- A new gamemode:
Respawning is now limited. You are only allowed to respawn, if enough
health is in a common healthpool. The healthpool gets filled, if other
players pick up health. When respawning you get the health in the
healthpool. Furthermore all the items are now limited and respawn once
per player. The weapons have been finally set to the singleplayer
setup. - Updated maps: Thanks to
your bug reports and Klonsemanns fixes the following maps have been
updated: mc_underground, monorail, hell1, delta2a, delta2b, delta3,
delta5, cpu, cpuboss, site3, hellhole, alphalabs2 and recycling2 - A polished mainmenu: The
mainmenu got a new color theme and displays the currently installed
customs maps as well as some informations about it. This is truely a
tribute to authors of the custom maps, which we will release shortly. - Cinematics updated:
Cinematics were already working great in the last versions but we did
some enhancements for your pleasure. The camera synchronisation has
been recoded completely, so that it won't hitch anymore when switching
between cuts. In previous versions the cinematics just started when one
player connected. Now cinematics will wait until all players are
ingame, so they can watch the cinematics synchroniously. If you think
you have watched the cinematics to many times you can abort them and
continue with normal gameplay. NOTE: This feature is currently in
testing and considered as BETA and therefore only available to the
server player. - Hud changes: To support
our new gamemode we have changed the scoreboard. The scoreboard now
displays the health of all players as well as the healthpool. It
enhances cooperative teamplay, because you are now able to look at the
current health state of your teammates to support them even more.
Finally the objective screens are displayed correctly now. - Network Traffic enhancements:
YESSS, we did it. We were able to move some of the Quake4 Network Code
over to Doom3. This was a great challange and took some time, but it
results in a better online gaming experience. - AI enhancements: The
network sychronisation code for monsters has been completely recoded
and requires less traffic now. All animation events are transmitted in
a compact manner so all players will see the exact same animations as
the server player. Because of the compact representation we were able
to completely disable clientside runing of monster script, which boosts
the performance. In previous games the AI was biased towards the server
player. This has changed and the AI will select it closest target. We
also fixed some bugs present in the AI projectile code which caused the
game to crash. - A visually complete guardian:
All those effects previously missing for the guardian on the client are
now in and ready. The light beams from the guardian seekers are now
visible on the client as well as the lightning and the light glow from
the guardian. - A set of small changes:
Small details were fixed as well. The BFG beams won't affect other
players anymore if teamdamage is disabled. We fixed small bugs/added
features for the entities 'target_give' and 'trigger_once', the console
command 'give' is available in multiplayer now (if cheats are enabled). - OpenCoop 1.0 Features included !
Featurelist of OpenCoop 1.1
Posted by Klonsemann on