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 Post subject: Release Notes – 17 Dec 2014
 Post Posted: Tue Dec 16, 2014 2:32 pm 
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AACM
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We have a few fixes and minor changes available, check out the details below. The most notable is the fix for user maps building shaders every time, so this should make playing user made maps a much better experience!

Changes
  • Securing the bomb in C4 missions when dropped is disabled by default, can be enabled in server config
  • Added setting in Mission Editor to turn off lighting while editing to increase performance (Tools -> View Mode -> Unlit)
  • Added setting in Mission Editor to view wireframe mode (Tools -> View Mode -> Wireframe)

Bug Fixes
  • Fix for shaders being recompiled every time a custom map loads
  • Fix for picked up weapons not having ammo if you picked them up while reloading
  • Sighted accuracy now takes effect slightly before sighted blend is complete. Sight time now respects shorter blend when resighting before unsighting is complete
  • Weapon sway no longer starts before fully sighting up
  • Fixed several crashes in the launcher
  • Entire map name must be supplied in the “votechangemap” console command

Maps
  • Can no longer walk on a small ledge in Hospital Lobby
  • Fixed an issue with Hospital Statue not blocking bullets
  • Fixed an issue where a hay patch was blocking grenade explosions on Intercept
  • Fixed an issue where players could walk along unintended ledge on Harbor Assault

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 Post subject: Re: Release Notes – 17 Dec 2014
 Post Posted: Tue Dec 16, 2014 2:47 pm 
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Joined: Wed Nov 27, 2013 9:45 pm
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I feel this patch will be a game changer. Umm will get much love now.

As always, job well done. Thank you Dev's.

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 Post subject: Re: Release Notes – 17 Dec 2014
 Post Posted: Tue Dec 16, 2014 2:52 pm 
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Joined: Fri Oct 28, 2011 1:11 pm
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Location: Czervenia
opening a lit map in basic editor was a real pain sometimes, glad to see an option for 'unlit'! please thank whoever requested that :)

mighty great to hear about that darn shader bug getting a fix, thanks a whole bunch for that one too! :mrgreen:

now can we stop messing with weapons? :lol:

please fix

- Weapon Audio bug.. where a SAW is continually firing for at least 1-2 minutes! not sure why it happens but by god its annoying when it does happen! perhaps its when a SAW gunner gets killed while firing his weapon?

- Pawn Stuck bug.. where the pawn gets stuck in an alive state usually crouched (after death) i think this happens when they try to pickup an enemy weapon at the same time they get killed, but im not exactly sure on that, best explanation i can offer im afraid without having people to test with, willing to die :lol:

perhaps not the best place to be posting them, but i cant get on that tracker.. even WITH Jaks walkthrough..

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 Post subject: Re: Release Notes – 17 Dec 2014
 Post Posted: Tue Dec 16, 2014 3:02 pm 
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Joined: Sun Jun 02, 2013 8:49 pm
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Location: Behind you, Boo!
This seems like a good patch. Will this address some of the video's posted where players were not getting kills with crosshair on the mesh? Could someone maybe go a little deeper into the weapon changes. I think I understand, but maybe not. Specifically...

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Sighted accuracy now takes effect slightly before sighted blend is complete. Sight time now respects shorter blend when resighting before unsighting is complete



Nice to see the UMM's get some love.



Edit: Also, should I be re-reporting the map bugs/exploits that aren't getting fixed? There is a ledge on upper blue Shadowstep that I like, I am sure I bugged it before. Several others like it also.

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 Post subject: Re: Release Notes – 17 Dec 2014
 Post Posted: Tue Dec 16, 2014 3:20 pm 
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Developer
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Joined: Tue Sep 11, 2012 3:28 pm
Posts: 413
JaK- wrote:
This seems like a good patch. Will this address some of the video's posted where players were not getting kills with crosshair on the mesh? Could someone maybe go a little deeper into the weapon changes.


There was a bug where if a player was quickly sighting in and out he could get into a state where the unsighted accuracy would apply for a few moments, more than long enough to turn an apparent hit into a miss.


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 Post subject: Re: Release Notes – 17 Dec 2014
 Post Posted: Tue Dec 16, 2014 3:44 pm 
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Developer
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JaK- wrote:
Edit: Also, should I be re-reporting the map bugs/exploits that aren't getting fixed? There is a ledge on upper blue Shadowstep that I like, I am sure I bugged it before. Several others like it also.


I don't currently see a bug like that in my list. That could be for a number of reasons and it may find its way to me eventually or it may have already been fixed and just hasn't made its way to the Live Branch yet, but it certainly couldn't hurt to bug it again.

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 Post subject: Re: Release Notes – 17 Dec 2014
 Post Posted: Tue Dec 16, 2014 3:45 pm 
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Veteran
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Joined: Sun Sep 16, 2007 6:42 pm
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Glad to hear about this update. Maybe now it won't take me an entire magazine to drop someone, while sighted up. Crossing my fingers. Thanks guys. I can't wait to try it out.

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 Post subject: Re: Release Notes – 17 Dec 2014
 Post Posted: Tue Dec 16, 2014 4:09 pm 
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C4 change is appreciated.

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 Post subject: Re: Release Notes – 17 Dec 2014
 Post Posted: Tue Dec 16, 2014 4:41 pm 
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Joined: Sun Sep 14, 2014 9:38 am
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It took months to get it changed but finally they got rid of the disarm...

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 Post subject: Re: Release Notes – 17 Dec 2014
 Post Posted: Tue Dec 16, 2014 5:49 pm 
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Joined: Wed May 08, 2013 10:34 am
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Any news on this yet still waiting for a answer.
viewtopic.php?f=45&t=15645

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