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1.1.62 beta release
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bani
Site Admin


Joined: 21 Jul 2002
Posts: 3685

PostPosted: Thu Mar 20, 2003 12:53 am    Post subject: 1.1.62 beta release Reply with quote

This is the seventh public beta release. Please report bugs to this thread only!
You may download the server binaries from here.

** NEW SOUNDPACK 2003-02-18 **

Support for optional soundpack:
Download the 2003-02-18 soundpack here.
Contains voices for extended playerclasses, taunts, as well as shotgun reload sound.
win32 servers and clients: Place it in C:\Return to Castle Wolfenstein\main\
linux servers: Place it in /usr/local/games/wolf/main/
linux players: Place it in /usr/local/games/wolf/main/ or ~/.wolf/main/

optimizations
new, more network efficient rocket pilot smoke effect
overall reduced server cpu usage by 4%

new weapons
deployable mg42 for engineer /special1 (g_deployablemg42, default 0 - disabled)
engineer may only deploy one mg42 at a time, and loses it when they limbo.

new player features
/alt while holding grenade does /vsay_team FireInTheHole (hopefully this will reduce teamkills Cool )

bugfixes
/msg /msg_team private messaging should be fixed now.

misc
/mapdebug <clientid> /debugmap <clientid> server commands to make it easier to make ctf maps. use will be documented later...
ctf sudden death on empty server will end round
/timedate works same as /datetime
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duke'ku



Joined: 03 Nov 2002
Posts: 1317
Location: portland, oregon

PostPosted: Thu Mar 20, 2003 1:00 am    Post subject: Reply with quote

bani, amazing release Very Happy I can't wait for the debug documentation, I'm trying to get a ctf map script to work and it refuses...
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duke'ku



Joined: 03 Nov 2002
Posts: 1317
Location: portland, oregon

PostPosted: Thu Mar 20, 2003 1:40 am    Post subject: Reply with quote

WHOA, bani, just tried the deployable MG42s... amazingly helpful Very Happy
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ZarkingFardwarks



Joined: 24 Oct 2002
Posts: 244
Location: PA usa

PostPosted: Thu Mar 20, 2003 1:52 am    Post subject: Reply with quote

bani, you are indeed the man.

http://www.thirteenovereight.com/andy/rtcw/

we played with this on the zer0 server last night, check all the jpg's with mg42 in front. definitely more POTD to plug banimod material =)

-zf
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=FF=im2good4u



Joined: 05 Feb 2003
Posts: 3924
Location: The Netherlands, HOLLAND

PostPosted: Thu Mar 20, 2003 9:44 am    Post subject: Reply with quote

DUDE deployable mg42 lol this is awsome now every1 wants tyo be an engeneer
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RaY



Joined: 10 Mar 2003
Posts: 65
Location: Coral Springs, FL

PostPosted: Thu Mar 20, 2003 2:03 pm    Post subject: Reply with quote

Very nice, but, what happened to the codename!? Laughing
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alexjones8194



Joined: 29 Sep 2002
Posts: 463
Location: Albany,LA

PostPosted: Thu Mar 20, 2003 2:05 pm    Post subject: Reply with quote

deployable mg42s? great idea bani Very Happy Very Happy Very Happy uhh how many degrees do they rotate? plese make harc 360 and varc 100 Smile Smile Smile GREAT RELEASE BANI!!!
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kenny stinks
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=SWAT=Kenny



Joined: 23 Aug 2002
Posts: 943

PostPosted: Thu Mar 20, 2003 2:22 pm    Post subject: Reply with quote

i cant wait til shrub copies you. Shocked
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alexjones8194



Joined: 29 Sep 2002
Posts: 463
Location: Albany,LA

PostPosted: Thu Mar 20, 2003 2:27 pm    Post subject: Reply with quote

could u make depoyable weapons from cos? they could give a soldier a weapon by doing something like /givevenom or /givepanzerfaust to a soldier
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Majikthise



Joined: 07 Aug 2002
Posts: 227
Location: Cincinnati, Ohio

PostPosted: Thu Mar 20, 2003 4:50 pm    Post subject: Reply with quote

Ahem, first off: Alex, PLEASE stop making suggestions. For the love of balance, they are horrible.

Ok, now to the point. As for the new smoke on rocket pilots, I think it looks better now, and can actually be distinguished from airstrikes, but it has a slight bug. Sometimes after someone is killed, the smoke stays in the air, shooting downwards for a few seconds. Some examples:

http://home.cinci.rr.com/puyodead/wolf/shot0001.jpg
http://home.cinci.rr.com/puyodead/wolf/shot0002.jpg

Also, the deployable MG42's are great (really help for defending would-be cows/large gold cashers), and so far, I have not seen them get exploited. But, I do see a window for them to be exploited. After your current gun is broken, and smoking, if you have the power bar energy for it, you can immediately place a new one. I suggest making it so a new one can't be placed untill the old gun has disapeared (only takes a few more seconds to disapear anyway, so it's only about a 3 or 4 second difference). Also, there is a bit of a bug/exploit for them... they can be placed, AND used underwater Shocked. Of course, you can't use it for long (you'll drown), but it's still just a bit odd.

Otherwise, nice update, as usual.
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gotenks



Joined: 15 Nov 2002
Posts: 4040
Location: out of my mind

PostPosted: Thu Mar 20, 2003 5:20 pm    Post subject: Reply with quote

alexjones8194 wrote:
could u make depoyable weapons from cos? they could give a soldier a weapon by doing something like /givevenom or /givepanzerfaust to a soldier

why don't you ask your beloved master shrub for this?
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TEAMMATE-8163



Joined: 11 Jan 2003
Posts: 208
Location: Pennsylvania

PostPosted: Thu Mar 20, 2003 6:55 pm    Post subject: Reply with quote

the MG42s seem to have as much hp as a person, so they are kinda hard to exploit. great addition. props bunni
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Der Kammisar



Joined: 08 Sep 2002
Posts: 158

PostPosted: Fri Mar 21, 2003 8:39 am    Post subject: Reply with quote

I really enjoy the guns. I play alot as an eng anyway, so now I have even more incentive to stay eng. Smile

Here's a suggestion for you to peruse.

Could you make an option to allow the guns to remain after the eng's death? You wouldn't want this enabled all the time, but I think it'd be fun to turn on every once in a while and have a full fledged mg emplacement battle. Twisted Evil

Of course there's a downside. Usually the gun is broken when the eng dies and he'd have to go fix it again.
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gotenks



Joined: 15 Nov 2002
Posts: 4040
Location: out of my mind

PostPosted: Fri Mar 21, 2003 10:53 am    Post subject: Reply with quote

maybe make it so that if they are destroyed for x amount of time they disapear...
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Majikthise



Joined: 07 Aug 2002
Posts: 227
Location: Cincinnati, Ohio

PostPosted: Fri Mar 21, 2003 12:08 pm    Post subject: Reply with quote

Found another bug. I placed an MG42 by a thin wall (spawn houses on ice), and when you grabbed it, turned so you would be "in" the wall, and let go, you warp to the outside. But, you had to wait for a while before you could get un-stuck from the wall, but still, it was possible to warp through the wall.
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