[hlds] Nuclear Dawn Update 6.0 coming!

2012-02-23 Thread Michiel Beenen
Hello everyone,

Just a heads up that we have a new Nuclear Dawn update scheduled for later
today.
The full changelog can be found here:
http://forums.interwavestudios.com/topic/4101-upcoming-update-features-february-2012/

Thank you,

Michiel Beenen
Managing Director - InterWave Studios
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[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

2011-10-21 Thread Olly Ginger
We have just submitted an update to Valve that resolves a few problems
with last nights patch; mainly for Linux servers. This is a mandatory
update.

List of changes are as follows;


General Issues
- Fixed the Command Bunker entity not being created on Linux servers.
- Fixed not being able to spawn on Linux servers.
- Fixed the spectate camera jarring between two camera points when
there are no players to spectate.
- Fixed death camera blur and desaturation on MacOS to match PC.

User Interface
- Fixed broken center screen notifications on MacOS.
- Fixed broken tool tip text in commander view on MacOS.
- Fixed the confirm check mark icon when selling structures on MacOS.
- Fixed squad names showing incorrectly on the customize menu of MacOS.

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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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