[hlds] Nuclear Dawn update 4 live

2011-11-03 Thread Olly Ginger
We have pushed out a required server update to Nuclear Dawn, which you can
get with HLDSUpdateTool. The changes are listed below.

General Issues
 - Fixed a bug with the election system that allowed a user to register
multiple votes.
 - Fixed a prediction bug with the Bag90 pistol and SPETZ-9 shotgun.

Levels
 - Hydro
 -  - Fixed easy to hit assembler.
 -  - Added a few more variations of the T-Barriers.

 - Oasis
 -  - Fixed CT assembler easy to hit from a long distance
 -  - Blocked areas where players shouldn’t get to throughout the map.
 -  - Added a few more variations of the T-Barriers.
 -  - Added extra clipping throughout the map, to smooth out player
movement.
 -  - Fixed light glitches on displacement in a few areas
 -  - Fixed grass sticking through the floor in several locations
 -  - Fixed light casting issues due smoothing, on multiple vehicle props


Cheers,
Olly
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[hlds] Nuclear Dawn update 2 released

2011-10-20 Thread Olly Ginger
We have just put out update 2 for Nuclear Dawn, this requires a server
update. The change are listed below.

Additions
- Added some extra hints
- Added “_promote_to_commander” console command for plugin authors to
promote commanders properly. Please update your plugins to use this as
the current method of modifying the send table is causing problems.
This command expects 1 argument that is the player index of the player
to promote.
- Added team balance system. By default the teams will be balanced at
the end of each round. You can modify mp_autoteambalance to change
this behavior. 0 = No balancing, 1 = Only balance on end of round
(default), 2 = Only balance during the game if there are
[mp_unbalance_limit] more players on one team than the other, 3 =
Balance throughout the round and at the end of the round. You can also
modify mp_autoteambalance_delay to specify the amount of seconds into
a round that balancing will occur.
- Added German localization

General Issues
- Fixed the killcam effect when viewed from spectator perspective.
- Fixed the chaingun spin and other blended animation glitches in spectate mode.
- Fixed the flamethrower, blowtorch and other muzzle particle
positions in spectate mode.
- Fixed the camera bobbing effect on the weapon and interface from
spectate perspective.
- Fixed the spectator camera getting stuck on round end cam at the
start of a new round.
- Fixed the sniper scope overlay from spectate perspective.
- Further optimised the poison and radiation cloud particle effects.
- Fixed the iron sight hint showing up, and registering the lesson
with the game instructor.
- Fixed the class special ability showing up and being registered with
the game instructor.
- Fixed the MP7 sight to be in the proper lowered position (now with
illuminated markers!)
- Fixed sprinting after reloading the Avenger causing the reload to fail.
- Fixed Empire power lasers showing to the Consortium when an Empire
structure is shrouded.
- Fixed a few issues with the spawn selection after changing teams.
- Added more space between the spawn gates in all the maps to avoid
both taken out by one EMP grenade
- Fixed grenades not colliding with some structures
- Grenades now emit a bounce sound
- Ringing sound removed from being near explosions.
- Improved grenade physics
- Fixed grenade launcher grenades disappearing when fired at certain angles.

User Interface
- Added a list of developer and contributor credits to the game,
visible when you click the InterWave logo at the bottom center of the
main menu.
- Fixed missing soldier icon for control groups 6 through 0.

Weapons/Balance
- Balanced the Avenger against the F2000’s ROF.
- Siege weapon gizmos should now be functional again.
- Stabilizer gizmos should now behave as intended across all weapons.
- Made a pass of balance tweaks to each pair of automatic bullet weapons.
- Reduced the E.M.P effect radius from 400 units to 325, to reduce the
number of affected buildings and units per grenade and to encourage
better aiming with each throw.
- Reduced the general EMP effect time from 25/10 to 18/3 (max/min)
- Command Bunkers are now EMP-proof, and cannot be shut down

Levels
- Clocktower
- - Fixed framedrop in the underground area

- Hydro
- - Added a hole in the Empire spawn building so you need less relays
at the start
- - Replaced some cover pieces with much taller versions so you can
hide Empire power relays better
- - Created a more Empire favoured entrance to the Primary building
and sealed off one of the Consortium ones
- - Blocked the Consortium being able to build inside the warehouse
outside their spawn to make things more balanced (The empire are
unable to build inside their equivalent building)
- - Switched the team victory cameras round to show the correct ones
- - Blocked some visual errors relating to the water
- - Made it so you can no longer swim in the dam water (its now too
shallow so you should just walk)
- - Fixed commanders able to build in the primary resource pit

- Metro
- - Added additional no-build areas in the primary area
- - Adjusted no-build areas in the metro station, to fix commanders
building in the underground area
- - Fixed players getting stuck on the primary console in the bunker
- - Fixed a few small issues throughout the map

- Oasis
- - Added roof for the glass shield on the Empire side to make the
base less exposed for EMP grenades
- - Moved a few props around to smooth out player movement
- - Fixed a few small issues throughout the map

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[hlds] Nuclear Dawn update 1 submitted

2011-10-06 Thread Olly Ginger
A required server update for Nuclear Dawn has been submitted to Valve
and should go live within a few hours.  The changes are listed below;

General Issues
- Fixed issue where the death cam would begin at a recently observed
teammate (should now be much less jarring).
- Improved the targeting of turrets versus other structures.
- Radio commands can now only be executed by living players.
- Fixed problem where some weapons would not cancel the toggled sprint
on weapon fire.
- Fixed issue where players would gain points for killing friendly
structures in games with mp_friendlyfire enabled.
- Fixed a few minor client crashes.

User Interface
- Fixed an issue where repairing a group selection of structures
toggled already repairing structures out of repair mode.
- Fixed a Mac OS X issue where the Assault class’s thermal visor was
extremely dark.
- Player class counts on the Select Class menu should now be entirely accurate.
- Fixed issue where the spawn menu would not close when there are no
active transport gates when the player is alive.
- Fixed issue where the spawn menu would not always hide deactivated
transport gates.

Levels
- Clocktower
- - Fixed some instances where the player could get stuck
- - fixed grass growing inside the Empire bunker
- - Smoothed movement around some rubble pieces

- Downtown
- - Fixed hole in displacement in the tunnel at the back entrance of
the City State
- - Added no-build area in a small alley near the EMP base, where the
commanders shouldn’t be able to build

- Oasis
- - Fixed z-order issue on the hotel overhang glass
- - Fixed players getting stuck in the big garbage pile
- - Fixed several small bugs throughout the map

- Silo
- - Fixed invisible wall blocking stairs near EMP base
- - Fixed players floating on a certain pipe near the primary point


Cheers,
Olly

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[hlds] Nuclear Dawn release update

2011-09-26 Thread Olly Ginger
A require server update has been released, and you should be able to
download the update through hldsupdatetool now.
This update marks the end of the Beta and transition into the release version.
The list of changes are below.


Additions
- Added Doppler “whoosh” for rocket flybys.
- Added separate cloak sounds for each team.
- Added two new music tracks, the main menu now randomly chooses 1 of
3 on launch.
- Added X-01 tracer flyby sound.
- Added new poison and radiation grenade sounds.
- Added Consortium Stealth character radio sounds.
- Added destruction sounds for each structure.

General Issues
- Changing video options while connected to a server will no longer
require you to rejoin (which was also broken).
- You can no longer sell your last transport gate.
- Apply to be commander on the spawn menu better reflects if you are
currently in the list of commander applicants.
- Added FPS HUD message when you have no commander, and no-one in your
team has applied to become the commander.
- Added a resign button for the commander on the team menu (where
mutiny shows for other players)
- Fixed players not being added to the commander election pool during
a pre-round.
- Fixed flamethrower particles randomly colliding with invisible planes.
- Fixed a bug where part of the flamethrower particle would bleed away
from the stream.
- Fixed rare case where players could command during the pre-round.
- Fixed case where commander applicants would be removed from the
applicant pool after a new round starts.
- Fixed multiple commander applicants being asked if they want to
command, but only the first one to respond will get promoted to
commander.
- Fixed a commander applicant from the other team being asked if they
want to command for the other team.
- Fixed various player ragdoll spawning issues.
- Fixed various console spam messages.
- Fixed being able to research things multiple times, and being
charged each time.
- Fixed a bug with grenade launcher shells not impacting properly.
- Fixed the artillery fire sound not playing.
- Fixed the Exo lockdown sounds not playing in first person.
- Fixed cases where turrets would miss or not see some structures.

User Interface
- Added third party audio and video credits to Audio, Video and Voice
options panels.
- Fixed several lines of text in the main menus that were cut off in
some languages.
- Fixed issues with displaying non Latin characters on main menu.
- Added a bit more room at the top of main menu panels to fit some
localized fonts.
- Fixed various menu issues on MacOS
- Fixed build bars extending too far if you hold down shift while
building structures to instantly build another structure of the same
type.
- Enabled the achievements button on the main menu
- Added ragdoll eye death cam.

Weapons/Balance
- Improved performance of Stealth backstab in high latency or fast movement.
- Made a small increase to the health output of the medpack.
- Various Exo balance adjustments.

Levels
- Downtown
- - Relocated CT command bunker to make it less exposed
- - Added no-build areas in several locations where the commander
shouldn't be able to build
- - Fixed taxi hat colliding with players
- - Fixed non-solid bushes
- - Fixed various small bugs throughout the level
- - Fixed prop fade distance on lower spec machines

- Metro
- - Moved tertiary in EMP base to make space for main power station
- - Added no-build areas in the metro-station, to fix commanders
building structures inside

- Silo
- - Fixed able to build structures in various props throughout the level
- - Fixed small launch tower blocking bullets/grenades and rockets at
the primary point
- - Added no-build areas in several locations where the commander
shouldn't be able to build
- - Fixed floating light and crates
- - Fixed players getting stuck in garbage bags
- - Added extra entrance for the secondary point at the EMP side

- Hydro
- - Added.

- Oasis
- - Added.

- Clocktower
- - Added.

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[hlds] Nuclear Dawn Beta 4 update

2011-09-23 Thread Olly Ginger
Update 4 is live for hldsupdatetool and steam download. This is a
required server update.

Here is the list of changes for this update:

General Issues
- Further improvements to structure collision detection.
- Fixed a players sometimes getting stuck leaving the CT command chair.
- Fixed a bug causing some people to get random stats when there are
less than 4 people in a server.
- Fixed ragdolls not always spawning.
- Fixed collision issue with supply stations.
- Fixed CT supply station resource display being offset from structure.
- Fixed interior of CT bunker sometimes disappearing on certain
graphics settings.
- Fixed interior elements of both armouries disappearing on low
graphics settings.
- Polished round end camera and scoreboard to compliment new stats display.
- Added music for round end (win and lose cues).
- Reduced scale of recoil on the X-01 fire animation.
- Fixed not being able to build structures on debris.
- Fixed XP not being saved for support class.
- Added sell action to newly built assemblers. You cannot sell the
your first assembler.
- Lowered XP requirements. Your rank will be updated to fit the new
level requirements.

Weapons/Balance
- Reduced damage per second done by Poison and Radiation grenades.
- Reduced poisoned time after leaving the cloud radius.
- Fixed modifier making the Poison and Radiation grenades effective
against Exos.
- X-01 splash damage restored.
- X-01 rate of fire increased.
- M95 splash damage reduced.

Levels
- Silo
- - Increased width of the dock area, to make more room for deploying
big structures
- - Fixed the rooftop near EMP base, where the commander was able to
place structures
- - Added no-build areas in several locations where the commander
shouldn't be able to build
- - Increased height of a certain rooftop near the primary point, to
make it easier to mount/dismount the ladder on the top
- - Fixed not able to build an EMP power station in the primary area
- - Lowered a rooftop near the primary point to reduce the amount of
relay towers needed, to reach the center area

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[hlds] Nuclear Dawn Beta - Optional server update

2011-09-23 Thread Olly Ginger
An optional update has been released for the Nuclear Dawn beta.
Clients using the new version will be able to connect to servers
running the previous version, but you should still update asap.

Here is the list of changes:

General Issues
- Fixed gizmos not being unlocked until you respawn
- Fixed gizmos not being available on servers with less than 4 players.
- Fixed problem where PSG used the explosion icon in the death notices.
- Fixed problem where medical packs would fade out on low-end hardware.
- Fixed announcer (“structure under attack”, “10 minutes remaining”,
etc) only working on the first map of a server spawn.
- Fixed FPS round timer being off by one second.
- Fixed case where you would stay in the same squad after switching teams.
- Changed resource point cool down from 10% of full production to 50%.
- Fixed not being able to chat at the end of a round during the win/loss display
- Fixed the end of round stats panel not showing at the end of a round
if more than one round was played on a map.
- Fixed map not changing if mp_maxrounds is set after the first round.
- Excluded some un-needed files from the server download using hldsupdatetool.
- Fixed some players being on fire when they shouldn’t be.
- Fixed problem where your daisycutters were removed on respawn

User Interface
- Silo overview map updated to include new passageways.

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[hlds] Nuclear Dawn Beta 3 Live

2011-09-19 Thread Olly Ginger
The beta 3 update to Nuclear Dawn should become live any minute now through
HLDSUpdateTool for Linux and Windows.

NOTES:The previous update’s restriction on mp_maxrounds has been removed.
The round reset issues have been resolved in this update. Set this cvar to
the number of rounds you want the server to run before it changes to the
next map. Set to 0 for unlimited rounds.

The full changelog can be found here:
http://forums.steampowered.com/forums/showthread.php?t=2129723

Cheers,
Olly
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Re: [hlds] watch out lua script cheat available in CSS, may be all source game soon

2010-02-08 Thread Olly Ginger
Sourcemod is a server plugin, you probobly tested it by running a  
listenserver

Sent from my iPhone

On 8 Feb 2010, at 13:36, w4rezz w4r...@gmail.com wrote:

 Who cares? You can use Sourcemod or eventscripts and code your own
 aimbot or wallhack with that.

 For example you can install sourcemod to your client and use sm_cvar
 r_Drawothermodels 2 and bOom..you have VAC undetected wallhack.

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