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Rekoil Closed Beta .34 Patch Notes
Here are the Patch notes for version .34
Codebase
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- Split up the Video Settings so that the code base is easier to ready.
- Split up the Video Settings so that the functionality and usability is the same as the Controls Settings.
- Control boxes are no longer disabled in the Video Settings panel.
- Click area for the blog roll is now larger so that scrolling is not immediately cancelled when the mouse moves slightly out of the blog roll.
- A sizer is now used to set the size of the blog roll image. This removes hard coded values from the code base.
- Fixed slow server load when using CookedPC.
- Added hash option for SHIPPING.
- Fixed bug where you could throw a quick grenade while holding a grenade which meant you could throw +1 more grenades.
- Fixed bug with grenades that were visually exploding on contact with volumes.
- Main menu now attaches the main tool bar when the main menu is spawned. This allows the in game menu to spawn a similar GFxMovie and choose a different tool bar which is better suited.
- Server browser now shows a little map image.
- Server browser is now cleared when the refresh button is clicked.
- Added check for cooked content.
- Changed exe names to Rekoil.exe.
- Updated ModFrontend to start Rekoil.exe.
- Added RGFx_InGameMenu which is a variation of the main menu. It doesn’t initialize the Home or the Server Browser. It optionally adds the Teams panel if the game is a team game.
- RGFx_MainMenuEx has bShowHardwareMouseCursor set true by default.
- If RGFx_MainMenuEx_Classes is opened within the in game menu, then it has a button which allows you to spawn.
- Set the web URL of the blog roll.
- Added ShowMenu() to RHUD which opens the in game menu.
- Fixed potential access none in RWeapon::HasAmmo().
- Added RGFx_InGameMenu_Teams which is the menu which allows the players to switch teams.
- Reloading state now plays for 3p weapons on other player characters.
- Reloading replication now plays reload anim on 3p weapon.
- Removed RWaterVolume as we never use it.
- Removed RPlayerReplicationInfo.ReplicatedKills, made PlayerReplicationInfo.Kills replicated.
- Removed the decal dissolve data from RPlayerReplicationInfo.
- Simplified RGFx_ScoreboardPlayerRow_CTF by creating a GetScores() function in RGFx_ScoreboardPlayerRow.
- Removed auto weapon switch behaviour when dropping weapons.
- Removed potential access none due to inline type casting in RInventoryManager.
- Reorganized the layout of adding inventory to reduce weapon switching problems.
- RInventoryManager::GetBestWeapon() now also checks if the best weapon to switch to has any ammo or if it doesn’t use ammo (AmmoArchetype == None). This fixes the bug where throwing the last grenade would switch back to the grenade with an empty hand if both the primary and secondary weapon did not have any more ammo.
- When the grenade finishes throwing the last grenade, the player switches to the next best weapon rather than just using putting down.
- When the flag base spawns the flag, it now also sets the HomeBaseOffset of the flag so that it will be properly off setted when it is returned home.
- When opening the in game menu, you can optionally parse parameters to open up the Classes panel straight away.
- Restored functionality that when you spawn into the game, you will be presented with the new Classes panel.
- If you have chosen a team but have not yet set a class, then the classes menu is then switched to.
- When the texture lod groups have been changed, the texture streaming status is updated.
- Improved the visual appearance of the loading screen.
- Localized the map names of the loading screen.
- When the in game menu is opened and closed, player input is flushed.
- If the player is playing in a team game, then when the in game menu pops up, it automatically switches to the team panel.
- Mouse sensitivity is now set by a text input to allow much more precise control.
- Centralized how the HUD was generating the player header information which was composed of the player name, player team and player clan tag.
- Fixed bug where kill messages were not being put in the center message when specified.
- RGameInfo now sends the message type (all, team) instead of modifying the message. This allows the HUD to decide what to do.
- Simplified team switching.
- Added check to team selection menu code to see if the player needs to be activated or not.
- Fixed bug where the pawn speeds were not matching up with the server when using weapon ADS hold mode.
- Tool tips should always be hidden for own players.
- Spectators can now vote on the map change. Pure spectators cannot vote for the map change.
- Spectators can now vote on what game type they wish to spectate next.
- Re enabled the in game menu to open when the voting menu should appear.
- RGameInfo_Team::ChangeTeam() returns true if the DesiredTeamIndex is 255. This prevents the player from becoming only a spectator.
- Shifted the logic for auto opening panels for the in game menu from RHUD / RHUD_Team to RGFx_InGameMenu.
- Added the voting button and panel to RGFx_InGameMenu.
- RHUD::ShowMenu() no longer toggles the menu visibility.
- Added RHUD::HideMenu() hides the menu.
- RPawn now has two booleans which indicate the desired lean left / right buttons.
- ToggleLean(), StartLean() and StopLean() now adjust the booleans rather than attempting to set the leaning state itself.
- RPawn’s leaning state is now evaluated per tick and set depending on what the boolean values are.
- Added debug information to the leaning variables.
- Removed the input buttons for leaning in RPlayerController.
- RPlayerController no longer attempts to check if the pawn can lean or not; it just sets the desired leaning boolean values.
- Domination points now only render when they are being touched by the player.
- Domination points now render the status bar in a static place on the HUD.
- RHUD now calls DrawActorOverlays() to ensure that PostRenderActors are rendered.
- Status bars only appear for RGameObjective_DominationPoint’s when the pawn is touching them and if they are either capturing or neutralizing.
- Widgets in the main menu, in game menu and the settings menu now show some localized tool tip in the status bar to inform players the functionality of the widget.
- When a widget is no longer being hovered over, the status bar is reset.
- Team games no longer allow players without a team to spawn.
- When you bring up the in game menu in a team game, if you are already on a team then the Classes panel is shown first.
- When you bring up the in game menu in a team game, if you are not on a team then the Teams panel is shown first and the Classes button is disabled.
- Fixed weapons never calculating their spread when in the Active state.
- HUD elements are now hidden when the round is over.
- Added the firing style to the HUD.
- Made the private firing style variables into protected write.
- Player controllers no longer update the pawn’s remote pitch when the game has ended.
- Added a fix for shadow sorting assertion bug.
- Added Kills to the native replication list, to fix bug where kills were never being replicated.
- In the team name supplied to RGFx_ScoreboardPlayerPanel::Init() is “”, then the Team Name label is hidden.
- Added Auto and Random button the teams panel. Auto makes the player join the team with auto balancing in mind. Random makes the player join a team randomly.
- Added a debug command which allows mappers to see where relevant spawn points are.
- RCharacterClassProfile now has a boolean which is set true if the object was created on the server side from client data (as there are slight differences between the two).
- Fixed bug in RGFx_MainMenu_Classes_Weapon which prevented the weapon skin from being set.
- Added a bug fix to weapon skin selection when dealing with slightly different character class profiles.
- RPlayerReplicationInfo::ServerSetPlayerData() now sets the CharacterClassProfile.GeneratedFromClientData to true.
- In game menus now shift buttons when the resolution changes.
- Added a message which is shown when the player should do something to spawn.
- Added a member count field to the team buttons within the teams panel. This tells you how many people are in that team.
- Added eye height clamping so that the difference between blends should not be larger than the collision height of the pawn. This should fix the issue where players feel like they are teleporting on spawn.
- Fixed bug where pressing the filters would grow the multiple list entries in the server browser list.
- Added a filter label to the server browser so that it tells you how many servers it is showing vs how many it found.
- Added UdpLink which acts the same way as TcpLink except it uses DataGram sockets.
- Server Browser is now being ticked.
- Server Browser now creates a GameSpyServerQueryLink actor which can query a server.
- Server Browser now ticks which maintains the GameSpyServerQueryLink actor while it is querying servers.
- Added GameSpyServerQueryLink which is able to connect to a Rekoil GameSpy supported server and query it.
- Added ping calculation to GameSpyServerQueryLink.
- GameSpyServerStatProvider_UDP now returns the map name by using GWorld instead of TheWorldInfo as this returns the package name correct.
- Removed the unused return variables from GameSpyServerStatProvider_UDP to reduce the size of the packet.
- Added server sorting within the Server Browser.
- Fixed bug where the refreshing animation would disappear too fast.
- Added ping field to the server browser list.
- Fixed crash when attempting to sort servers based on build revision.
- Fixed out of bounds errors when setting the weapon index in RPawn::AddDefaultInventory().
- Added thumbnail image loading to the weapon skin buttons.
- Grenades now have a two second delay between quick throws.
- Added a potential fix to help smoothen out the eye height by restarting with the base UTPawn code and remodifying it.
- Fixed access none to Animations.
General
=======
- Added map Refinery
- Enabled screen door fade for smooth mesh LOD transitions.
- Updated the CTF archetypes so that they set the collision of the flags properly and the offset of the flags.
- Added shadowed fonts.
- Added localization for the loading screen.
- Added localization for the All and Team message identifiers.
- Fixed localization for the “YouKilled” message.
- Added more interesting decals to maps.
- Improved map quality by performing another quality pass.
- Fixed all sounds to be mono, so that proper attenuation and filtering can be performed.
- Updated server browser to correctly show the map preview.
- Tweaked lean and stop lean commands because it could sometimes stick.
- Updated sound cues so that they were all in the appropriate sound classes.
- Added default linear mouse velocity for RPlayerInput.
- Removed the key binds for showing the classes menu and the team menu.
- Shifted the scoreboard button bind from the Action category to the Menu category.
- Updated the main menu Scaleform to have the tool tips appear in the status bar.
- Changed Sprint to Walk in localization.
- Added localization for tool tips for the main menu, in game menu and the settings menu.
- Added localization for the tool tips used in the main menu.
- Fixed bug where the Classes panel was making a pawn in the game change its third person weapon.
- Updated the HUD to include the firing style text.
- Fixed post processing chain to properly support sniper scopes.
- Changed max smooth frame rate to 122fps.
- Removed old talk bindings to allow new talk bindings to actually work.
- Updated the main menu team panel to have the auto and random buttons.
- Updated Teams panel in the in game menu to include a text field for the member count.
- Added ping to the server browser.
- Updated weapon skins with the appropriate thumb nail image names.
- Adjusted the gamma correction on the post processing material in the Classes preview window.
- Updated the main menu to have a image loader for thumbnails.
- Fixed message dialogue ordering.
Weapons
=======
- Added MG4.
- Added L86.
- Added DESERT EAGLE.
- Added rebolt animations to M24 and AWSM weapons.
- Fixed SPAS12 pre reload animation.
- Made changes adding L86 to LMGs and removing MG36 from character class.
- Fixed crosshair while zoom on XM86 and Steyr Aug.
- Changed L86 firing styles.
- Added material parameter instancing parameters to mask part of the gun when ADS to make the ‘scopes’ look better on Aug and XM8.
Sawmill
=======
- Added some new decals.
- New foliage added.
- Materials tweaked to not overbloom.
- Enabled very subtle lightshafts, works quite ok.
The Bridge
==========
- Added in light rays with same settings, and improved lens flare.
- Repainted part of sky dome to properly match the sun.
- Added hundreds of decals in total and set all of them up correctly.
- Painted in new foliage. Weed growing in between tiles and so on.
- Added some extra details.
- Collision volumes for newly added detail.
- Added in some extra detail to the corridor near subway station.
- Added in some of the new assets like the vending machine and atm machines.
- Virus paper meshes added and such.
- Replaced two trucks with busses.
- Retextured all kinds of things with some of the new materials, level has much more locked down color pallet now along the lines of other maps.
Riverside
=========
- Added new foliage.
- Rocks brighter. Dark rocks go against the original concept of bright concrete and a clear blue sky. It breaks the color pallete. Further improved the rock material by making it detect height. The lower the rock, the darker and greener it is. This to fit the idea that the lowest rocks probably have been submerged more often or whatever, and to add in extra variation to the rock walls. Also added detail normals.
- Further improved on the rocks by embedding a caustics overlay based on the vertex colors, and then vertex painted all rocks near water.
- Then went on to apply the same height based greening to all concrete.
- Someone added lot of decals and they all had wrong settings.
- Fixed the collision of detail meshes someone added plus someone removed a steel beam so now you walk on an invisible floor. Fixed.
- Made a new water plant variation to move along with the flow of the river and painted it into the riverbed.
Streets
=======
- Fixed collision of the static mesh for the floor which lead to a hole in Streets.
- added proper materials for footsteps
- Various cosmetic changes


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