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v4.1_changelist [2013/06/22 13:17]
killermonkey
v4.1_changelist [2013/06/22 13:38] (current)
killermonkey
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 ===== Gameplay ===== ===== Gameplay =====
-  * <span style="​color:green">​Added:</​span> [[Capture_the_Key|CTK]]:​ Support for multiple capture points in deathmatch mode +  * <color green>​Added:</​color> [[Capture_the_Key|CTK]]:​ Support for multiple capture points in deathmatch mode 
-  * <span style="​color:green">​Added:</​span> [[Capture_the_Key|CTK]]:​ Overtime to teamplay mode +  * <color green>​Added:</​color> [[Capture_the_Key|CTK]]:​ Overtime to teamplay mode 
-  * <span style="​color:green">​Added:</​span> [[Capture_the_Key|CTK]]:​ Localizations for HUD messages +  * <color green>​Added:</​color> [[Capture_the_Key|CTK]]:​ Localizations for HUD messages 
-  * <span style="​color:green">​Added:</​span> [[Capture_the_Key|CTK]]:​ Token distance to Capture Point indicators for teamplay mode +  * <color green>​Added:</​color> [[Capture_the_Key|CTK]]:​ Token distance to Capture Point indicators for teamplay mode 
-  * <span style="​color:green">​Added:</​span> [[Capture_the_Key|CTK]]:​ CVar //​ctk_dm_playerspertoken//​ to control the number of players for each additional token +  * <color green>​Added:</​color> [[Capture_the_Key|CTK]]:​ CVar //​ctk_dm_playerspertoken//​ to control the number of players for each additional token 
-  * <span style="​color:green">​Added:</​span> [[Capture_the_Key|CTK]]:​ CVar //​ctk_dm_maxpickuppenalty//​ to control the maximum pickup time penalty incurred in DM Mode +  * <color green>​Added:</​color> [[Capture_the_Key|CTK]]:​ CVar //​ctk_dm_maxpickuppenalty//​ to control the maximum pickup time penalty incurred in DM Mode 
-  * <span style="​color:green">​Added:</​span> [[GoldenEye:​_Source_Scenario_Summary#​Dr._No_Armor|Dr. No Armor]] as an official gameplay +  * <color green>​Added:</​color> [[GoldenEye:​_Source_Scenario_Summary#​Dr._No_Armor|Dr. No Armor]] as an official gameplay 
-  * <span style="​color:green">​Added:</​span> [[GunGame|Gun Game]]: CVar "​gg_numrounds"​ to allow for multiple deathmatch rounds per match (set to -1 for unlimited) +  * <color green>​Added:</​color> [[GunGame|Gun Game]]: CVar "​gg_numrounds"​ to allow for multiple deathmatch rounds per match (set to -1 for unlimited) 
-  * <span style="​color:green">​Added:</​span> [[Live_and_Let_Die|Live and Let Die]]: Foes left indicator +  * <color green>​Added:</​color> [[Live_and_Let_Die|Live and Let Die]]: Foes left indicator 
-  * <span style="​color:green">​Added:</​span> [[Living_Daylights|Living Daylights]]:​ Team-play flag possession indicator bars +  * <color green>​Added:</​color> [[Living_Daylights|Living Daylights]]:​ Team-play flag possession indicator bars 
-  * <span style="​color:green">​Added:</​span> [[Living_Daylights|Living Daylights]]:​ Team-play flags held by team message +  * <color green>​Added:</​color> [[Living_Daylights|Living Daylights]]:​ Team-play flags held by team message 
-  * <span style="​color:green">​Added:</​span> [[You_Only_Live_Twice|YOLT]]:​ Foes left indicator after the first person is eliminated +  * <color green>​Added:</​color> [[You_Only_Live_Twice|YOLT]]:​ Foes left indicator after the first person is eliminated 
-  * <span style="​color:green">​Added:</​span> [[GoldenEye:​_Source_Plugin_Support#​Weapons|Weapon ID]] for an explosion kill (non-weapon origin) +  * <color green>​Added:</​color> [[GoldenEye:​_Source_Plugin_Support#​Weapons|Weapon ID]] for an explosion kill (non-weapon origin) 
-  * <span style="​color:green">​Added:</​span> Pop out help when a player joins a team (MI6 or Janus) +  * <color green>​Added:</​color> Pop out help when a player joins a team (MI6 or Janus) 
-  * <span style="​color:green">​Added:</​span> Support for vertical layout of progress bars +  * <color green>​Added:</​color> Support for vertical layout of progress bars 
-  * <span style="​color:magenta">​Fixed:</​span> [[Capture_the_Key|CTK]]:​ Text messages being intrusive and overwriting on top of each other +  * <color magenta>​Fixed:</​color> [[Capture_the_Key|CTK]]:​ Text messages being intrusive and overwriting on top of each other 
-  * <span style="​color:magenta">​Fixed:</​span> [[GunGame|Gun Game]]: Weapons being picked up continually at round end +  * <color magenta>​Fixed:</​color> [[GunGame|Gun Game]]: Weapons being picked up continually at round end 
-  * <span style="​color:magenta">​Fixed:</​span> [[Living_Daylights|Living Daylights]]:​ Armor display glitch when you get armor for escaping combat +  * <color magenta>​Fixed:</​color> [[Living_Daylights|Living Daylights]]:​ Armor display glitch when you get armor for escaping combat 
-  * <span style="​color:magenta">​Fixed:</​span> Players keeping items (such as the flag) if teamplay is enabled mid-round +  * <color magenta>​Fixed:</​color> Players keeping items (such as the flag) if teamplay is enabled mid-round 
-  * <span style="​color:magenta">​Fixed:</​span> Team round scores "​resetting"​ after exceeding 127 +  * <color magenta>​Fixed:</​color> Team round scores "​resetting"​ after exceeding 127 
-  * <span style="​color:magenta">​Fixed:</​span> Token bug where if the first weapon of a weapon set is a gameplay token it would completely break the gameplay (also fixes //impulse 101// doing the same thing) +  * <color magenta>​Fixed:</​color> Token bug where if the first weapon of a weapon set is a gameplay token it would completely break the gameplay (also fixes //impulse 101// doing the same thing) 
-  * <span style="​color:skyblue">​Changed:</​span> [[Capture_the_Key|CTK]]:​ In deathmatch mode, a delay is incurred to pickup a token that is dropped by a killed player, which is inversely proportional to the distance of the nearest capture point +  * <color skyblue>​Changed:</​color> [[Capture_the_Key|CTK]]:​ In deathmatch mode, a delay is incurred to pickup a token that is dropped by a killed player, which is inversely proportional to the distance of the nearest capture point 
-  * <span style="​color:skyblue">​Changed:</​span> [[Living_Daylights|Living Daylights]]:​ Flags will change to your team color upon pickup +  * <color skyblue>​Changed:</​color> [[Living_Daylights|Living Daylights]]:​ Flags will change to your team color upon pickup 
-  * <span style="​color:skyblue">​Changed:</​span> Weapons: Increased +aimmode delay for certain weapons +  * <color skyblue>​Changed:</​color> Weapons: Increased +aimmode delay for certain weapons 
-  * <span style="​color:skyblue">​Changed:</​span> Weapons: Set minimal penetration to all lead weapons to prevent paper-thin and ornamental BSP (such as rail frames) from spoiling shots by-chance. +  * <color skyblue>​Changed:</​color> Weapons: Set minimal penetration to all lead weapons to prevent paper-thin and ornamental BSP (such as rail frames) from spoiling shots by-chance. 
-  * <span style="​color:red">​Removed:</​span> [[GoldenEye:​_Source_Scenario_Summary#​License_to_Kill|LTK]]:​ Disabled armor to prevent confusion about it "​protecting"​ you +  * <color red>​Removed:</​color> [[GoldenEye:​_Source_Scenario_Summary#​License_to_Kill|LTK]]:​ Disabled armor to prevent confusion about it "​protecting"​ you 
-  * <span style="​color:red">​Removed:</​span> [[GoldenEye:​_Source_Scenario_Summary#​Tournament_Deathmatch|Tournament DM]]: Removed "​Team"​ from the game title+  * <color red>​Removed:</​color> [[GoldenEye:​_Source_Scenario_Summary#​Tournament_Deathmatch|Tournament DM]]: Removed "​Team"​ from the game title
  
 ===== Python ===== ===== Python =====
-  * <span style="​color:green">​Added:</​span> Callback: ​<span style="​color:#​AFEEEE">​CanRoundEnd()</​span> ​- Can block the round timer from ending the round automatically (get's called continually after first block) +  * <color green>​Added:</​color> Callback: CanRoundEnd() - Can block the round timer from ending the round automatically (get's called continually after first block) 
-  * <span style="​color:green">​Added:</​span> Function: ​<span style="​color:#​AFEEEE">​GEUtil.ShowPopupHelp( player, Title, Message, [[image=""​]],​ [[Time_to_show=5.0]],​ [[Archive=True]] )</​span> ​- Show a pop out help to the specified player (None = all players) +  * <color green>​Added:</​color> Function: GEUtil.ShowPopupHelp( player, Title, Message, [[image=""​]],​ [[Time_to_show=5.0]],​ [[Archive=True]] ) - Show a pop out help to the specified player (None = all players) 
-  * <span style="​color:green">​Added:</​span> Function: ​<span style="​color:#​AFEEEE">​GEUtil.ShowPopupHelpTeam( teamid, Title, Message, [[image=""​]],​ [[Time_to_show=5.0]],​ [[Archive=True]] )</​span> ​- Convenience for teams +  * <color green>​Added:</​color> Function: GEUtil.ShowPopupHelpTeam( teamid, Title, Message, [[image=""​]],​ [[Time_to_show=5.0]],​ [[Archive=True]] ) - Convenience for teams 
-  * <span style="​color:green">​Added:</​span> Function: ​<span style="​color:#​AFEEEE">​GEUtil.ResetPopupHelpArchive( player )</​span> ​- Resets the help archive on the given player (reset occurs on gameplay change by default) +  * <color green>​Added:</​color> Function: GEUtil.ResetPopupHelpArchive( player ) - Resets the help archive on the given player (reset occurs on gameplay change by default) 
-  * <span style="​color:green">​Added:</​span> Function: ​<span style="​color:#​AFEEEE">​CGEPlayer.SetScoreboardColor( int )</​span> ​- Sets the scoreboard line color of the player +  * <color green>​Added:</​color> Function: CGEPlayer.SetScoreboardColor( int ) - Sets the scoreboard line color of the player 
-  * <span style="​color:green">​Added:</​span> Function: ​<span style="​color:#​AFEEEE">​CGEPlater.SetDeaths( int )</​span> ​- Explicitly set the death count of the player +  * <color green>​Added:</​color> Function: CGEPlater.SetDeaths( int ) - Explicitly set the death count of the player 
-  * <span style="​color:green">​Added:</​span> Function: ​<span style="​color:#​AFEEEE">​int CBasePlayer.GetUserID()</​span> ​- Returns the user id of the player +  * <color green>​Added:</​color> Function: int CBasePlayer.GetUserID() - Returns the user id of the player 
-  * <span style="​color:green">​Added:</​span> Function: ​<span style="​color:#​AFEEEE">​string GEMPPlayer.GetCleanPlayerName()</​span> ​- Returns the player'​s name sans color hints +  * <color green>​Added:</​color> Function: string GEMPPlayer.GetCleanPlayerName() - Returns the player'​s name sans color hints 
-  * <span style="​color:green">​Added:</​span> Function: ​<span style="​color:#​AFEEEE">​GEMPPlayer.SetInitialSpawn( bool )</​span> ​- Explicitly set the player'​s next spawn as an "​initial"​ spawn +  * <color green>​Added:</​color> Function: GEMPPlayer.SetInitialSpawn( bool ) - Explicitly set the player'​s next spawn as an "​initial"​ spawn 
-  * <span style="​color:green">​Added:</​span> Function: ​<span style="​color:#​AFEEEE">​list GEMPGameRules.GetWeaponLoadout( [[name=""​]] )</​span> ​- Returns a list of the weapon ID's in the named loadout (name = None to return current loadout) +  * <color green>​Added:</​color> Function: list GEMPGameRules.GetWeaponLoadout( [[name=""​]] ) - Returns a list of the weapon ID's in the named loadout (name = None to return current loadout) 
-  * <span style="​color:green">​Added:</​span> Function: ​<span style="​color:#​AFEEEE">​int GEMPGameRules.GetNumInRoundPlayers()</​span> ​- Returns the number of players that are playing in the round (useful if you lock the round) +  * <color green>​Added:</​color> Function: int GEMPGameRules.GetNumInRoundPlayers() - Returns the number of players that are playing in the round (useful if you lock the round) 
-  * <span style="​color:green">​Added:</​span> Function: ​<span style="​color:#​AFEEEE">​int GEMPGameRules.GetNumInRoundTeamPlayers( teamid )</​span> ​- Returns the number of players that are playing in the round on the given team (useful if you lock the round) +  * <color green>​Added:</​color> Function: int GEMPGameRules.GetNumInRoundTeamPlayers( teamid ) - Returns the number of players that are playing in the round on the given team (useful if you lock the round) 
-  * <span style="​color:green">​Added:</​span> Function: ​<span style="​color:#​AFEEEE">​GEUtil.ConfigHudProgressBarPlayer( player, title, [[color]] )</​span> ​- Change an existing progress bar (much cheaper than init'​ing it again) +  * <color green>​Added:</​color> Function: GEUtil.ConfigHudProgressBarPlayer( player, title, [[color]] ) - Change an existing progress bar (much cheaper than init'​ing it again) 
-  * <span style="​color:green">​Added:</​span> Function: ​<span style="​color:#​AFEEEE">​GEUtil.ConfigHudProgressBarTeam( teamid, title, [[color]] )</​span> ​- Convenience function for teams +  * <color green>​Added:</​color> Function: GEUtil.ConfigHudProgressBarTeam( teamid, title, [[color]] ) - Convenience function for teams 
-  * <span style="​color:green">​Added:</​span> Function: ​<span style="​color:#​AFEEEE">​GEMPGameRules.GetTokenMgr().SetTokenCapturePoints( string, int )</​span> ​- Set the maximum number of capture points to spawn (may spawn less depending on map size!) +  * <color green>​Added:</​color> Function: GEMPGameRules.GetTokenMgr().SetTokenCapturePoints( string, int ) - Set the maximum number of capture points to spawn (may spawn less depending on map size!) 
-  * <span style="​color:green">​Added:</​span> Function: ​<span style="​color:#​AFEEEE">​GEMPGameRules.GetTokenMgr().SetTokenSkin( tokenent, int )</​span> ​- Set the skin of the provided token +  * <color green>​Added:</​color> Function: GEMPGameRules.GetTokenMgr().SetTokenSkin( tokenent, int ) - Set the skin of the provided token 
-  * <span style="​color:green">​Added:</​span> Function: ​<span style="​color:#​AFEEEE">​GEUtil.ParticleEffectBeam( player, attachment, end, effect )</​span> ​- Supports point to point particle effects from players to any other point. +  * <color green>​Added:</​color> Function: GEUtil.ParticleEffectBeam( player, attachment, end, effect ) - Supports point to point particle effects from players to any other point. 
-  * <span style="​color:green">​Added:</​span> Globals: ​<span style="​color:#​AFEEEE">​GEGlobal.SB_COLOR_[[NORMAL,​|GOLD,​ WHITE, ELIMINATED]]</​span> ​- Scoreboard color presets +  * <color green>​Added:</​color> Globals: GEGlobal.SB_COLOR_[[NORMAL,​|GOLD,​ WHITE, ELIMINATED]] - Scoreboard color presets 
-  * <span style="​color:green">​Added:</​span> Globals: ​<span style="​color:#​AFEEEE">​GEGlobal.HUDPB_[[TITLEONLY,​|SHOWVALUE,​ SHOWBAR, VERTICAL]]</​span> ​- Progress bar settings (use | to combine them) +  * <color green>​Added:</​color> Globals: GEGlobal.HUDPB_[[TITLEONLY,​|SHOWVALUE,​ SHOWBAR, VERTICAL]] - Progress bar settings (use | to combine them) 
-  * <span style="​color:green">​Added:</​span> Globals: ​<span style="​color:#​AFEEEE">​GEGlobal.WEAPON_[[*]]</​span> ​- All weapon id's +  * <color green>​Added:</​color> Globals: GEGlobal.WEAPON_[[*]] - All weapon id's 
-  * <span style="​color:green">​Added:</​span> Support for advanced localization from Python ("#​[[LOCALIZATION]]\r[[Param|1]]\r[[Param|2]]\r..."​) +  * <color green>​Added:</​color> Support for advanced localization from Python ("#​[[LOCALIZATION]]\r[[Param|1]]\r[[Param|2]]\r..."​) 
-  * <span style="​color:magenta">​Fixed:</​span> Callback: CanMatchEnd() - Properly implemented this callback in the C++ +  * <color magenta>​Fixed:</​color> Callback: CanMatchEnd() - Properly implemented this callback in the C++ 
-  * <span style="​color:skyblue">​Changed:</​span> Callback: Renamed ClientConnect -> OnPlayerConnect and ClientDisconnect -> OnPlayerDisconnect +  * <color skyblue>​Changed:</​color> Callback: Renamed ClientConnect -> OnPlayerConnect and ClientDisconnect -> OnPlayerDisconnect 
-  * <span style="​color:skyblue">​Changed:</​span> Callback: OnPlayerSpawn - Added the "​firstspawn"​ variable to indicate a player just joining the game +  * <color skyblue>​Changed:</​color> Callback: OnPlayerSpawn - Added the "​firstspawn"​ variable to indicate a player just joining the game 
-  * <span style="​color:skyblue">​Changed:</​span> Function: GEUtil.HudMessage(...) - Added a channel input, defaults to "use next channel"​. Channels 0-5 are reserved for this input with channels 4-9 are revolving. +  * <color skyblue>​Changed:</​color> Function: GEUtil.HudMessage(...) - Added a channel input, defaults to "use next channel"​. Channels 0-5 are reserved for this input with channels 4-9 are revolving. 
-  * <span style="​color:skyblue">​Changed:</​span> On initial load, Python now removes the cache making sure it loads the gameplay from the .py file (only affects development of gameplay) +  * <color skyblue>​Changed:</​color> On initial load, Python now removes the cache making sure it loads the gameplay from the .py file (only affects development of gameplay) 
-  * <span style="​color:red">​Removed:</​span> Fade-in and Fade-out options for GEUtil.HudMessage/​HudMessageTeam+  * <color red>​Removed:</​color> Fade-in and Fade-out options for GEUtil.HudMessage/​HudMessageTeam
  
 ===== Server ===== ===== Server =====
-  * <span style="​color:green">​Added:</​span> CVar //​ge_autoalltalk//​ that, when enabled, will turn all talk OFF when teamplay is ON, and vice versa (**only** if sv_alltalk == 1) +  * <color green>​Added:</​color> CVar //​ge_autoalltalk//​ that, when enabled, will turn all talk OFF when teamplay is ON, and vice versa (**only** if sv_alltalk == 1) 
-  * <span style="​color:green">​Added:</​span> Console command //​ge_endmatch [[mapname]]//​ which will end the current match and load the specified map after going through the scores. If no map is specified it will use the map cycle. +  * <color green>​Added:</​color> Console command //​ge_endmatch [[mapname]]//​ which will end the current match and load the specified map after going through the scores. If no map is specified it will use the map cycle. 
-  * <span style="​color:green">​Added:</​span> Event: //​[[GoldenEye:​_Source_Plugin_Support#​gameplay_event|gameplay_event]]//​ to notify of gameplay specific occurrences (plugins only) +  * <color green>​Added:</​color> Event: //​[[GoldenEye:​_Source_Plugin_Support#​gameplay_event|gameplay_event]]//​ to notify of gameplay specific occurrences (plugins only) 
-  * <span style="​color:green">​Added:</​span> Event: //​[[GoldenEye:​_Source_Plugin_Support#​item_pickup|item_pickup]]//​ when player picks up weapons, ammo, and armor (plugins only) +  * <color green>​Added:</​color> Event: //​[[GoldenEye:​_Source_Plugin_Support#​item_pickup|item_pickup]]//​ when player picks up weapons, ammo, and armor (plugins only) 
-  * <span style="​color:green">​Added:</​span> Event: //​[[GoldenEye:​_Source_Plugin_Support#​player_camping|player_camping]]//​ when a player enters/​exists the 3 stages of camping +  * <color green>​Added:</​color> Event: //​[[GoldenEye:​_Source_Plugin_Support#​player_camping|player_camping]]//​ when a player enters/​exists the 3 stages of camping 
-  * <span style="​color:magenta">​Fixed:</​span> "​ge_allowradar 0" from conflicting with the gameplay forcing the radar on +  * <color magenta>​Fixed:</​color> "​ge_allowradar 0" from conflicting with the gameplay forcing the radar on 
-  * <span style="​color:magenta">​Fixed:</​span> Spectator flashlight bug +  * <color magenta>​Fixed:</​color> Spectator flashlight bug 
-  * <span style="​color:magenta">​Fixed:</​span> Silver PP7 reporting itself as PP7, ID wise +  * <color magenta>​Fixed:</​color> Silver PP7 reporting itself as PP7, ID wise 
-  * <span style="​color:magenta">​Fixed:</​span> Explosive weapons not reporting their ID properly (e.g. Grenade Launcher, Rocket Launcher, etc.) +  * <color magenta>​Fixed:</​color> Explosive weapons not reporting their ID properly (e.g. Grenade Launcher, Rocket Launcher, etc.) 
-  * <span style="​color:magenta">​Fixed:</​span> Penetration flag not carrying over to the event messages +  * <color magenta>​Fixed:</​color> Penetration flag not carrying over to the event messages 
-  * <span style="​color:magenta">​Fixed:</​span> When a player changes their name to just color codes it provides them a default //(No Name)// tag +  * <color magenta>​Fixed:</​color> When a player changes their name to just color codes it provides them a default //(No Name)// tag 
-  * <span style="​color:magenta">​Fixed:</​span> Team auto balance not working if rounds were disabled or map time was disabled +  * <color magenta>​Fixed:</​color> Team auto balance not working if rounds were disabled or map time was disabled 
-  * <span style="​color:magenta">​Fixed:</​span> Ordered Gamemode not cycling through the file on map change +  * <color magenta>​Fixed:</​color> Ordered Gamemode not cycling through the file on map change 
-  * <span style="​color:magenta">​Fixed:</​span> Grenade colliding with players when it was not moving +  * <color magenta>​Fixed:</​color> Grenade colliding with players when it was not moving 
-  * <span style="​color:magenta">​Fixed:</​span> Bug where players could potentially jump on the exact game frame that they land, which bypassed the timing restrictions +  * <color magenta>​Fixed:</​color> Bug where players could potentially jump on the exact game frame that they land, which bypassed the timing restrictions 
-  * <span style="​color:magenta">​Fixed:</​span> Auto team balance causing the same person to continually be auto switched if they were the last ones to connect to the server +  * <color magenta>​Fixed:</​color> Auto team balance causing the same person to continually be auto switched if they were the last ones to connect to the server 
-  * <span style="​color:magenta">​Fixed:</​span> Event: //​[[GoldenEye:​_Source_Plugin_Support#​player_shoot|player_shoot]]//​ so that it properly reports the Weapon ID +  * <color magenta>​Fixed:</​color> Event: //​[[GoldenEye:​_Source_Plugin_Support#​player_shoot|player_shoot]]//​ so that it properly reports the Weapon ID 
-  * <span style="​color:skyblue">​Changed:</​span> Reduced Moonraker fire rate for balancing purposes +  * <color skyblue>​Changed:</​color> Reduced Moonraker fire rate for balancing purposes 
-  * <span style="​color:skyblue">​Changed:</​span> Event: Added "​roundlength"​ and "​roundcount"​ to //​[[GoldenEye:​_Source_Plugin_Support#​round_end|round_end]]//​ +  * <color skyblue>​Changed:</​color> Event: Added "​roundlength"​ and "​roundcount"​ to //​[[GoldenEye:​_Source_Plugin_Support#​round_end|round_end]]//​ 
-  * <span style="​color:skyblue">​Changed:</​span> Postponed //​[[GoldenEye:​_Source_Plugin_Support#​Achievement_System|achievement_progressreport]]//​ until AFTER the player is authed by steam servers (steamid is set) (plugins) +  * <color skyblue>​Changed:</​color> Postponed //​[[GoldenEye:​_Source_Plugin_Support#​Achievement_System|achievement_progressreport]]//​ until AFTER the player is authed by steam servers (steamid is set) (plugins) 
-  * <span style="​color:skyblue">​Changed:</​span> Lasers will be picked up even if you already have one. This prevents too many lasers from being populated throughout the map. +  * <color skyblue>​Changed:</​color> Lasers will be picked up even if you already have one. This prevents too many lasers from being populated throughout the map. 
-  * <span style="​color:skyblue">​Changed:</​span> Lowered rifle bullet physics push force by 23% +  * <color skyblue>​Changed:</​color> Lowered rifle bullet physics push force by 23% 
-  * <span style="​color:skyblue">​Changed:</​span> Increased size of rocket hitbox to aid collision detection +  * <color skyblue>​Changed:</​color> Increased size of rocket hitbox to aid collision detection 
-  * <span style="​color:skyblue">​Changed:</​span> (CUSTOM) to (MOD) when the gameplay is not official +  * <color skyblue>​Changed:</​color> (CUSTOM) to (MOD) when the gameplay is not official 
-  * <span style="​color:skyblue">​Changed:</​span> The round will restart and all scores reset if teamplay is enabled/​disabled mid-match with "​ge_templay 1/0" as supported by the current gameplay+  * <color skyblue>​Changed:</​color> The round will restart and all scores reset if teamplay is enabled/​disabled mid-match with "​ge_templay 1/0" as supported by the current gameplay
  
 ===== Client / HUD / VGUI / Achievements ===== ===== Client / HUD / VGUI / Achievements =====
-  * <span style="​color:green">​Added:</​span> Implemented FMOD sound player to support looping menu music and level transition music +  * <color green>​Added:</​color> Implemented FMOD sound player to support looping menu music and level transition music 
-  * <span style="​color:green">​Added:</​span> Implemented a custom intro movie player +  * <color green>​Added:</​color> Implemented a custom intro movie player 
-  * <span style="​color:green">​Added:</​span> Gameplay pop out help. Recall past help by pressing "​h"​ (default). Can be disabled entirely in Advanced Options +  * <color green>​Added:</​color> Gameplay pop out help. Recall past help by pressing "​h"​ (default). Can be disabled entirely in Advanced Options 
-  * <span style="​color:green">​Added:</​span> Custom update checker that will notify you of an available GE:S update when the game loads to the main menu +  * <color green>​Added:</​color> Custom update checker that will notify you of an available GE:S update when the game loads to the main menu 
-  * <span style="​color:green">​Added:</​span> Tiny explosions for props +  * <color green>​Added:</​color> Tiny explosions for props 
-  * <span style="​color:green">​Added:</​span> Bulletproof glass decals (if shot does not penetrate the glass) +  * <color green>​Added:</​color> Bulletproof glass decals (if shot does not penetrate the glass) 
-  * <span style="​color:green">​Added:</​span> Above/below capture point icons for the radar +  * <color green>​Added:</​color> Above/below capture point icons for the radar 
-  * <span style="​color:green">​Added:</​span> Wispy smoke effect after firing a sustained burst +  * <color green>​Added:</​color> Wispy smoke effect after firing a sustained burst 
-  * <span style="​color:green">​Added:</​span> Ability to reposition the radar (in Advanced Options menu) +  * <color green>​Added:</​color> Ability to reposition the radar (in Advanced Options menu) 
-  * <span style="​color:green">​Added:</​span> Slot 6 to the keyboard mapping panel +  * <color green>​Added:</​color> Slot 6 to the keyboard mapping panel 
-  * <span style="​color:green">​Added:</​span> Logitech Rumblepad 2 controller config +  * <color green>​Added:</​color> Logitech Rumblepad 2 controller config 
-  * <span style="​color:magenta">​Fixed:</​span> "You Can't Win" and "​Domino Effect"​ achievements +  * <color magenta>​Fixed:</​color> "You Can't Win" and "​Domino Effect"​ achievements 
-  * <span style="​color:magenta">​Fixed:</​span> Round report not hiding if you had the scoreboard or character select up on round restart +  * <color magenta>​Fixed:</​color> Round report not hiding if you had the scoreboard or character select up on round restart 
-  * <span style="​color:magenta">​Fixed:</​span> Round timer coloring issues +  * <color magenta>​Fixed:</​color> Round timer coloring issues 
-  * <span style="​color:magenta">​Fixed:</​span> Gameplay progress bars clipping on wide screen +  * <color magenta>​Fixed:</​color> Gameplay progress bars clipping on wide screen 
-  * <span style="​color:magenta">​Fixed:</​span> Chat coloring bugs +  * <color magenta>​Fixed:</​color> Chat coloring bugs 
-  * <span style="​color:magenta">​Fixed:</​span> Character select sometimes popping up 3 times in a row after reconnecting to a server +  * <color magenta>​Fixed:</​color> Character select sometimes popping up 3 times in a row after reconnecting to a server 
-  * <span style="​color:magenta">​Fixed:</​span> Special icons getting "​stuck"​ on players on the radar +  * <color magenta>​Fixed:</​color> Special icons getting "​stuck"​ on players on the radar 
-  * <span style="​color:magenta">​Fixed:</​span> Reduced jiggle bones getting all messed up on the flag sometimes +  * <color magenta>​Fixed:</​color> Reduced jiggle bones getting all messed up on the flag sometimes 
-  * <span style="​color:magenta">​Fixed:</​span> Spectator issues such as spectating in-head and not remembering your last mode, etc. +  * <color magenta>​Fixed:</​color> Spectator issues such as spectating in-head and not remembering your last mode, etc. 
-  * <span style="​color:magenta">​Fixed:</​span> Flag texture showing random stuff in shadow on the flag +  * <color magenta>​Fixed:</​color> Flag texture showing random stuff in shadow on the flag 
-  * <span style="​color:magenta">​Fixed:</​span> PP7 viewmodel firing anim, silenced/​unsilenced blending, and scaling (shells are now proper size) +  * <color magenta>​Fixed:</​color> PP7 viewmodel firing anim, silenced/​unsilenced blending, and scaling (shells are now proper size) 
-  * <span style="​color:magenta">​Fixed:</​span> Blood screen playing even if disabled in advanced options +  * <color magenta>​Fixed:</​color> Blood screen playing even if disabled in advanced options 
-  * <span style="​color:magenta">​Fixed:</​span> Updated Moonraker particles +  * <color magenta>​Fixed:</​color> Updated Moonraker particles 
-  * <span style="​color:magenta">​Fixed:</​span> Many VGUI elements to avoid blurring on low texture settings +  * <color magenta>​Fixed:</​color> Many VGUI elements to avoid blurring on low texture settings 
-  * <span style="​color:magenta">​Fixed:</​span> Swing anim for the key to match with the ROF +  * <color magenta>​Fixed:</​color> Swing anim for the key to match with the ROF 
-  * <span style="​color:magenta">​Fixed:</​span> Removal of color hints from target id and voice chat +  * <color magenta>​Fixed:</​color> Removal of color hints from target id and voice chat 
-  * <span style="​color:skyblue">​Changed:</​span> Adjusted goals for "​Through Fire and Flames",​ "RCP 4 Death",​ "Two Klobbs Don't Make it Right",​ "For England, Alec", and "​Moonraker"​ +  * <color skyblue>​Changed:</​color> Adjusted goals for "​Through Fire and Flames",​ "RCP 4 Death",​ "Two Klobbs Don't Make it Right",​ "For England, Alec", and "​Moonraker"​ 
-  * <span style="​color:skyblue">​Changed:</​span> If character selection is denied by the gameplay the character select comes back up (gameplay is charged with telling the player WHY) +  * <color skyblue>​Changed:</​color> If character selection is denied by the gameplay the character select comes back up (gameplay is charged with telling the player WHY) 
-  * <span style="​color:skyblue">​Changed:</​span> Made team scores remain visible on death, they hide if the spectator bars are showing +  * <color skyblue>​Changed:</​color> Made team scores remain visible on death, they hide if the spectator bars are showing 
-  * <span style="​color:skyblue">​Changed:</​span> In Teamplay: Scoreboad shows **ROUND** score, Round Report shows **FORMULAIC** score, HUD shows **MATCH** score +  * <color skyblue>​Changed:</​color> In Teamplay: Scoreboad shows **ROUND** score, Round Report shows **FORMULAIC** score, HUD shows **MATCH** score 
-  * <span style="​color:skyblue">​Changed:</​span> Reordered the main menu items to put Options above Achievements+  * <color skyblue>​Changed:</​color> Reordered the main menu items to put Options above Achievements
  
 ===== Sound / Music ===== ===== Sound / Music =====
-  * <span style="​color:green">​Added:</​span> Basstronix'​s //Bondage// track +  * <color green>​Added:</​color> Basstronix'​s //Bondage// track 
-  * <span style="​color:green">​Added:</​span> Basstronix'​s //​Facility//​ track +  * <color green>​Added:</​color> Basstronix'​s //​Facility//​ track 
-  * <span style="​color:green">​Added:</​span> Goldenzen'​s Overtime cue +  * <color green>​Added:</​color> Goldenzen'​s Overtime cue 
-  * <span style="​color:green">​Added:</​span> Spatialization to the explosion sound to reduce distortion +  * <color green>​Added:</​color> Spatialization to the explosion sound to reduce distortion 
-  * <span style="​color:green">​Added:</​span> Mine beep on draw and toss sound +  * <color green>​Added:</​color> Mine beep on draw and toss sound 
-  * <span style="​color:green">​Added:</​span> Moonraker draw sound +  * <color green>​Added:</​color> Moonraker draw sound 
-  * <span style="​color:green">​Added:</​span> Ricochet sound on bullet impacts +  * <color green>​Added:</​color> Ricochet sound on bullet impacts 
-  * <span style="​color:magenta">​Fixed:</​span> Normalized all music volumes +  * <color magenta>​Fixed:</​color> Normalized all music volumes 
-  * <span style="​color:skyblue">​Changed:</​span> Mag-Lite flashlight click+  * <color skyblue>​Changed:</​color> Mag-Lite flashlight click
  
 ===== Level Design ===== ===== Level Design =====
-  * <span style="​color:green">​Added:</​span> Fourteck'​s overhauled //​Control//​ +  * <color green>​Added:</​color> Fourteck'​s overhauled //​Control//​ 
-  * <span style="​color:green">​Added:</​span> Luchador'​s completely overhauled //Silo// +  * <color green>​Added:</​color> Luchador'​s completely overhauled //Silo// 
-  * <span style="​color:green">​Added:</​span> Luchador'​s //​Casino//​ +  * <color green>​Added:</​color> Luchador'​s //​Casino//​ 
-  * <span style="​color:green">​Added:</​span> Mangley'​s //Bunker Classic// +  * <color green>​Added:</​color> Mangley'​s //Bunker Classic// 
-  * <span style="​color:magenta">​Fixed:</​span> Runway Update +  * <color magenta>​Fixed:</​color> Runway Update 
-  * <span style="​color:magenta">​Fixed:</​span> Aztec update +  * <color magenta>​Fixed:</​color> Aztec update 
-  * <span style="​color:magenta">​Fixed:</​span> Team spawns on Egyptian+  * <color magenta>​Fixed:</​color> Team spawns on Egyptian
  
 ===== Characters ===== ===== Characters =====
-  * <span style="​color:green">​Added:</​span> Walking animations when aimed +  * <color green>​Added:</​color> Walking animations when aimed 
-  * <span style="​color:green">​Added:</​span> Phong to more players +  * <color green>​Added:</​color> Phong to more players 
-  * <span style="​color:skyblue">​Changed:</​span> Tweaked several animations to be more fluid+  * <color skyblue>​Changed:</​color> Tweaked several animations to be more fluid
  
v4.1_changelist.txt · Last modified: 2013/06/22 13:38 by killermonkey