Change Logs

Anything and everything related to the Evolution server.
DW_Ant
DW Clan Member
Posts: 2627
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Sun May 14, 2017 5:25 pm

Here are the change logs from May 14, 2017.

Monster Assault RPG
  • Support's summon hold position command now have a 1 second delay instead of 4 seconds.
  • The Support's hold position command use delay timer is now independent from regrouping summons.
  • Entering/leaving vehicles no longer reset Implosion's timer.
  • Implosion only gives 1 message instead of 2 messages when armed (the second message was coming in client-side).
  • Implosion's charge time is now ignored when the game is over.
  • Summoned monsters' sight radius is now 5k uu. Skaarj Snipers' sight radius extension is preserved. Sentinel's detection radius extension (from level 7 upgrade) is preserved. This update also requires ME RPG Expansion update to apply changes to Necromancer and Mechanic summons.

ME RPG Expansion
  • Inferno fire FX now clears when the player deselects the weapon.
  • Inferno fire FX is not visible when in first person view.
  • Inferno weapons no longer burn vehicles.

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Abyss is updated.
  • Fixed fish blood.
  • Added collision to corner wall panels in center room.

Confexia is updated.
  • Each cube now provides 25 xp instead of 75 xp.
  • Cubes now despawn if their associated objective was triggered before they were collected.
  • Cubes no longer respawn if their associated following objective becomes active.
  • The 5th cube now gives xp and adrenaline.
  • Fixed wedge between wall and decoration next to terminal objective.
  • Added concrete block in corner of broken building next to levi spawn.
  • Removed terrain overlap inside mole bunker.
  • Added ambient lighting to upper wall trim in mole bunker.
  • Fixed wedge on terrain side next to building that's between tank production objective and mole bunker.
  • Removed barb wire sticking out from terrain within Fire Sentry spawn area.
  • Fixed mesh hole on top of broken wall under ramp between fire sentry spawn and fortress entrance.
  • Aligned collision with support beam down the walkway from terminal objective.
  • Beam dragon now has default hp instead of doubled hp. Its health is still adjusted based on number of players.
  • Fixed disconnected antenna on fortress wall.
  • Simplified collision over the structure above the fuel depot.
  • The cable near the cicada landing pads at the end is now attached to the tall center tower (instead of attaching to nothing).

Fallen City is updated.
  • Fixed floating snow pile next to outpost objective.
  • Moved beam closer to corner in bunker entrance area (under bridge).
  • Removed snow mound at bunker entrance area that would cause players to stub their toes.
  • Added smooth blocking volumes at corners in bunker entrance area.
  • Removed rebar sticking out of the snow in bunker entrance area.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}

DW_WailofSuicide
DW Clan Member
Posts: 1619
Joined: Wed Dec 28, 2005 12:00 am

Sun May 14, 2017 10:26 pm

Impressive change log, hope I have a chance to hop on and check it out soon.

User avatar
christmas
1337 Haxor
Posts: 227
Joined: Sun Mar 10, 2013 6:30 pm

Fri Nov 10, 2017 12:07 pm

I am back (but dont know for how long)!!!

First off, outstanding job on Outpost, in terms of atmospheric tension, intensity (i refer to the part where the alien queen is).
the lightining and ambience gave me this thrilling experience I've witnessed for first time at Xeno2 when approaching Queen (the caves area).
Outstanding!!!

i can't go throught the whole change log....for god's sake Ant, you've been busy....
to all out there: "Tell Ant your ideas, if he finds them bad/terrible/whaever, the chances are he will implement them sometime in the future, prob in 1-2 years time."

conversion of Confexia? added relic at each single fucking map? adding 3 levels of treasure hunter?

anyways, im looking forward to try all the updated maps....

DW_Ant
DW Clan Member
Posts: 2627
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Mon Nov 13, 2017 10:13 pm

It's good to hear from you, Christmas! I'm glad you liked the changes to Outpost.

Unfortunately, I wasn't able to develop Monster Evolution content lately. Other projects and my job transition is restricting me from Monster Evolution work. I'm starting to get behind on my list. I'll need to make an effort to address the new issues some day.

Enjoy the map updates. Let me know if you can beat DeathBox without dying.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}

User avatar
christmas
1337 Haxor
Posts: 227
Joined: Sun Mar 10, 2013 6:30 pm

Tue Nov 14, 2017 3:21 pm

first off:
Impressive work overall !!!


things i need:
1. is it possible to provide DWMonsterRoster
or the monsters you added in roster in the last 2 years?

2. is it possible to provide MonsterAssaultRPG all abilities list? i need the abilites that were added in mech/necro and other classes, those that were removed etc...
for both MonsterAssaultRPG & ME_RPGExpansion.
example below:
Abilities=Class'MonsterAssaultRPG.AbilityAdvancedMedkit'
and
Abilities=Class'ME_RPGExpansion.AbilityRehabilitatingMucus'

---------------------------------------------------------------
now regarding updates:
1. revert implosion. i mean, i start a map as sup and cant use it. whats the purpose of having an ability that I cant use?!?!?
lets not argue like when you considered the Limit_weapons_masteries_for high rank players_on_low_rank_maps (oh found it, Level Damage Adjustment)


2. vindi & gauntlet(the map with the chessboard relic):
last objective the monster spawning is beyond comprehension. assume (didnt check editor) you worked with averageplayer level to spawn a Hydra(mythical creature) and shitload of inf 0-adr mofos that respawn and spawn more inf 0-adr mofos.....
if thats the case, you didnt considered the number of players in game....soloing is sick....it just leaves the worst taste playing the last map area.
*i can provide more detailed feedback when i look into it


overall I like the changes and the "new" MonsterEvo. also i spotted some server-lag here and there (which is not from my side)


i will provide more feedback once i manage to look all the changes......



ps: i will go play BoomBox offline in a bit....and I will get back to you...

User avatar
christmas
1337 Haxor
Posts: 227
Joined: Sun Mar 10, 2013 6:30 pm

Wed Nov 15, 2017 8:52 am

you did a minor mistake .

Abilities=Class'ME_RPGExpansion.AbilityDroneEnhancements'

its on ME_RPGExpansion, and not on Monter Assault RPG as you specify on page 19.

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Taries
Camper
Posts: 75
Joined: Fri Mar 30, 2012 3:35 am
Location: Czech Republic

Thu Nov 16, 2017 1:12 pm

Hell I thought there were some lag spikes!
Implosion was nerfed because you could spam certain map and get 800xp in 3 minutes :D
Orrr wait till players get into certain part of map and then go boom and be on 1st place

DW_Ant
DW Clan Member
Posts: 2627
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Fri Nov 17, 2017 8:04 pm

Next update will have a reduced Implosion charge time.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}

User avatar
christmas
1337 Haxor
Posts: 227
Joined: Sun Mar 10, 2013 6:30 pm

Mon Nov 20, 2017 9:09 pm

DW_Ant wrote:
Fri Nov 17, 2017 8:04 pm
Next update will have a reduced Implosion charge time.
https://youtu.be/MM4V1m1OJtc


this is paps.

https://youtu.be/epaiUDH-qM4

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