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Empires Mod Updated to 1.01

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  • Empires Mod Updated to 1.01

    Bunch of bug fixes to the Empires mod, for those who are interested.

    Empires 1.01 Beta
    March 17, 2006

    Version 1.01 Beta Changes:

    -Added: linux for running a linux server
    -Added: 'emp_sv_vehicle_resource_interval' and 'emp_sv_player_resource_interval' cvars for setting the interval between updating player & vehicle resource managers which send all info needed for the minimap
    -Added: 'emp_sv_vehicle_fadout_time' cvar for determining how long vehicle wreckage exists before being removed
    -Added: 'emp_sv_netvisdist_player', 'emp_sv_netvisdist_building', 'emp_sv_netvisdist_vehicle', and 'emp_sv_netvisdist_commander' cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities
    -Added: support for 'mp_autoteambalance', if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players
    -Added: 'emp_sv_vehicle_selfdestruct_time' cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die
    -Added: successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth
    -Added: three new voice taunts
    -Added: "commander under attack" warning when the commander takes damage, only played once every 30 seconds
    -Added: "<building name> under attack" warning when a building takes damage, only played once every 30 seconds
    -Added: map specific config files located in the "/cfg/maps/" dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)

    -Fixed: a research item was missing an icon
    -Fixed: Brenodi Empires could continue to build vehicles past their limit
    -Fixed: 'mp_timelimit' works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second
    -Fixed: when recycling a building, your team would gain the refund as reinforcements instead of resources, whoops
    -Fixed: as grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines
    -Fixed: minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)
    -Fixed: reduced network bandwidth used by minimap
    -Fixed: the player in the last slot on a server was not being shown on the scoreboard
    -Fixed: Northern Faction MG Level 3 turret's barrels were spaced too far apart to hit infantry
    -Fixed: crash when canceling/completing an order and the target of the order was already removed from the game
    -Fixed: crash when trying to issue praise to a squadmate that didn't exist
    -Fixed: crash when a shell/mortar detonated and couldn't find its owner
    -Fixed: crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed
    -Fixed: crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation
    -Fixed: crash when denying a player from joining your squad
    -Fixed: various client crashes (the big crash that affects everyone is a real pain, it's not fixed but it's rearranged to give me more info in the memory dumps on what exactly is going wrong)

    -Modified: increased horsepower for some vehicle engines
    -Modified: various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)
    -Modified: removed server vehicle wheel dust generation to reduce network traffic and time spent thinking
    -Modified: reduced time spent calculating physics
    -Modified: set voice commands to require at least a 3 second wait time before issuing another command
    -Modified: added a larger arrow over the local player on the minimap
    -Modified: increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer's build at 1 HP per every 0.2 seconds)
    -Modified: scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed
    -Modified: a scout's rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)
    -Modified: scout's invisibility now goes into effect even if the scout is not touching anything (50% transparency)
    -Modified: both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving
    -Modified: instead of putting '(Comm)' in front of the commander's name, the commander's class is set to 'Commander'
    -Modified: engineers get points for repairing the commander's walls
    -Modified: reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though
    -Modified: changed turret collision mesh from a pyramid shape to a box so that vehicles won't drive up onto them and get stuck
    -Modified: split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort
    -Modified: set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long

    -Removed: engineer's ability to build buildings via '+use'
    Get the patch here:

  • #2
    Re: Empires Mod Updated to 1.01

    Hmm.. I've never heard of this but it looks interesting. Might have to buy HL2 and check it out.

    PS. Mateo did you have a chance to think about my web design proposal?
    It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV


    • #3
      Re: Empires Mod Updated to 1.01

      I haven't had time to play this. Is it just a rip from NS?


      • #4
        Re: Empires Mod Updated to 1.01

        Same genre. Different game.
        Steam Community? Add me. | Free Remote, Encrypted Backup

        Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.


        • #5
          Re: Empires Mod Updated to 1.01

          I have downloaded and installed this game. I will be giving it a try tomorrow.




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