Xymox schreef op 22 October 2003 @ 14:27:
Het zal niet lang meer duren, er komt een nieuwe versie van
Day of Defeat (versie 1.1) !
[...]
Dit is een lijst met wijzigingen die verwacht worden :
******************************************
Official 1.1 Changes
(as annouced on dayofdefeat.net forum by staff members)
- MOTD will allow HTML
- barrel heat will go to zero on reload (simulates barrel change)
- Kar98 and Enfield standing accuracy toned down slightly
- All the guns' damanges will stay the same (toe shot kills still work)
- Bayonette problems with Kar and Enfield fixed.
- death when killing someone close to you is fixed.
- hitboxes off when shooting someone from the side is fixed
(garand back to 3.1 level now)
- bullets can go through arms and hit the chest now
- custom crosshairs
- New time based scoring system for clan play.
Leagues can set the individual point values of each flag/point
on each map and the delay between point gives. --Mugsy
- no grenades on the minimap
- falling, jumping, and proning breaks sniper zoom
- zoom and the scope now work in first-person spectator
- footsteps and voice commands are louder
- dod_vicenza and dod_merderet officially added. *included w/ steam
- dod_flugplatz and dod_escape will be added. *included w/ steam
- no plans to re-add jump shooting
- no plans to re-add bleeding
- Wall penetration doubled for mg’ers.
- Bullets can penetrate multiple objects now.
- mg42 now fires 2 bullets per click
- mg42 animation length changed
- MG rate of fire back to 3.1 levels.
- dod_charlie hall of mirrors and other bugs fixed.
- dod_chemille exploits eliminated and swastikas removed.
- dod_zalec and dod_forest have some bugs fixed.
- VGUI2 added (like Steam).
- server code optimized.
- deathcam changed "significantly"
- FG42 scoped accuracy improved.
- 9-way animations
- wall penetration system has been redone so you can fire
through multiple objects of varying material and thickness
now, depending on the power of the bullet
- Rubble hang-up problems will NOT be fixed this patch
- pistol binding up bug fixed.
- invisible breakable bug fixed (such as the gate in dod_zalec)
- join spectators bug fixed
- autoreload optional
- dynamic lights optional
- rain splash fixed to reduce lag
- no forced help messages
- stamina recovery in-air hack fixed
- explosion death animations
- bug where buttsmack/stab shown for a bullet kill is fixed
- dod_glider WAD file changed
- player/flag icons shrink with resolution
- BAR deploy time shorter
- a few map bugs will be fixed. the rest have to wait until 1.2
- You can see the zoom and the scope now in first-person spectator in 1.1.
Map Changes
dod_glider:
-Fixed two Radar antenna exploits
-Axis spawns removed from tunnel and underneath house
-Axis are warned if allied soldier is...under the house
-Axis get team & individual points for blowing the bridge and mortar
-Allied mortar works more effectively
-Fixed elevator bug (I think)
-Fixed invisible breakable (the ability to pass through)
-Lowered cap time to 10 min (still testing this)
-Fixed sticky spot at base of hill
-Fixed that damn floating tower-from-hell
-Fixed several bad-brush joins
-Added some ambient fire and smoke from the two tanks
-Increased the accuracy and range of the Allied MG in the tunnel
(axis cannot camp in there now)
-Removed those barrels that you could get stuck behind in the castle
-Fixed a sticky spot near the axis bunker door
Charlie
- improved smoke on beach area to reduce lag
- shifted right side cliff model on beach
- redid clip brushes for tanks on beach
- some texture fixup on shingle
- fixes to remove some subtle zfighting in some explosion areas
- fixed player going dark in some craters
- made mid mortar not be destroyed by destruction of middle sandbag bunker
- lowered trench depth a bit by mid bunker (can't jump up out of it now). to get to radio area, allies ust hop over trench or go around.
- new vis blocking and player blocking foliage now around radio area
- visual improvements to radio target area
- small raise in ground around some sandbags to make MG deployment better
- fixed some bad clips in small secondary bunkers around 88 #1
- fixed some bad clips on 88 #2
- added new mortar in back area by big coastal gun
- added new lightbulb models in underground
- lights now flicker in underground at times
- new air shaft alternate access parallel to back elevator by coastal gun
- expanded hurt areas that are to keep axis off beach
- some visual and effect improvements when coastal gun is destroyed
- wider door from axis underground spawn to prevent a player from blocking exit
- shifted spawns slightly forward for axis to give them a bit faster access to shooting down on beach
- new auto mortar targeting system so that axis useable mortars now will land in areas where allied players have been
- increased size of clips on hedgehogs in water to keep players off top
- increased overall intensity of random beach mortars
- new grass models by flo placed here and there for visual effect and cover
- clipped several areas where player could stick crouched head up
into brushwork to see through walls
- several model and brushwork shifts to prevent models from not being drawn when origin not in view
- new clip brushes to keep players from going too far out in the water
Donner
- new path (door) for allies which is visible as you take right path from spawning
- redone smoke on middle tank flag to reduce FPS drop
- redone clip brush on center tank which is much more accurate
Forest
- new grass models for visual effect
- bridge redone to be narrower plus nicer looking with hole broke where branch pierces bridge deck
- when a team captures one of the main forest trenches, they take control of the enemy mortar (it turns around)
- new path for allies to gain access to main forest area via underground tunnel. Go to first concrete bunker on right after allied spawn, take ladder down, go to end of tunnel and break
boards for access to new path.
- new "smart" mortars that target mortar fire more in areas where enemy has been
- fixed some zfighting under wooden towers
- redone underground lights (look nicer)
dod_zalec:
-New door added to clock tower
-Tanks moved slightly to prevent being easily hit from window
-Tanks now take 2 bazooka rounds to destroy
-Tanks smoke after 1st hit to show only 1 more hit is needed
-new bazooka target for allies which lets them into the church near fountain via the middle path
-tank targets shifted around a bit to be harder to destroy from one or two spots
-tank targets increased in strength to require two shots instead of 1 to destroy
********************************************
De update zal via
Steam worden gedistribueerd.
Persoonlijk vind ik DoD de beste Halflife mod, maar geef hier je eigen mening over de huidige of komende versie van Day of Defeat.