Squad

bearbeitet Dezember 2015 in Andere Spiele
http://squad.rocks

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Kommentare

  • bearbeitet Dezember 2015
    Mit 100 Spielern ist es noch sehr laggy, aber bis 70 ging es echt gut. Kein Server-Crash, kein Game-Crash. Hat man bei Early Access schon schlechter gesehen. Oder bei Armed Assault.

    Kein Rumgenade, keine Sniper im Übermaß. Keine Panzer, nur Infanterie (noch!) und jeder Server mit einem Dutzend Spielern ist am Ende der Runde knüppelvoll.

    Steam-Integration wäre zum hinterherjoinen noch gut. Erwähnte ich schon das es praktisch lupenreines AAS ist? Überwiegend? Und das es mehr Leute spielen als es jemals zu "AAS für ArmA-Zeiten" getan haben? (Rechtsklick auf das Bild -> In neuem Tab öffnen)

    Peak-Players 3000+ in den letzten 24h . 


  • bearbeitet Dezember 2015
    Was ist Squad?


    Wie funktioniert Squad (die drei Minuten sollte man sich wirklich nehmen)





    Hässlicher Trailer der nichts über das Gameplay sagt aber dafür schlechter aussieht als das Spiel ist



    Sich das Spiel trotz des Trailers zu holen zu dem knackigen Early-Access-Kurs erfordert etwas Mut.
  • bearbeitet Dezember 2015
    Ich hab folgende Änderungen an den Standardbelegungen vorgenommen. Vielleicht ist ja was für den einen oder anderen dabei (Wer die Default-Steuerung nicht ändern will trägt die neuen Tasten einfach in der zweiten Spalte "Keybinding 2" ein sofern es keine Überlappung gibt):

    Map und Map-Zoom (default M und N) habe ich mir auf die Daumentasten der Maus gelegt, so muss ich nicht umgreifen und kann während der Bewegung die Karte zuschalten.

    Waffenmodus (Toggle Firemode: Einzelschuss, Burst, Automatik) habe ich mir auf die Taste X gelegt.

    Squadleader/Baumenü  (SL-Menu): Die dadurch frei gewordene mittlere Maustaste habe ich dem Squad-Leader-Menü gewidmet. Nun kann diese Funktion ebenfalls vollständig mit der Maus bedient werden und kann die Spielfigur gleichzeitig ohne Unterbrechung weiter steuern.

    Hinlegen (Prone) habe ich mir auf C gelegt, (liegt default auf Y, englische Tastatur Z, völlig Banane für GER)

    Toggle View (derzeit ohne Fahrzeuge wohl ohne Funktion) habe ich mir auf Y gelegt, weil C nun fürs hinlegen genutzt wird.

    Dann unter Game-Settings noch zwei, drei Einstellungen:

    Mouse-Smoothing OFF (brauche ich nicht, ich hätte es gern 1:1 direkt)
    Toggle ADS OFF (das ist Ironsight, ohne quattro wäre ich da nie drauf gekommen, ob Ihr die rechte Maustaste gedrückt halten wollt dafür oder extra noch mal drücken um in die Normalansicht zurück zu kehren)
    Toggle Crouch ON (ich will eigentlich immer gehockt gehen, fürs laufen mit SHIFT steht er dann eh auf, laufe ich nicht mehr, bin ich automatisch gehockt, vorausgesetzt man hat die Hocke einmal mit STRG aktiviert, ansonsten muss man es immer gedrückt halten was mich nervt)

    Und was mir gestern erst aufgefallen ist, lässt sich scheinbar aber nicht im Menü belegen/ändern: Wenn Ihr in Ironsight seid, könnt Ihr zeitlich begrenzt zoomen mit jeder Waffe: Drückt und haltet dazu SHIFT.

    Schaufeln: Linksklick baut, Rechtsklick zerstört
    Medi-Pack: Linksklick heilt den Gegner, Rechtsklick einen selbst
    Granaten: Linksklick weiter Wurf, Rechtsklick kurze Distanz vor sich kullern lassen 
  • Was mir gestern wie Schuppen von den Augen gefallen ist: Wir spielen eigentlich kein AAS, letztlich ist es scheißegal ob man Flaggen-Punkte einnimmt oder nicht, man kann das Spiel eh einzig gewinnen in dem ein Team mehr Leute tötet als das Andere. Es ist nur ein Team-Deathmatch. Hat ein Team alle Flaggen-Punkte, egal, kann trotzdem verlieren. Wir haben gestern einen Punkt eingenommen, nördlich außerhalb davon eine FOB errichtet und verrammelt und 45 Minuten da drin gecampt unter heftigstem Feindbeschuss und der Gegner hat den Flaggenpunkt (und alle anderen) natürlich instant erobert und trotzdem verloren weil wir am Ende mehr Kills (100 Tickets mehr) hatten. Würde ja noch Sinn ergeben wenn der Ticketcounter runtergeht je nachdem wer mehr Flaggenpunkte hat. Keine Ahnung ob das so ist. Wenn dann ist der Einfluss nicht groß genug.


  • Die AA-Modi scheinen auch Wumpe zu sein aktuell. Ob ich es komplett abstelle oder TXAA "Epic" mit 8xMSAA kombiniere, nimmt sich nichts, weder optisch noch beim VRAM. 

    Mit der Skalierung scheint was zu gehen, zumindest mit 150% und komplett ohne AA geht die Bildrate leicht runter.
  • Alpha 3.8
    • Fixed a bug where the FOV could be set outside the range
    • Further pass on optimizing the animation system
    • Fixed an incorrect name on Sumari
    • Fixed a possible performance issue in the Animation System on AMD processors
    • Fixed a server crash when creating a squad
    • Fixed an issue where aim offsets would be wrong when aiming down
    • Fixed an issue where the recruit kit was not being given to people who leave the squad This change was delayed.
    • Fixed an issue where the gamemode rules weren't being shown on map switch
    • Disabled Framerate smoothing by default (was causing FPS lock on certain machines)
    • Further pass on the map legend to ensure that all gamemodes were covered
    • Fixed a bug where Rally Point Error Messages were being sent to the wrong player
    • Added new sounds for Prone Movement and Sprinting
    • Fixed Ammo Crates posting a message on the HUD when used
    • Added 'Streamer Mode' to the game options. This disables the Server Name on the scoreboard and a few other things
    • Fixed destroying friendly FOBs would deduct your team's tickets
    • Adjusted the attenuation settings on rocket flybys
    • Added placement sounds for Rally Points
    • Fixed Fools Road not being properly randomized when selecting a random variation
    • Fixed an issue where the server would look up UserSettings for every player joining the server
    • Enabled texture streaming and increased the texture streaming settings
    • Updated the Lod Bias on every asset, vastly improving Video Memory usage and rendering speed
    • Fixed a bug where the 'End Use' message would not be sent when a player died while using an object. Fixes the Ammo crate menu sticking around when you died while using it.
    • Fixed a visual 'jumping' when a player is revived and goes into prone
    • Upped the spawn delay on FOBs from 5s per enemy to 10s per enemy in the radius
    • Added better logging when players are disconnected from servers to help debug the disconnection issues
    • Changed 'Training' to 'Firing Range' on the main menu
    • Fixed a server crash when validating player inventories
    • Added Ping to the server browser
    • Fixed a display issue with scoreboard pings (they were too high)
    • Fixed a possible cause of the disconnect bug, where players were attempting to switch to an empty weapon
    • Changed the handling of the Server Name, so it'll update more often
    • Removed some extra ammo crates in Fools Road
    • Improved the handling of getting stuck in objects
  • bearbeitet Dezember 2015
    Und die Cheater sind auch schon da:


    Macht dann ganz schnell keinen Spaß, wobei der Typ heute mit Nazi-Chat- und Raketen-Gespamme auch nicht sonderlich subtil vorgegangen ist.

    We have added a full blown SQUAD hack to our lineup.
    You will be able to see every Player and Projectile on the 3D/2D Radar.
    Use the Aimbot with BulletSpeed, BulletDrop and MuzzleOffset corrections to kill your enemies from across the map.
    And with NoRecoil, NoSway, NoSpread and SuperZoom you will have pinpoint accuracy.
    The SQUAD hack is now available to our MasterPackage Subscribers.

  • bearbeitet Dezember 2015
    Hier schreibt einer, dass Resolution auf 100 in Wahrheit 130% sind. Würde z.B. den Speicherhunger erklären.
    https://www.reddit.com/r/joinsquad/comments/3yiryl/psa_the_game_is_internally_rendering_at_a_33/
    Wenn ich mir die Antenne auf seinen Screenshots so anschaue sieht es echt dannach aus.
  • bearbeitet Dezember 2015
    Noch viel mehr würde es erklären weshalb die Kanten recht gut geglättet sind ohne das jedweder der drei AA-Modi zu funktionieren scheint. 

    Allerdings müsste man dies nicht unbedingt erforschen wenn der Entwickler es einfach kommunizierte. Wäre ja kein Drama, würde nur Zeit sparen.
  • http://forums.joinsquad.com/topic/10665-alpha-39-update/

    Alpha 3.9 Changelog

     

    • Improved client performance related to optimizations in the anim system

    • Fixed kit allocations not working in many situations

    • Updated Militia player models with new components, distinguishing them further from other factions

    • Performance improvements to the Militia player models

    • Leaving a squad now replaces your kit

    • Improved Steam authentication for better stability

    • Allows for joining on Steam friends

    • Allows for joining servers via web browser sites

    • Increased server connection timeout, decreasing the amount of unintentional disconnects

    • Increased server browser timeout

    • Increased timeout for joining a map to allow people with low spec pc’s to load the game, without being kicked unintentionally by the server for timeout

    • Added SteamID to showplayerids

    • Fixed banning by ID issues

    • Improved performance of explosion effects

    • Added the ability to reset keybindings

    • Separated out the default button in each section of the settings menu, pressing default now only resets the current menu’s settings.

    • Players can now cancel joining the firing range in menu

    • Fixed incorrect access level for banning

    • Fixed a few server crashes

  • bearbeitet Januar 2016
    Die neuen Skins der Miliz sind auch super. Adidas-Jacke sag ich nur!
  • bearbeitet Februar 2016

    Major Changes:

    Easy Anti-Cheat (EAC)

    This release will feature Easy Anti-Cheat as a new active anti-cheat protection system.

    1P78 Kashtan Rifle Optic

    The Russian faction now have scopes for their weapons! As one of the most requested feature, we are pleased to grant the Russian faction a rifle optic for their primary AK74M and support RPK74M rifles as well as sneaking some goodies for the Militia.

     RGD-5 Grenade

    The RGD-5 is a post-WW2 Soviet-era grenade, inexpensive to manufacture and commonly found in many modern conflict areas. Will be featured on the Militia and Russian factions.


    Map Updates

    Fools Road received a new industrial area in the South West of the map, an updated Estate with a very cool tunnel section connecting the buildings together, as well as many new details and features spread out around the map.

    Chora has also received many updates, expanding the playable area and more detail work.

     

    Flag Capture Mechanics Updates

    AAS has been updated with some new gamemode rules to encourage greater emphasis on the flag objectives.  Flags now have an increasing ticket bleed based on the number of flags owned by the opposing team, reducing the chance that the team with more flags loses the match.  Additionally, capturing a flag now grants the capturing team some tickets, as well as increasing the ticket loss for the team that loses a flag. Finally, we have added a protection sphere around each teams main base, which prevents bullets and players from the opposing team entering in it's area thus adding a layer of protection from main base camping.

     

    Post Processing Effects

    Many post processing effects and the ability to change their settings have been added. Ambient Occlusion helps to define soft shadowing of objects.  Auto Exposure and Eye Adaptation causes the exposure of the screen image to simulate the effect of human eyes moving between brightly lit and dim environments.  Bloom is the bleed-over of light caused by looking at bright objects in lowly lit environments. Motion Blur adds a blur effect to objects depending on how quickly they are moving on the screen (works well with the new Russian scopes).  Lens Flare simulates scattering of light when viewing bright objects through lenses.

     

    Server Browser and Joining Server improvements

    The server browser has been improved, adding sorting by each column as well as better usability in general.  Additionally, a number of bugs have been fixed, improving the server join experience and a quicker response when you fail to join a server.

     

    AMD Performance Improvements


    We have added fixes for AMD based hardware, specifically CPUs, which aim to mitigate a number of both general and VoIP related issues people have been experiencing.
     

    Changelog

    • Added a team switch timer, limiting how often you can switch teams, this timer only applies after the round startup time allowing teams and friends to get set up.

    • Added Dome of Defense around main bases (Destroys all enemy projectiles upon impact, and pushes back enemy soldiers if they try to enter)

    • Updated the AAS logic to be more robust and have more features

      • Allows for giving the capturing team tickets and also has an option to prevent ticket gain when capping from start-neutral

      • Owning more capture zones than the opposing team will begin to incur a slight bleed penalty. The more zones owned, the more bleed the opposing team incurs.

    • Fixed the ability to lean while prone, this snuck in due to lean code optimization

    • Kit, role and equipment changes

      • Marksman kit moved from the specialist group to fire support, same squad/team limitations as before

      • Fire support kits are now reduced to 3 when at max squad size, down from 4. You should see more ordinary riflemen on the field now

      • Grenadier kit now unlocks at 5 squad members, rather than 4

      • Max amount of grenadiers available per squad down to 1 from 2 (AK74+GP25 removed from Militia until we have a more flexible inventory selection system)

      • Ordinary riflemen/fighter kits with ironsight or red dot sights now have 2 frag grenades rather than 1

      • Automatic riflemen now have another 150-200 rounds depending on the caliber of the weapon, so you don’t have to feel bad about suppressing the enemy

      • Designated marksmen now have less rifle ammo to keep in line with damage potential of other classes (SVD down from 8 to 4 magazines), make those shots count

      • Designated marksmen has 3 pistol mags rather than 2

      • Added more smoke variation and each team now has different colored smoke variations. Militia have Green and Yellow smoke colour variations, Russians have Purple and Orange, while the insurgents have Black and Yellow. 40mm smoke grenades remain the same for now.

      • Russian squad leader has an alternative kit available at 6 squad members, an AK74M with an optic

      • Russian rifleman + optics kit available at 4 squad members. Limited to 1

      • Russian Automatic rifleman + optics kit available at 8 squad members

      • Militia rifleman + optics kit available at 4 squad members. Limited to 1

      • Every kit that has a magnified optic now has one less magazine than their red dot / ironsight counterparts

      • Added RGD-5 frag grenade to replace placeholder M67 on the Russian faction, also gave an alternative skinned version of it to Militia instead of the F1

    • Weapon changes

      • Added deviation to rockets and launched grenades projectiles

      • ACOG model got a quality of life upgrade to make it look prettier

      • Slight increase in the recoil of the SVD

      • Fixed a bug where all weapons were firing at the same muzzle velocity. Now weapons have different bullet drop depending on caliber/muzzle velocities

    • Updated inventory action delay timer on the scrolling menu from .5 to 1.5 seconds.

    • Medic bag and field dressing improvements

      • Added more information feedback to the player

      • Fixed an issue where enemy soldiers could be healed

    • Rally point changes

      • Rally point code has been more optimized for server use

      • Increased placement cooldown time from 30 seconds to 210 seconds

      • Rally points can no longer be placed with enemies within a 50m radius, and will reset the placement time from 0 to 90 seconds. Your former rally points do not disappear.

      • Rally point placement now requires sl + 3 squad member if the sl does not have an officer kit, if he does have it, then only sl + 1 squad member is needed

      • Changing squad leader now resets the rally point placement time to 120 seconds if the placement time was under 120 seconds.

      • All rallypoint messages are now shown in the chat area instead of the middle of the screen.

    • If your squad leader changes, a message is now sent to your chat area to inform.

    • Deployable placement errors are now posted to your chat area.

    • Fixed an issue where you could leave a squad and keep your kit if you were incapacitated

    • Map and spawn screen updates

      • Opening of map and spawn screen no longer stops the talking input

      • Clicking around and interacting with the spawn screen no longer stops other inputs (you can now move and interact with the menu at the same time, note that there are many edge cases to this particular issue and we will be addressing them as they are reported)

      • Fixed an issue where the mouse cursor could be lost when returning to the spawn screen after having opened the main menu

      • Map and spawn screen now automatically closes when the main menu is opened

      • Moved a large chunk of the map implementation to c++ improving stability and speed

      • Fixed a bug where the SL menu on the spawn map was not updating it’s last clicked position correctly

      • SL menu on the spawn map now opens with the cursor in the middle of the hex menu, making it easier to mark locations and work with the ui

      • SL marker lifespan is now 5 minutes, up from 1.5 minutes

      • Reduced the zoom levels on the map from 7 to 4, and made the map zoom all the way out on the outmost level

      • Slight rework of the map medic icon, making it more distinct.

    • Keybinds for the spawn screen and map now work on both open/close. (You can rebind them to Enter without issues)

    • Changed the lowest possible FOV to 90 degrees.

    • Added more graphics settings for Motion Blur, Bloom, Lens Flare, Auto Exposure, etc.This is still work in progress

    • Fixed issue where some higher resolutions were missing from the graphics settings

    • Added sortable server browser

    • Fixed some disconnection issues upon joining a server

    • Added a system that allows for individual damage sounds depending on the collision bone that was hit, this is replacing the dead sounds, meaning that you no longer know if an enemy died unless you do a visual confirmation

    • Added initial enhancements to the Admin Camera to support Squad League with Player Outlining and Capture Zone visualizations.

    • Redesigned smoke grenade variations to share one projectile and one effect. Any color variations now only need to be a child of the original, instead of needing duplicate effects and projectiles. This optimizes the deployment of smoke grenades and makes implementation easier.

    • Stopped smoke from playing on the server unintended. This prevents smoke spam affecting server fps.

    • Removed manually placed border blocking volumes and updated with new spline blocking volumes.

    • Lots of LOD models added to weapons, improving performance

    • Reworked tracers slightly, making them easier to use when correcting bullet drop

    • Reworked server configs, ban lists & admin lists http://forums.joinsq...-server-config/

    • Added server messages

    • Changed console command ShowPlayerIds to ListPlayers

    • Added temp / timed bans

    Before signing off we wanted to give everyone a bit of a road map of our intentions over the next several months.

    Our next monthly patch for February will be largely focused on content, quality of Life, UI updates and possible integration of Unreal Engine 4.11 (Check out the preview notes. Exciting stuff) 

    With completion of the backlog of high priority updates to content, QoL and UI , we've moved the majority of our coders (Including our two new guys!) into a focused campaign over the next 8 or so weeks to come through the other side with a feature rich base system for vehicles and character animations.

    We hope you guys will help us in keeping these guys engaged and keeping all of our eyes on road ahead. We are very excited for the next couple months. 

    Offworld Out.


    Update 4.1 Hotfix:
    We are releasing a 4.1 hotfix right now!

    It addresses the following:
    • Fixed player counts not reporting properly in steam.
    • Fixed server config parsing issues.
    • Fixed a layer of fools road which had incorrect spawning rules and unlimited kits.
    • Removed server messages from single player.
    • Other minor bug and crash fixes.
  • bearbeitet März 2016
    Für mich haben die sich mit dieser Server-Lizenz-Politik gerade umgebracht. Zusammen mit dem langerwarteten "Blur"-Effekt.

    Major Changes

     

    Map Updates

    As outlined in the last monthly recap, we have a number of map updates and new areas for players to duke it out.

    Updated UI Map Look and Feel

    The map and respawn screen has received a huge code and art pass.  Porting over parts of the heavy Blueprint code to C++, we’ve achieved a major performance increase over the previous versions, as well as fixed a large number of annoying issues like not being able to switch between the spawn screen and the map.  Additionally, we are doing an art pass to improve the readability and look and feel of the map.

     

    Updated Optics

    We added a blur filter and improved the sight picture on some of the optics.

    Balance Pass on Stamina

    Standing around waiting for your stamina to regenerate before you jumped over a knee high wall is not fun, so we’ve fixed that.  We’ve reduced the stamina cost for the first jump, but added an increasing stamina penalty the more you jump in succession.  Preserve your stamina, spread out your jumps!

    Server Licensing
    We now have official server licensing system in place for communities and server providers wishing to officially host a server and be officially partnered with us to provide the ideal Squad experience to players. We are adding this system in order to quickly direct players to servers that have -

    • Quality, dedicated administration
    • Have reliable and powerful server hardware
    • Promote teamwork and communication in their community and/or clan.
    • Provide a positive environment for new players to learn the game and play with more experienced players.
    • Use the vanilla Squad gamemode rules so regular players know what to expect (will be important once modding is possible)

     

    More information about applications and server licensing here -

    http://forums.joinsquad.com/topic/16519-server-licensing-general-info/

     

    Changelog

    Systems

    • You are no longer punished with a team switch timer if you failed to switch team
    • Further optimisation passes on weapon and player animation code
    • Jumping has been redone. <br>Jumping no longer requires stamina. However, for every jump a small cooldown timer is associated with it. If another jump occurs before this small cooldown is up your jump height and forward velocity will become lower. If multiple jumps are done consecutively (spamming jump) four or more times without allowing the small cooldown timer to reset, you will go on an extended cooldown timer while your jump “stamina” regenerates. This allows more flexibility while preventing “bunny hopping”.
    • Updated rulesets to only count TKs as 1 ticket instead of 2. Fixed an issue where players would sometimes be punished for suicides twice. 
    • Fixed an issue where sending someone straight to death would not score or apply punishments in the case of TKs. 
    • Fixed kit logic not working correctly in all cases, We now remove your kit as a squad leader if you pass the squad leader role have been added.
    • Fixed an issue where players could deploy with a kit role while incapacitated, effectually allowing +1 available kits of any type.
    • Updated sway values for most weapons. Optics and iron sights have slightly different values to account for magnification. Speed and horizontal “randomization” sway has been increased to more accurately represent and convey the appropriate target acquisition timing desired. Managing combat stances should be more desirable, more effective, and medium to long range fire will potentially require more effort, especially in the standing.
    • Updated focus time by 5 seconds to account for potentially higher difficulty in firing with updated sway values.
    • Changed the way traces work for nametags, so the trace comes from the eyes instead of the waist and we trace for several parts of the body instead of just tracing for Center of Mass.
    • Fixed a mass disconnect when Steam servers go down
    • Fixed bug where player is stuck in sprinting if they die while sprinting and then get revived.
    • Fixes to make deployable ghosts more reliable.
    • Updated graphics settings defaults and edited the graphics menu to get rid of variables that were not having any effect anyway.
    • Modified decompression for Audio which should help with performance.
    • Unicode support fixes, specifically for non-language characters like Emoji


    UI

     

    • Improved the inventory sliders so grouped weapons and your current selection (different coloured smoke grenades for instance) all appear at once so you know exactly what you’re selecting in your inventory.
    • Added a UI element for jumping height penalty.
    • Added bleeding and incapacitated map icons on the map, visible to Medics.
    • Updated player map icons in preparation for a greater overhaul of the UI. 
    • Players can now close their map and spawn-screen with the main menu button (default escape on keyboard or start on gamepad)
    • Added role icons and kit tooltips to Ammo Crate resupply menu.
    • Changed the map so it will never be able to lock your inputs when closed anymore.
    • Added a pulse animation for your own player icon for quicker identification.
    • Fixed the inability to drag the map in the spawn screen.
    • Touched up the spawn menu role select to make the grey out of kits work, and introduced a new presentation style that allows for more information about loadouts at a glance
    • Cleaned up marker code and tooltip code, should hopefully give better performance, and no longer capture the player’s input when they want to select a rallypoint
    • Added a News message box for the main menu
    • Added a server licensing information notice to the main menu when server licensing is enabled. The custom games list now no longer shows when server licensing is disabled remotely.
    • Added the ability to delete action keys in the keybindings menu
    • Fixed bug where screen resolution would reset when editing settings.
    • Fixed player tooltip name not showing up on players that are bleeding or incap and you mouse over them as a medic.
    • Updated Quickstart guide loading screen image
    • Updated minimaps to be greyscale, in preparation for more UI developments down the line.

    Art

    • Added new radial blur to all weapons with optics.
    • The area around magnified optics has been darkened with a slight, soft blur to bring more focus into optic itself.
    • Updated Russian medics and SLs to use new Russian binoculars.
    • Added collisions to bricks and other large trash items.
    • Added more Tunnel components.
    • Fixed collision meshes on various Afghani structures.
    • Updated cannabis plants
    • Added new wooden and chain-link fence statics
    • Fixed wood floor reflectivity 
    • Fixed AK74M and RPK74M lod shading issues
    • Fixed Russian AK optic having too much magnification
    • Adjusted all magnified optics to more accurately represent their realistic values in-game using a magnification to FOV calculation.

    Maps

    • Updated all AAS layers (not including Skirmish) with latest ticket system adjustments.
    • Bleed, tickets lost, and tickets gained have been adjusted.
    • Ticket system has been standardized to create consistency across all map layers and scales based on number of flags on any given map.
    • Updated Fools Road river rock texture to fix its specularity
    • Updated and expanded Chora
    • Updated Train Wreck to Train Village and added a new cap zone on Operation First Light
    • Fixed minor foliage and static bugs on Kohat. Updated Kohat radio tower layer so US starts with fewer points but gains points with each flag capture. Modified spawn locations on Kohat AAS.

    Admin

    • Fixed all admins able to join full servers
    • Fixed admin command description for kick by ID.
    • Fixed an improper ‘Disconnected by EAC’ kick. 
    • Added admin group permission type to circumvent team change timer
    • Changed TK punishment from a Kick to a 5 minute (by default) timed ban. Servers can configure it.
    • Number of improvements and fixes to the Admin camera
  • bearbeitet März 2016
    Wieso? Damit werden bestimmte Server doch nur "semi-offiziell". Der Rest kann trotzdem hosten.
    Und welchen Change Log. Den hier?
  • Ja, das ist der den ich von dort gepostet habe. Momentan kann niemand hosten der nicht von Gottes Gnaden Zugang zu den Dedi-Files hat.
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