v5.0_changelist
Table of Contents
GoldenEye: Source v5.0 Release Notes
Updated August 12th, 2016
New Features
4 new maps have been added:
- Added: Archives Classic
- Added: Bunker
- Added: Dam
- Added: Depot
2 new game modes have been added:
- Added: A View to a Kill:
- You are scored on time spent alive
- Dying resets current time to 0
- Killing a player adds 50% of their currently accumulated “time alive” to yours
- Slapper kills will reward you with 75% of their currently accumulated time
- Current time leaders are highlighted with red markers
- Added: Gun Trade:
- Each player is randomly assigned a weapon at the start of the match
- Killing, or being killed by another player will swap weapons between you and that player
- Slapper kills remove the victims weapon from circulation and assigns a new weapon that is not currently in circulation
- The player with the most kills at the end of the round wins
2 new playable characters have been added:
- Added: Russian Infantry
- Added: Russian Soldier
Other Features:
- Added: 25 new music tracks
- Added: 40 new achievements
- Added: Added Community Contributor rank which comes with a scoreboard tag and Klobb skin
Level Design Updates
The following maps have had significant layout changes and/or have been entirely remade to improve game balance and overall performance:
- Remade: Aztec
- Remade: Caverns
- Remade: Caves
- Remade: Complex Classic
- Remade: Facility Classic
- Remade: Basement Classic
- Remade: Library Classic
- Remade: Stack Classic
- Remade: Runway
- Remade: Temple Classic
- Modified: Basement
- Modified: Control
- Modified: Cradle
- Modified: Egyptian
- Modified: Facility
- Modified: Facility Backzone
- Modified: Silo
The following maps and their respective assets have received visual updates:
- Updated: Archives
- Updated: Bunker Classic
- Updated: Casino
Game Mode Updates
- Modified: Arsenal:
- each round now consists of an 8-weapon set (down from 16)
- each weapon requires 2 kills to advance to the next
- Remade: Capture the Flag (Formerly Capture the Key):
- Dropped flags are now returned immediately on contact
- Overtime only triggers if the round ends in a tie
- Removed: Live and Let Die
Art & Sound Updates
- Added: The following weapons have received new models and muzzle flash particle effects:
- Slappers
- Hunting Knife
- Throwing Knife
- PP7/Silenced PP7
- DD44
- Klobb
- KF7
- ZMG
- D5K/Silenced D5K
- Phantom
- RC-P90
- Shotgun
- Automatic Shotgun
- Sniper Rifle
- Cougar Magnum
- Golden Gun
- Silver PP7
- Gold PP7
- Grenade Launcher
- Rocket Launcher
- Hand Grenade
- Timed Mine
- Remote Mine
- Proximity Mine
- Watch Detonator
- Added: Support for special event weapon skins
- Added: Weapons with visible shells (Shotgun, Automatic Shotgun, Grenade Launcher) will now properly reflect the ammo count if reserve ammo is less than the reload capacity
- Added: Weapon fire attenuation added to better tell what direction weapon fire is coming from
- Modified: Weapon skin system overhauled, now supports 4 distinct skins per weapon that can be picked up by other players
- Modified: Rocket launcher projectile is now a part of the viewmodel and transistions to world model when fired
- Modified: Props will tint to a darker color when they're damaged, unless specified otherwise by the mapper
- Remade: New weapon firing and explosion sounds.
- Remade: New grenade and throwing knife impact sounds.
- Remade: New Ammo and Weapon HUD Icons
- Remade: New bullet impact decals
- Remade: New bullet impact particle effects
- Remade: New blood decals
- Remade: New sprays
- Removed: Old sprays removed
Gameplay Updates
- Added: Strafe running now gives a speed increase up to 1.4x base running speed
- Added: Weapons will now dry-fire if trigger is held after emptying the magazine
- Added: Damaging a player before they kill themselves now properly awards the kill to the attacker
- Added: Falling short distances no longer deal damage but rather give you a temporary movespeed penalty
- Added: Context-sensitive hit sounds have been added for head, body and limb shots
- Added: Mines can now be stacked on top of each other
- Added: Primed grenades will now drop and detonate if the player is killed before they are thrown
- Added: Hit sounds added for damaging players with an explosion
- Added: A new kill confirmation sound can be toggled in the multiplayer-advanced tab
- Added: Added proper acceleration and deceleration values to doors and elevators
- Added: Players can now drop multiple weapons on death, as specified by ge_weapondroplimit. By default they drop their active & strongest unused weapon.
- Modified: Random Weapon Set now creates sets with coherent weapon ordering
- Modified: Proximity mines are now sensitive to velocity. Crouching/walking will no longer set them off
- Modified: Gamemodes can now control spawn invulnerability duration and if it can be broken by picking up weapons/armor
- Modified: Spawn invulnerability now provides radar invisibility as well, to allow players to escape nearby aggressors
- Modified: Damage code redone, along with explosion blast code so that both are much more consistent.
- Modified: Weapon autoswitch will now avoid coming into effect if players are currently firing their weapon or have an explosive out.
- Modified: No more autoswitch to timed mines.
- Modified: Rockets and grenade launcher rounds are instant kills on a direct hit, and display as such in the killfeed
- Modified: Shotgun spread is now only psuedorandom, preventing unfair spreads
- Modified: Weapon spread now follows a gaussian destribution, with values that can be changed per-weapon. Shots tend towards the center of the crosshair and accuracy degregredation is sensible.
- Modified: Invulnerability is now a damage cap over time instead of damage protection after each hit
- Modified: Accuracy and recoil mechanics
- Modified: Weapon damage values
- Modified: Adjusted weapon kickback to be much more subtle
- Modified: Weapon penetration special rules: Can no longer shoot through the entirety of maps. Door penetration unchanged.
- Modified: Increased required fall distance to trigger player damage
- Modified: Sniper Rifle zoom is retained between usage
- Modified: Sniper Rifle default zoom reduced to 50% down from 100%
- Modified: Spawning system greatly improved. You should no longer spawn directly beside an opponent
- Modified: Hunting knife removed from spawn weapons
- Modified: Slapper damage increased
- Modified: Hunting knife damage increased
- Modified: Melee hit tracing significantly improved. It is now easier to hit players with slappers and hunting knives
- Modified: Throwing knives now find their target much easier
- Modified: Movement speed increased for running and crouching
- Modified: Armor vests respawn if knocked too far away from their spawn point
- Modified: Switching teams now always forces a suicide
- Modified: Explosions now only shake screen if nearly inside of them
- Modified: Armor will no longer spawn as quickly if 2 players are fighting over it
- Modified: New crouch jump animation to prevent large increase in apparent jump height
- Modified: Round timer now flashes red/green when time is removed/added to it
- Modified: Aimmode reduces weapon kickback
- Modified: Round end conditions are more robust
- Modified: Weapon spawners can now spawn their normal weapon after their override token has been picked up, eg: Golden Gun
- Modified: props now take 1.5 times the damage to compensate for weapon damage adjustments
- Modified: Reloads are audible to all players
- Modified: Moved grenades collision group so they don't collide with players
- Modified: Moved rockets collision group so they properly collide with players
- Modified: Grenade/rocket projectiles no longer collide with weapon triggers or tokens
- Modified: Grenade projectiles now have a team based collision group in team mode, so they no longer collide with teammates
- Modified: Golden PP7 and Silver PP7 now use golden gun and magnum ammo, respectively
- Modified: Picked up weapons now give 30 bullets instead of 10 (Some exceptions such as the Golden Gun)
- Modified: Throwing knives now only damage players
- Modified: Pushforce from weapons redone. High damage hits push players further and low damage hits have no effect at all.
- Fixed: Throwing knife and hunting knife no longer switch to eachother with right click
- Removed: Cooldown period between jumping has been removed
Console / Client / HUD / VGUI
- Added: Impulse 28 cheat, which gives you a unique radar color based on your steamID
- Added: ge_infiniteammo added, along with gameplay specific enabling of this functionality
- Added: Added map-specific death messages to the kill feed
- Added: Added console variable to hide dev tags and weapon skins
- Added: Added “ge_nextsong” to tell the music manager to skip the current track
- Added: Kills awarded to an attacker as a result of player suicide are displayed in the kill feed
- Added: Added weapon help popout, which is accessed with F. Displays all the relevant stats of the current weapon.
- Added: Added cl_ge_show_ammocount to disable ammo display
- Added: Added cl_ge_show_pickuphistory to disable pickup icons
- Added: Added console variable, ge_print_map_selection_weights, which prints all the viable maps and their weights
- Modified: Main menu background updated
- Modified: Changed some achievement names, “You Should Feel Honored” is now “You Should Feel Suave” and the criteria is different
- Modified: Fast weapon switch now has the option to show the player's entire inventory when switching
- Modified: Right-aligned weapon icons in weaponset popout help
- Modified: teamscore HUD box only displays round score now
- Modified: Rocket and grenade fuse times adjust based on phys_timescale
- Fixed: Fixed gameplay popout help
- Fixed: Fixed giveweapon function so it can't spawn weapons inside the floor and fail to give them to the player
- Removed: “Custom Map” loading screen removed
Bot Fixes
- Fixed: Bots will always take damage from the same triggers players do
- Fixed: Bots use proper hull size now, which will help them avoid getting stuck
- Fixed: Bots have had a rework of their behavior - will now hunt weapons and players reliably
- Fixed: Bots no longer get stuck frequently
- Fixed: Bots now wait the correct time for doors to open
- Fixed: Bots are more aware of nearby enemies and items
- Modified: Heavy rework of map bot networks for more intelligent bot behavior
General Fixes & Performance
- Fixed: Fixed an issue where you could get stuck by “X”ing out of the character select menu
- Fixed: Fixed an issue where grenade launcher rounds would not bounce
- Fixed: Fixed various movement exploits such as wall strafing and wiggle walking
- Fixed: Fixed crouch jumping causing hitboxes to be inaccurate
- Fixed: Fixed desyncing between doors and child objects such as windows
- Fixed: Fixed “The Man Who Cannot Die” achievement being granted to players who had more than 10 kills on match end
- Fixed: fixed teamplay variable getting out of synch which would mess up lag compensation
- Fixed: fixed weapon-switch bug where you couldn't switch backwards between weapons in group one if you had to jump to the other side of the group
- Fixed: Fixed rockets colliding with capture areas
- Fixed: Fixed timer animation bugs
- Fixed: Fixed aimmode bug where players occasionally would lose access to their crosshair
- Fixed: Roundtimer now displays the correct time in all cases
- Fixed: Roundtimer now responds much better to being changed mid-round
- Fixed: Lasers can no longer be deleted without pickup if player doesn't have one
- Fixed: Fixed bullet tracers and muzzle flashes to be more consistent
- Fixed: Hitscan weapons now refuse to be blocked by lesser damage bodyparts if they can also hit a higher damage bodypart in the same trace
- Fixed: Fixed penetration code ignoring entities penetrated shots ended up inside of
- Fixed: “You can't win” achievement is now consistently obtainable
- Fixed: Items can no longer be picked up through walls
- Fixed: Players will now pick up the entire ammo crate when only picking up some of the ammo in it
- Fixed: Respawnable entities will no longer get blocked by nonsolid entities like precipitation
- Fixed: Player hull expanded by 0.5 units - It is no longer possible to see through walls when close to them on 16:9 resolution
- Fixed: Aimmode functionality adjusted to prevent prediction errors and more seamlessly integrate with gameplay
- Fixed: Fixed After Action Report bug with teamplay mode being displayed on first FFA round after a teamplay round
- Fixed: Fixed After Action Report displaying wrong gameplay at the top
- Performance: Explosions no longer have heatwave or dynamic light effects
- Performance: Weapon muzzle flashes no longer light up static props
- Performance: Precached weapon assets
- Performance: Avoided precaching some unused assets
- Performance: Datacachesize bumped to 128 MiB
Python
- Added: Added python itemtracker which monitors items currently on the map for use by bots
- Added: Added “OnEnemyTokenTouched” python callback
- Added: canplayerchangeteam python callback given wasForced boolean parameter to let gamemodes know when players did not intentionally make the change
- Added: Added MakeInvisible and MakeVisible python player commands
Server
- Added: Added ge_addtoroundtime and ge_setcurrentroundtime to give more control to server admins
- Added: Added map manager, a system which uses script files to determine what weight maps should have during selection and what gamemodes can be played on them.
- Added: Added cl_ge_weapon_switchempty, which determines if a player is allowed to pull out weapons with no ammo
- Added: Added round_ranks event for plugins to tell where people placed in the round
- Added: Added map_rec event for game to communicate map selection choices to plugins
- Added: Added ge_gameplay_threshold - a console variable which designates the minimum amount of players before random gamemode selection can occur
- Modified: Capture areas can now be spawned in shortly after round start
- Modified: Scoreboard can be switched to a time based display, for modes like VTAK
- Modified: Create server menu now properly supports random gameplay and puts default weaponsets at the top
- Modified: Only a widescreen loading screen is required for a map now
- Modified: introduced more mapcycle functionality. Rotation will now avoid picking recently played maps, gamemodes, and weaponsets. How far back it looks is adjustable with convars.
- Modified: Changed hardcode ban behavior to just kick instead of ban from server, so it can be reversed later if circumstances require it
- Modified: Round_end event now reports the winner's score
- Modified: Random_loadout selection criteria greatly expanded, will now avoid picking a set it has picked recently and avoids picking the same type of set twice in a row
Mapping Resources
- Added: Added func_ge_door, a door that can accelerate and change direction mid-motion.
- Added: Added func_ge_brush, a brush entity that can specify a custom collide group
- Added: Added trigger_trap, which is a hurt trigger that can give custom kill credit and kill messages
- Added: Added prop_ge_dynamic, a dynamic prop that can assign itself random skins on round start. Supports custom collision grouping.
- Added: Added ge_logic_gate, a map entity that allows for more simple implementation of complex map logic
- Added: Added ge_door_interp, which allows the visual part of a door to interp on the client instead of the server. Does not work well
- Added: Added functionality to ge_gameplayinfo to allow maps to disable superflous areas at will
- Added: Added ge_point_follower, an entity that will follow a target entity on a delay
- Added: added special “slipnslide” material property functionality to certain material types
- Modified: ge_gameplayinfo can detect more gameplay conditions like teamspawn use, and the specific gamemode in play
- Modified: ge_gameplayinfo can now change the floor height of a map, which is used by the spawning system and radar.
- Modified: spawners now have more outputs for mappers to use
- Modified: ge_gameplayinfo can use GetConnectionCount to measure how many players are currently connected to the server so that the first round can be prepared appropriately
- Modified: tokens can now be defined with skin of -1 to keep previously used skin
- Modified: kill triggers no longer remove weapons from killed players
- Modified: func_ge_brush can be flagged to remove weapons from killed players
- Modified: ge_gameplayinfo no longer fires playercount and roundcount inputs at start of round to allow mappers more control
- Modified: Spectator spawns can now be enabled/disabled by the mapper
- Fixed: func_rebreakable respawns in the correct place when parented to objects
- Fixed: func_door will now respawn the same way as other entities when the map restarts, making complicated entity systems much easier to implement
- Fixed: trigger_push can now lift players off the floor reliably
- Fixed: Fixed ge_debug_checkplayerspawns logic error and added in the ability to check for bot node compatibility
Networking
- Modified: Increased default network rates
- Maximum rate allowed by server is 187500 bytes/s (~1.5Mbps) per client
- Minimum rate allowed by server is 4000 bytes/s (32Kbps) per client
- Default network data rate used by client is 93750 bytes/s (750Kbps)
- Modified: Changed default server minimum and maximum update/cmd rates and the default client update/cmd rates to 66
- Modified: Reduced interpolation amount from 100ms to ~30.3ms
v5.0_changelist.txt · Last modified: 2023/09/03 18:43 by 127.0.0.1