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battleMETAL News

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.

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.

Hotfix #2

[h2]Fixes[/h2]
  • Tightened up Server Info send process for first-time player connect to a server.
  • Added code to support Co-op servers that are running a map which is .animaticOnly.
  • Fixed Server issue where GameMode variable was not being set properly on server-start, leading to issue where wrong game mode was sent to player.

Patch #1 - Release 1.1.0

[h2]Main Fixes[/h2]
  • Fix: Co-op 'Ready Up' button kicking player off server - button removed, 'Ready Up' button not needed. Instead, end-of-round countdown timer reduced to 45 seconds.
  • Fix: Co-op failed to cycle to next map on mission completion.
  • Fix: Co-op players can skip cut-scenes - disabled. game can't reliably track different players skipping cut-scenes at different rates.
  • Fix: Co-op maps missing mech / equipment lists. Maps now have the required coop.sav item files for every campaign map.
  • Fix: Co-op player names not being displayed correctly on the tactical map.
  • Fix: Co-op players should now ALWAYS appear on radar, regardless of radar status or Line of Sight.


[h3]Other Fixes[/h3]
  • Fix: Single-player Debrief screen now has a count-down meter before player can press next mission.
  • Fix: SVFLAG_SPAWNFAR - this is supposed to pick a random Deploy Point furthest away from the most players. Now it does.
  • Fix: Capped FoV maximum to 100, otherwise it broke the cockpit model presentation.
  • Fix: Increased heights of Weapon Info panels in the Arming menu.
  • Fix: map flag ignoreSave was being ignored by the save system.
  • Fix: DM and TDM servers will now properly cycle through the list of maps defined in sv_maplist.txt.
  • Fix: AI would sometimes get stuck targeting a FRIENDLY player with no ability to ditch them as a target.

Hotfix #1

[h3][/h3]release v1.0.5
  • fixed victory trigger error on map O1M4 for Veteran Difficulty.
  • fixed radar post placement on O1M2.
  • fixed Deathmatch spawn points for DM3.
  • fixed info and ignoreSave bug for Training-only map. - Temporary until I get a full fix in place.