Major Patch #1
[h2]Back-end and QoL[/h2]
Finally ready after a few weeks of work, this fairly sizeable update is here. I appreciate everyone providing
good feedback on things that needed improvement.
Co-op work is ongoing at this time, I've noticed a lot of latency when fighting a lot of bots.
Please check your config.cfg (found in c:\\users\\user\\Saved Games\\\battlemetal\\metaldata\\ )
copy-past these settings if you don't already have them set.
These are part of the network improvement features of this patch.
//sv cfg:
sys_ticrate 0.01
net_usesizelimit 0
sv_gameplayfix_consistentplayerprethink 1
sv_checkforpacketsduringsleep 1
//player config:
cl_movement 0
cl_netfps 32
cl_netimmediatebuttons 0
cl_nettimesyncboundmode 6
cl_nettimesyncboundtolerance 0.25
cl_nettimesyncfactor 0.5
[h2]Fixes[/h2]
[h2]Added[/h2]
Finally ready after a few weeks of work, this fairly sizeable update is here. I appreciate everyone providing
good feedback on things that needed improvement.
Co-op work is ongoing at this time, I've noticed a lot of latency when fighting a lot of bots.
new .cfg vars
Please check your config.cfg (found in c:\\users\\user\\Saved Games\\\battlemetal\\metaldata\\ )
copy-past these settings if you don't already have them set.
These are part of the network improvement features of this patch.
//sv cfg:
sys_ticrate 0.01
net_usesizelimit 0
sv_gameplayfix_consistentplayerprethink 1
sv_checkforpacketsduringsleep 1
//player config:
cl_movement 0
cl_netfps 32
cl_netimmediatebuttons 0
cl_nettimesyncboundmode 6
cl_nettimesyncboundtolerance 0.25
cl_nettimesyncfactor 0.5
[h2]Fixes[/h2]
- Player Critical hits not resetting after they respawn in multiplayer.
- Player location refinement in networking games.
- Player quitting network game works gracefully now.
- Player having older target info when respawning in multiplayer.
- Player not being able to target things in multiplayer, especially Deathmatch.
- Player beam-weapon origins and endpoints now reflect where the hits are going for all players.
- Player accuracy moved clientside, and tuned up, not essential for gameplay.
- Player weapon reloads weren't not functioning properly in the release build.
- Menu - Hosting games, sorted out proper engine config vars being set in the UI.
- Server - TDM servers weren't detecing their 'timelimit' rule properly.
- Save files - game now properly saves the 'current' map that they are in for campaigns.
- Various network updates to clean-up data syncro and speed.
[h2]Added[/h2]
- Game Rules handling setup in dedicated GameInfo entity, increases consistency when sending info the players.
- Data caching enhanced for game stability, should reduce memory overhead and decrease logging messages.
- AI - AI voice system moved to the client, reducing network traffic load for AI units.
- AI pathfinding and update rates now detect if game is a network game or single player, adjusting their refresh rates accordingly.
- Player death in multiplayer is only shown to each player.
- Player debrief in Campaigns now has a countdown bar over the 'next mission' button to display the wait time for debrief end.