- Resurrection of Evil support
- Long anticipated, now it's done. We mostly completed RoE support for
this version. The generators are working and fully support multiple
players. Every player can pick up batteries and drop it into another
generator. The grabber and it's beam are working in multiplayer as
well. For optimizing the maps we removed all debris and small stones.
For all maps we added spawnprogress so that player can easly join the
fight or continue gaming after a respawn. Even grabbed moveable items
now spawn at their original position. Furthermore we fixed the
clientside prediction for the double barreled shotgun, which make
playing with it sooo smooth. Another RoE eyecatcher is our X-Ray
enhancement which supports multiple players now as well. - Hellwave - A new gamemode
is born. Hellwave is our new gametype for fastpaced action in
deathmatch maps. Just start and join in. No scores, just enemies. The
more monsters you frag the more will spawn. - Fully changeable custom heads
- Customizing is fun, so we added an option to lets you select the
player head. We enhanced the feature even more - When picking up the
environment helmet in d3xp you will see it on the player as well. When
selecting an white/asian/afro-american head the body skin will
apropiatly. - Skin color slider -
Instead of choosing between a limited amount of colored skins you can
now choose from up to 128 skin colors. The skin color effect the helmet
colors as well. - Hud and votings updated -
Voting for the next map will now automatically pick the next map in the
episode. If this is the last map already it will pick the first map of
the next episode. The endgame screen is now properly displayed when
finishing the map. Furthermore we fix the scoreboard synchronisation as
well as usernames coloring the chat. - Gameplay - Lots of small
enhancements to make the gameplay smoohther: The g_skill 5 damage is
lowered, we fixed the restart bug on g_skill 5, player who reconnect
can pickup all items again, we introduced as customizable skill level
-1, healtstations can now be emptied into the healthpool, and
disconnecting clients now spend their health into the healthpool. - No more multiplayer save - No need to save anymore. When respawning you will get the weapons before you died.
- AI - So important, because
in they version they get really angry : AI changes to new enemy if he
is closer. AI gets alerted when players respawn. AI attacks closest
player and not the activator when beiing activated. And we fixed that
players going noclip aren't attacked by monsters anymore, we optimized
clientside movement prediction and AI characters not talking to
players. - Projectiles and weapons -
Arrr, lots of small bugs here. We crunched them all: Fixed a bug in
clientside prediction of projectiles, Tracers are synced now if
g_dropgibs enabled, Fixed imp & hellknight fireballs, Bleeding of
monsters as well as fireball smoke effects are now visible on the
client, Hand Granades is now a per player Item as well, Fixed per
Player Item not working in LAN mode correctly with more than one
player, BFG beams were not showing up correctly with new projectile
code, Fixed synchronisation of BFG guis for multiple players - Network enhancements -
Again, we reduced the server load by reducing the amount of data to be
considered to be transmitted. We enabled smart prefetching of data to
reduce in game traffic load. net_serverReloadEngine gets autoajusted to
purge addon paks when needed. net_serverAutoadjust sets
net_serverSnapshotDelay and g_dropGibs dependend on current client
networkstatistics - Cinematics - They may be skipped serverside now by using the cvar oc_skipCinematics.
- Physics - We revamped the clientside prediction of ragdolls, they drop more realistic now and require less performance.
- Voice Command GUI - Over the new chatt GUI you now can give Voice Commands per mouseclick.
- OpenCoop 1.1 Features included !
Featurelist of OpenCoop 2.0 alpha
Posted by Klonsemann on