[RELEASE] Quake Wars: Tactical Assault (v0.3.3) Hotfix 3


(Azuvector) #1

Hotfix 3’s out, fixes the stupid issue with rewards/proficiencies not increasing for anything but the vehicle stats.
Not a proper fix per se(that’ll take new binaries), but this workaround is essentially indistinguishable to players.
Win/Linux/Mac

Download links on the QWTA homepage: http://qwta.moddb.com

Enjoy.
:armadillochase:


(Azuvector) #2

Since the main ETQW forums are gone…
Would any interested parties mind posting any feature requests or bug reports they’d reported previously? (Kinda didn’t note most of the stuff that was on the forums down somewhere locally. >.>)

WIP changelog for the interested:

QWTA v0.3.4:
==========
CHANGES:
* More changes to the tactical nuke behaviours for the Hammer.
  + All changes rely on g_useNuclearHammer.
  + Explosion effect enhanced: Bigger flash and flare, more smoke, 
    bigger mushroom cloud, mushroom cloud lasts longer.
  + Hammer explosion's EMP effects increased based on player feedback.
  + Hammer explosion leaves an area of radioactivity for 20 seconds after
    the initial explosion. Blocking line of sight or entering a vehicle
    shields from these effects. Damage from radioactivity decreases
    the farther from ground zero you are.
  + Hammer explosions now cause a blinding flash, when nuclear. Hiding behind
    cover, fleeing the area to gain distance, or simply looking away from the
    detonation, reduce the effects of blinding.
* Cvar g_allowEMPFriendlyFire added.
  + Default 1.
  + Allows EMP effects to affect friendly units, for realism purposes.
* External ordinance on Anansi now visually in sync with ammo usage.
  + g_useVehicleAmmo needs to be on.
  + LAWs disappear as they're fired, and reappear as they're rearmed.
* Revert BFG10k back to automatic charging due to player feedback.
  + Kept the green HUD chargebar the manual BFG had.
  + Kept the green HUD chargebar cooldown time too.
* Some optimizations and improvements to the BFG's script.
* Second set of bind contexts for players added as part of a bugfix for 
  the bind contexts not working properly/being broken last release...
  The "strogg" and "gdf" bind contexts are now overridden by class-specific
  bind contexts. This means you can bind something to the gdf/strogg bind
  contexts, AND to the class-specific contexts(eg: "medic"), and for a class
  that has a class-specific context, that will be used. Or for a class without
  a class-specific context, the team context will be used. If neither is
  setup, the default context will be used, as usual.
  Class Context -> Team Context -> Default Context
* Cvar g_blood added.
  + Default 1.
  + Allows most of the blood effects to be turned on and off.
  + This is particularly useful as the decal-applying parts of this code
    will often spam error messages in the console(Don't think they're properly
    thread-safe yet.), and some of the splatters can get a little excessive
    when a lot of explosions are occurring in a small area near corpses.
  
BUG FIXES:
* Hammer explosions now cause blood splatters.
* Fixed BaseETQW bug: The "Sniper Rifle Reload Skip Exploit" no longer works.
  + A serious exploit exists in BaseETQW 1.5, that has been fixed in QWTA.
  + Also fixes the same issue for the Railgun.
* Fixed BaseETQW bug: Jump sounds added while carrying HE Charge.
* Fixed BaseETQW bug: Jump sounds added while carrying Health Pack.
* Fixed BaseETQW bug: Jump sounds added while carrying Ammo Pack.
* Fixed BaseETQW bug: Jump sound(jogging) added while carrying Binoculars.
* Fixed Anansi's LAWs having zero splash damage.
* Fixed a stupid issue with the bind contexts being broken in v0.3.3.
* The QWTA Limbo Menu tab has been fixed and re-added.

Off the top of my head, still planning on flamethrower fixes and improvements for 0.3.4, and implementing vehicle-reloading. (v0.3.3 Hotfix 3 will be included too, even though it’s not directly mentioned in the changelog atm.)
And hopefully Orange will magically appear for a Mac version…


(light_sh4v0r) #3

Sounds good man :smiley:


(maggol) #4

Hoi, when the o.3.4 version out? Can’t wait for that version


(Donnovan) #5

This sounds really good Azuvector!

Don’t mind to release new binaries! They are for the sake of good!


(Scrupus) #6

Azuvector, please also add support for 12 maps on the campaign screen, it’s pretty simle see the following files for how it’s done for vanilla gui:

http://etqw.nett.org/download/etqw/tmp/12map-guis.zip

It will support up to 12 maps rather than 3 on the campaign screen, like this:

http://files.myopera.com/Scrupus/albums/535348/custom.jpg


(f34n0r) #7

Since the main community forums went down, I will post my suggestions for 4.0 here.

increase max team size to higher than 16 v 16

increase range of nuke’s EMP effect

have QWTA allow a GUIed a config for every map you play (ie: vehicles)

have a cvar that will make icarus and husky drops be normal and only use FE for advanced drops

cvar allow FTL to respawn entire FT as part of the FT controls

cvar to allow Team Captain class to force entire team to respawn

allow any FT member to set waypoints

allow FTL to choose custom arrow color for their fire-team (a non-yellow color) as part of the fire-team controls

be able to retract 3rd eye cameras without blowing them or having to run out of range

give radar to flier drones

numerous smoke grenades

make smoke from smoke grenades 3-4 times thicker and longer lasting

consider adding a smoke-nade launcher as a weapon to some classes or vehicles

allow underwater swimming and knife/nade water combat

allow underwater objectives

have a /playdead function where if someone /playdead then it looks like they are lying dead waiting for a revive but they can get back up by hitting it

again or jumping or unproning or w/e

detailed radar symbols (show classes custom vehicle symbols in radar)

hand-held flame thrower/plasma thrower for soldier classes

cut the requirements for unlocks/upgrades in half (they take too long)

group all the cvars affecting gravity into one cvar that can be changed for low gravity effects

in-game GUI menu that would allow you to make custom campaigns and mix and match maps.

let people activate their teleporter and give them 2-3 seconds to switch weapons before it teleports them

Medic throws “tear” or “nerve gas” grenades which cause health damage?

when spotting any enemy target it gets briefly bracketed or lit-up on the HUD and not just on the radar

new flying vehicles (gdf vampyre jet bomber w/ machine guns and vampyre payload effect! just slow the vampyre jet down a little)

incorporate the GDF mech from unfinished 23rd century warfare mod

xp save between campaigns or even permanent XP save

hack vehicles once to disable them, hack them twice to take over enemy vehicles (if someone is inside, they get forced out)

make vehicle explosions bigger proportionate to the size of the vehicle

create “platoon leader” or “team captain” character class have a set of controls like choosing who the FTL are and what color the FT arrows would be,

ability to respawn whole team, change everyone’s mission if necessary, etc. Give this class the scopes weapons, med kits, ammo kits and stroyent cells

and some kind of red smoke-signal flares.

ability to cancel a rocket or oblit shot by leaning

give people the ability to switch to any seat in the armadillo even if they are the only person in it (this makes use of those back seats that allow you

to use your weapon)

increase deployable field of detection to 180 degrees

add ability to “throw” knives/spikes and give everyone like 5 knives per life and they can’t throw their last one?

add in “power sliding” if people crouch or prone when they run?

remove ability to see someone in your disguise by being in a fire-team

ability to cancel your own artillery after you launched it

all non-starting-base vehicles spawn neutral and are usable by both sides?

add in neck-breaker kills so if you jump onto an enemy’s head you kill them

add in all the amenities from etqwpro such as pausing games, auto record demos, flipping coins etc.


(Zaku212) #8

[QUOTE=TAW|Feanor;214299]

have a cvar that will make icarus and husky drops be normal and only use FE for advanced drops

allow any FT member to set waypoints

make smoke from smoke grenades 3-4 times thicker and longer lasting

hand-held flame thrower/plasma thrower for soldier classes

new flying vehicles (gdf vampyre jet bomber w/ machine guns and vampyre payload effect! just slow the vampyre jet down a little)

incorporate the GDF mech from unfinished 23rd century warfare mod

hack vehicles once to disable them, hack them twice to take over enemy vehicles (if someone is inside, they get forced out)

give people the ability to switch to any seat in the armadillo even if they are the only person in it (this makes use of those back seats that allow you to use your weapon)

increase deployable field of detection to 180 degrees

add in “power sliding” if people crouch or prone when they run?

add in all the amenities from etqwpro such as pausing games, auto record demos, flipping coins etc.[/QUOTE]

Husky and icharus are pretty much taxis, so i’d second that no bother.

FT members should be able to make waypoints, it’s honestly a simple and great idea.

Have you seen the vampire model? it’s very very strange, and frankly flyers are evil enough as it is.

I’m actually working on a new gdf vehicle, it looks similar to the Dreadnought outta 40k

Gdf can’t use strogg vehicles beacuse they’re controled by the strogg plugging into them either by the arm socket or by spinal attachments.

everything i left out is imo either pointless, or way too complicated/much work, to acheive, for little or no effect on gameplay


(Susefreak) #9

Just came up with this one:
Get the stroyent tool damage up so you can kill some GDF with it. It’s a bit like this one


(.Chris.) #10

That was prob from when you had to extract stroyent from GDF corpses/bodies to accumilate it before handing out stroyent cells, again glad they didn’t run with this…


(Azuvector) #11

Just a little update here too, QWTA’s still being worked on, just not very often… Kinda got a new job with a really…really long days(With the commute, I’m basically doing 13 hour days, 5 days a week.).
Going to try to get some work done over the weekend though.