[RELEASE] Quake Wars: Tactical Assault (v0.3.4)


(Azuvector) #1

QWTA v0.3.4 has been released.

The WIP changelog posted earlier this month has a few additions on top of it, but I have to admit this particular release of QWTA is a bit lackluster. QWTA’s essentially in a period of slowed development–largely due to time constraints not allowing much free time to work on QWTA right now–and rather than sit on a couple new features and a host of fixes while polishing the release to perfection, I thought it best to release what’s been done so far, so at least some of the feedback that’s been given, and bugs that have been fixed have been addressed.

QWTA v0.3.3 and its hotfixes should be removed from your system before installing QWTA v0.3.4.
Windows, Linux, and Mac are all supported by the initial release package this time around.

Quake Wars: Tactical Assault website here.

Download links:
Filefront.com
Rapidshare.com
Moddb.com
Megaupload.com

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
  + The cvars for this bind context are "g_class_context2_classnamehere".
* 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.
  + Servers should generally leave this enabled; clients can turn it off.
  + You can avoid console spam by setting r_useThreadedRenderer to 0 if
    you're using g_blood.
* Cvar g_allowRadFriendlyFire added.
  + Default 1.
  + Allows radiation effects to affect friendly units, for realism purposes.
* Campaign loading screen can now display up to 12 maps in a campaign.
* Jumping into water of sufficient depth can now extinguish flames.
* Cvar g_huskyIcarusDropsIgnoreFE added.
  + Default 0.
  + Lets the Husky and Icarus Vehicle Drops ignore Force Escalation 
    requirements. This lets them be called in with 0 FE while the heavier
    vehicles continue to require FE to be dropped onto the battlefield.
* Vehicle Drop Force Escalation requirements now appear on the quickchat menu.
  
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.

(Susefreak) #2

Cheers, Azu.

We’ll be deploying this asap.


(maggol) #3

Just login to post this:

This mod is uber-cool, love the dark matter cannon and nuke hammer


(Azuvector) #4

[QUOTE=maggol;223603]Just login to post this:

This mod is uber-cool, love the dark matter cannon and nuke hammer[/QUOTE]

Thanks. :smiley:


(Susefreak) #5

Just a suggestion. I noticed that alot of people don’t get the configs, mostly because they autodownload it. What I did for previous version was adding a pk4 with the configs, that do download -rather then .cfg- that way people got the configs.

If you would also include them in the qwta001.pk4 everyone would get them automatically


(Azuvector) #6

Makes sense.

Also if anyone’s wondering why QWTA v0.3.5 isn’t out yet, I got in a car accident late last week(I’m fine.) so haven’t really been feeling like working on much.
Didn’t want to bump a thread just for that. :smiley: