90. Destroyed road no longer hides players in holes
  91. Now correctly switches road textures
  92. Levolution: Roof collapse collision
  93. Roof collapse soldier and bullet collision improved and cleaned up
  94. Sub Base
  95.  
  96. Blast door button now functions as intended
  97. Was placed inside wall
  98. Rock collision for bullets improved
  99. Most rocks used on top of sub base mountain now has better bullet collision
  100. Fixed icicles lighting issue
  101. No more green icicles!
  102.  
  103.  
  104.  
  105. GAME DEVELOPMENT LINGO
  106. As game developers we use a lot of specific words and terms when we describe something in the game – we’d like to share some of these with you so you know what we are talking about when we refer to some term you never heard of before!
  107.  
  108.  
  109.  
  110. LOD (Level Of Detail)
  111. A LOD is a version of an object that is tied to a specific detail level. Either based on distance or graphics setting used. An example would be a regular rock model. The rock could have an Ultra, High, Medium and Low version, which one gets used is determined by settings/platform and distance to the object itself. The reason we use LOD’s is to get better performance.
  112. A common issue with LODing is “popping” (objects like trees popping when swapping models)
  113.  
  114. Collision / Soldier Movement
  115. Soldier movement and collision with world objects refers to things like invisible walls, getting stuck on small objects on the ground, etc.
  116.  
  117. Object Clipping
  118. When the player in first person “clips” an object he can normally see “through” it, from the inside out.
  119. When a player in third person is “clipped” he has part of his body inside or partly inside an object like a wall or rock.
  120.  
  121. Occlusion/Occluder
  122. Think of occluders as mini black holes. These objects are placed on the levels to help rendering performance. They help speed up the process of “culling” which refers to the rendering process where the engine removes objects that are out of view.
  123. Common issues with Occlusion and Occluders includes stepping out of a doorway/portal and seeing through the world, objects randomly disappearing when looking in certain directions from specific positions in the map.
  124.  
  125. Texture errors
  126. If any surface in the game world looks broken or has a really odd color, it’s normally a texture error (this group of errors really consist of a plethora of different types, but let’s simplify a bit here).
  127. An example of this would be seeing a pink development texture on the ground or an object, black spot on the terrain when surroundings are green, etc.
  128.  
  129. Z-fighting
  130. Z-fighting is a term often used to describe flickering distant objects or textures that are overlapping, commonly you see this effect when aiming down the sights at a distance.
  131.  
  132. Believability issues
  133. If something looks out of place or like it doesn’t fit, it usually is not intended.
  134. An example would be something like wood grains in a piece of wood aligned in the wrong direction, Lamp posts placed in the middle of the pavement, etc.
  135.  
  136. Small scale Destruction
  137. Do you see floating bits of a destructible wall or floating lights from the ceiling that’s no longer present? Chances are you have found a small scale destruction issue.
  138.  
  139. Levolution / Large scale destruction
  140. Since levolution is such a large part of a level featuring it, we categorize these issues specifically.
  141. Examples would be that traversing the terrain or ground where levolution events impact the game inconsistent and weirdly, that the event itself looks bad, or that your bullets can pass through the edges of a broken piece of bridge, etc.
  142.  
  143. Gameplay issues / Pathing
  144. If anything affects the way the game mode and core mechanics – they are gameplay issues.
  145. Common gameplay issues would be stuff like tables blocking doors making you unable to enter, buttons that can’t be pressed, objectives that cannot be captured, bad spawns, etc
  146.  
  147.  
  148.  
  149. FEEDBACK
  150. As always, to give your feedback – please visit the appropriate forum and post your opinions there!
  151.  
  152. Since you can’t play the Final Stand maps yet, the Final Stand re-release forum has not been opened yet. If you have any question or feedback, feel free to use the General section of the initiative forums in the meanwhile!
  153.  
  154. Open Teamplay Initiative Forum
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement