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Author Topic: Alpha 6.08, Fresh Meat  (Read 19257 times)
ChromeAngel
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« on: February 10, 2012, 10:44:57 PM »

A new alpha patch is now available to bring Exterminatus up to version 6.08

Download (61,416 KB)

6.04 to 6.05 hot fix

6.05 to 6.06 patch

6.06 to 6.06b patch

6.06B to 6.07 patch

6.07 to 6.08 patch


To use these patches you must first install Beta 6.0, copy the Sourcemods/ex folder to Sourcemods/ex_alpha (if you already have an ex_alpha folder delete it).   Once that is done, extract patch 6.04 to your Sourcemods folder.  Then extract patch 6.05 to your Sourcemods folder.  Then extract patch 6.06 to your Sourcemods folder.  Then extract patch 6.06b to your Sourcemods folder.  Delete sourcemods/ex_alpha/sound/ui/*.mp3.  Then extract patch 6.07 to your Sourcemods folder.  Then extract patch 6.08 to your Sourcemods folder. After restarting steam you should see Exterminatus Alpha 6,08 appear in your games list.

This version features:
Bugfix
  • ex_obrital, their was a bug in the 6.0 version of this map the prevented tyranids from spawning

Balance
  • Buffed Genestealer talons hit detection
  • Buffed Plasma Pistol rate fo fire
  • Added a defensive wall to Ichar IV to shorten the duration of standoffs at the last objective.

Tweaks
  • Made all class costs multiples of 25 (please report any cases of maps awarding 18 points).
  • Removed some (erroneous) filtering of networked effects.  Should now show blood when tyranids are hit or cut.  Marines should spark when hit.

Features
  • Per map loading screens featuring some useful tips and tricks (please suggest your tricks on the forum
  • Class based hints for n00bs when you spawn (please suggest better hints on the forum)
  • Vox Commands menu (will need binding to a key via Options->Keyboard)

[edit]
Updated this post to include a hot fix patch to version 6.05

Bugfixes
  • Objectives be giving 18, not 25 point rewards.
  • Class hints are being broadcast to all players.
  • Choosing option 7 from the Vox menu and crashes the client. (actually a bigger problem than it sounds).
  • Loose cable at the Landingpad in IChar IV.

Tweaks
  • scaled down the Vox Command icon, so you can read the button text easier.

Features
  • The console command "ex_hint_Elite 1" can now be used to suppress all class hints
[/edit]

[edit]
Updated this post to include a hot fix patch to version 6.06

Bugfixes
  • 3rd person player aiming animations (most classes).
  • Filled some displacement gaps on ex_digsite.

Tweaks
  • Nerfed the Plasma pistol damage slightly (it was getting spammy).
  • Buffed frag grenade damage slightly to compensate.
[/edit]

[edit]
Updated this post to include a hot fix patch to version 6.06b (b because there are no code changes in this patch).  Not much of a patch this week due to some long running work going on.   ChromeAngel "has the road up" on some major rework of the EX code, which should make EX mapping easier and make existing maps less confusing for new players.  Phott from Interlopers.net is working on a new score for the Main menu while Nqss is  putting together a new menu backdrop from Kanartist's Ultramarine art.

In short expect 6.07 to look a little different and have plenty of wacky new bugs.

Features
  • 3rd person Verteran combo weapon aiming animations.
  • 3rd person Lictor aiming animations.
  • 3rd person Genestealer aiming animations.
  • 3rd person Verteran combo weapon aiming animations.
  • New poster decal from Farseer
  • New "Spacemarine" inspired Skull Post prop

Tweaks
  • Improved Terminator 3rd person aiming animations.
  • Improved Meltagun 3rd person aiming animations.
  • Improved Fence models and skins thanks to Farseer.
[/edit]

[edit]
Updated this post to include a patch to version 6.07

Features
  • All new objective system and entities (new ex.fgd for mappers) .
  • New build of ex_digsite using the new objectives, fences and posts (ex_digsite_64)
  • New build of ex_hive using the new objectives (ex_hive_10)
  • New menu background art by Kanartist and Nqss.
  • New symphonic menu music by Phott.
  • New "Spacemarine" inspired objective button prop

The new objective system is in place, expect many many wacky bugs and weirdness since this touches on player spawning, victory conditions, HUD, tactical overview and a bunch of other stuff.  We now have 4 kinds of objective:
  • ex_objective - for backwards compatibility
  • ex_start_objective - much like ex_objective but does not appear on the HUD, for un-cappable objectives the the team start points on Thunderkawk.
  • ex_capture_objective - A button that only allows players of the correct team to capture at the right time. (USE and hold to capture, may take several seconds).  These will replace the non-standard brush based buttons and consoles used as objectives in most maps.
  • ex_break_objective - A brush based entity like func_breakable, but can only be harmed by the enemy when preceding objectives have been captured (you can now safely grenade that stealer chomping on your ores)

I'm still working on adding the objective names to target ID on the HUD when you aim at them and correct ordering of objectives on the tactical overview.  I haven't finished porting all the current maps across to the new objective system yet, the old versions should still work, but they may be a bit glitchy.
[/edit]

[edit]
Updated this post to include a patch to version 6.08.  Due to all the map updates this is quite a large patch (~80MB)

Features
    • New build of ex_ichar_iv using the new objectives (ex_ichar_iv_14)
    • New build of ex_orbital using the new objectives (ex_orbital_ca_04)
    • New build of ex_thunderhawk using the new objectives (thunderhawk_ca9)

    Bug Fixes
    • Fixed capturing an enemy objectives out of sequence
    • Prevented objectives being broken out of sequence
    • Attempted to fix the Heavy marine HB animations
    • Attempted to fix the Stealer idle animations

    Tweaks
    • Tweaked ex_digsite_64 with proximity sensor doors
    • Tweaked ex_hive_10

    I'm still working on adding the objective names to target ID on the HUD when you aim at them and correct ordering of objectives on the tactical overview.  I haven't finished porting all the current maps across to the new objective system yet, the old versions sort of work, but spawning is a bit glitchy.  Worryingly I was unable to determine the source of the server crashes.
    [/edit][/list][/list][/list]
    « Last Edit: March 18, 2012, 02:28:27 PM by ChromeAngel » Logged

    ChromeAngel
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    « Reply #1 on: February 11, 2012, 11:15:59 AM »

    Could everybody give their thanks to Farseer (AKA The Betrayer) for recording the marine Vox Commands.   He's been very patiently waiting for me to put them in-game since before the new year.  I understand things have been a bit tricky for him lately, so i'm sure it would cheer him up to hear how much you appreciate his contribution.
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    ChromeAngel
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    « Reply #2 on: February 11, 2012, 11:49:11 AM »

    Missed a file, this will fix the layout of the loading screen.

    ex_alpha/resource/UI/Loading.res
    (that wants to go in your ex_alpha/resource/UI/ folder)

    BUG: Objectives appear to be giving 18, not 25 point rewards.
    BUG: Class hints are being broadcast to all players.
    BUG: Choosing option 7 from the Vox menu and crashes the client.
    BUG: Loose cable at the Landingpad in IChar IV.

    [edit]
    FYI all these are fixed in the 6.05 patch
    [/edit]
    « Last Edit: February 12, 2012, 05:27:23 PM by ChromeAngel » Logged

    Nqss
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    « Reply #3 on: February 11, 2012, 01:19:13 PM »

    Missed a file, this will fix the layout of the loading screen.

    ex_alpha/resource/UI/Loading.res

    ....
    and where should i put this file?
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    « Reply #4 on: February 12, 2012, 06:20:14 PM »

    As it seems your are not using the Wiki Download Page anymore, here are my Download Links for 6.0:
    http://www.40ksource.de/files/Exterminatus_Beta_6.0.exe
    http://www.40ksource.com/files/Exterminatus_Beta_6.0.zip

    And the Patches:
    http://www.40ksource.de/files/ex_alpha_patch_6.04.zip
    http://www.40ksource.de/files/ex_alpha_patch_6.05.zip
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    Typheron
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    « Reply #5 on: February 17, 2012, 01:52:36 PM »

    Very nice.

    Your commitment borders on insanity as always chrome. Good stuff.
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    ChromeAngel
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    « Reply #6 on: February 17, 2012, 06:55:31 PM »

    As it seems your are not using the Wiki Download Page anymore, here are my Download Links for 6.0:
    ...
    Thanks for the mirrors LoC, i've added them to the download lists (icluding the main Download Page ).  The old wiki manual was more of a hassle to keep clear of spam that it was actually useful.  So the downloads page and help section are now static pages.
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    ChromeAngel
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    « Reply #7 on: February 20, 2012, 09:38:42 AM »

    Special thanks to OolonColluphid for helping me test 6.06.  There are some things you can't test without a second pair of eyes and this patch was one of them.
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    ChromeAngel
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    « Reply #8 on: March 12, 2012, 09:30:05 AM »

    Thanks again to OolonColluphid for helping out once more testing 6.07.  As expected we did find some juicy new bugs by having that extra player:
    • Pretty much all the heavy's animations were scrambled.   Idling taking the default pose.  Crouching when firing.
    • The Stealer was taking the default pose when idle too, wonder if I copied the same piece of QC for both of them
    • Marines using boltguns seem to aim down slightly when actually looking level
    • OolonColluphid managed to capture an enemy objective out of sequence
    • I managed to break the casket on Digsite out of sequence (same issue as above)
    • Once slow captured, objectives could be instantly captured.
    • Carnfiex class was unable to USE a capture objective
    • On IChar IV the mod failed to find a fallback objective when mine was capped, and left me spawning there.
    • Server crashed on map change, twice.
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