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 LATEST NEWS
#17902

VNTE-CambodianIncursion 23/10/2017

 

Working on:
Reverbvolumes for Buildings and Reworking the Tunnellighting for immersion
D is still under observation if the changes fix the current issues.

VNTE-AnCuuBridgeB4 23/10/2017

VNTE-JungleRaidB12-1 (HOTFIX) 23/10/2014

SWS Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1148354811B12-additions/changes:

  • Fixes the Plank glitch in the Cave, now it properly destroys (biggest fix)
  • -Added a very small sandbag defence area in the Cave.
  • Subtracted a few tickets from US team
  •  Redid the color correction slightly to be a more warm tone
  • Moved the D spawn for US back around 5m
  •  Moved the E spawn for US forward around 5m
  • Added a few crates in between the Ricefield to help
  • the US team move up on Objective E.
  • Awesome Echo effect in the cave (Very immersive!)
  • Ever so slightly reduced filesize (~5mb)
  • Optimization sweep. (Hid terrain that was unseen, and changed a few LODs on unimportant/unseen props. (A few extra FPS?)
  •  Fixed the Objective border of C (It was questionable when you were actually in the cap radius)
  • Refined the map border to prevent players from going into unintended areas.
  • Fixed a floating sandbag wall
  • Fixed a floating crate
  • Fixed a floating fern

VNTE-FirebaseGeorgina (22/10/2017)

B1 Changelog:

  • Lowered radio volume
  • Added US Recon (with help from Tyler)
  • Fixed terrain clipping through dugouts
  • Fixed an issue where the ground materials of some dugouts appeared stretched
  • Added 75 US tickets (600) – Added 100 VN tickets (750) – Reduced time by 9 minutes (36)
  • Added ammo resupply for PAVN at A – Moved PAVN spawn-protection volume at A closer to objective
  • Added more concealment and detail in front of A for the PAVN
  • Added some bushes and trees for concealment behind A for the US
  • Added small amounts of cover to A and B
  • Added terrain detailing everywhere: nowhere is completely flat and boring anymore
  • Replaced grass meshes on rice-paddy separators with a more natural-looking, less performance-intensive mesh
  • Fixed known floating objects – let me know if there are any I missed
  • Added a tunnel system from B to C
  • Added ammo resupply in the tunnel system for the PAVN as they attack C
  • Added handmade trenches to the east flank of C
  • Removed sandbag cover on the roof of C
  • Added ammo resupply for PAVN at D
  • Added ammo resupply for US at D
  • Changed irrigation trenches at D to a handmade trench
  • Made PAVN no-tunnel volume at F smaller
  • tunnels can be built closer – Moved US no-artillery volume at F away from objective
  • tunnels will be more vulnerable – Fixed the grass-LoD bug
  • after about eight hours of work, I finally made it so that no grass ever appears in the wrong Level of Detail for its distance
  • Added detailing throughout the map, like small rocks, leaves on the ground, debris and the likes
  • Removed the radio track temporarily – I expect to add it back in for an alternate version

 VNSU-KOTH-ValkyrieV4 (22/10/2017)

Details:

  • Fixed buggy decals
  • Optimisation
  • Changed types of lights in map
  • Increased fog slightly
  • Reduced brightness slightly
  • more details
  • More blocking volumes

VNTE-OperationValkyrieV13 (22/10/2017)

Details:

  •  Fixed buggy decals
  • Optimisation
  • Changed types of lights in map
  • Increased fog slightly
  • Reduced brightness slightly
  • more details
  • More blocking volumes

 

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