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12-06-2003, 08:24 PM #1
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v3.0b change log
dont know if this has been posted before
O Fixed some structure bounding boxes where parts of them couldn't be hit (bug #247)
O Removed walking dependence on cl_forwardspeed
O Fixed "shooting-the-egg" crash
O Fixed the bug where items (medpacks, ammo, weapons, etc.) couldn't be dropped directly on players.
O Removed health/armor on level up (Combat)
O Removed distress beacon (Combat)
O Removed gorges (Combat)
O Removed experience for welding (didn't want to remove welding totally)
O Added cat-packs to Combat (players are catalysted a short time after they make a kill, if they aren't currently catalysted)
O Mines are no longer give you 5 mines once, but give you one mine per life (can't suicide in Combat so it shouldn't be abusable) (Combat)
O Added hand-grenades (thanks BrigadierWolf!)
-> Grenades don't detonate on contact, only after 4 seconds.
-> Available in Combat as regular upgrade (1 per life).
-> Available in regular NS as upgrade at armory. After researched, all marines spawn with a single grenade.
O Lowered lerk flap energy cost slightly
O Removed new hitbox code to see if it lessens server crashing
O Fixed bug where "impulse 1" does not cycle through slot 4 marine weapons (bug #178)
O Increased Onos health/armor from 500/400 to 900/500 to compensate for new 4x hitbox
O New co_kestrel
-> I removed the "roof" over the CC and brought it out just a touch away from the wall (its still down in the elevator). This should solve the virtual invicibility that skulks have hiding behind it in which marines have to jump down in and often die to protect the CC. Marines should be able to now just look down and shoot.
-> Generate new minimap sprite
O Playtesting new map: co_rebirth
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12-06-2003, 08:31 PM #2
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O Increased Onos health/armor from 500/400 to 900/500 to compensate for new 4x hitbox
Okay, so how much does it have now? the slashes confused me, and i don't remember the onos having 500hp and 400 armor...- 52
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12-06-2003, 08:33 PM #3
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It has 900 health and 500 armor going up from 500 health and 400 armor.
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12-06-2003, 08:37 PM #4
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wow, that's alot...
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12-06-2003, 08:38 PM #5
yeah, but he has more hitboxes now, and hopefully this should prevent the onons from being taken out in a couple seconds, which i think was the problem before.
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12-06-2003, 08:48 PM #6
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How do you know the onos is a he eh?
What if it's a particuarly feminine onos?
After all... it has a spikey utter thingy...- 52
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12-06-2003, 08:59 PM #7
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The Onos has nipples, so I doubt its a "he"... then again males do have nipples, just not... ewww mental picture...
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12-06-2003, 09:08 PM #8Belive me, this was needed, and it will still need to be tweaked I'm sure. Since the fixing of the hitboxes, Onos have been worse than useless.
Originally Posted by NothingMore.
I am the one, I am the zero, I am your low resolution hero.
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12-06-2003, 09:10 PM #9
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Now what they should do is fix the range on bite/devour =)
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12-08-2003, 05:21 PM #10
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12-08-2003, 06:10 PM #11Guest
grenades don't detontate upon impact? does it go for the hand grenade or the grenade launcher grenade?
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12-08-2003, 06:52 PM #12
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Ok, I'm going to say this for bentley, since he seems to have said it atleast 329456730562 times now.
For the last time.
HAND GRENADES do NOT detonate upon impact with any alien or alien structure. ONLY after a FOUR SECOND time period do they detonate.
GRENADE LAUNCHERS act as they do now.- 52
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12-08-2003, 07:08 PM #13
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So what are you trying to tell me Nothing? :P
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12-08-2003, 07:10 PM #14
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Shut!
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12-08-2003, 07:50 PM #15
Originally Posted by _Ender_
Look at that grenade. Now get creativeShut!
I am the one, I am the zero, I am your low resolution hero.
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