ET: Legacy 2.83.0 - Mom it's working!
Welcome to a new Point Release!
We've been hard at work on Bugfixing and Qualify of Life improvements over the last months and are excited for everyone to get their hands on this one!
Please note that the server of your choice will update on their own pace and please refer to them for their update schedule.
As always we welcome anyone to participate in our Discord Server and to join our collective efforts!
(PATCH 2.83.1 released due to server configs not being properly loaded. )
Changelog Highlights
This list highlights a subset of changes, for the full changelog, please refer to this page.
General
1. Windows binaries are now signed with an official certification
2. ETLTV Improvements
ETLTV now supports LUA alongside with many other improvements.
See the full changelog hereIt has been successfully used to broadcast Nations Cup 2024 matches.
(A huge thanks to Ryzyk for his amazing efforts on these matters!)
3. Added new 'video-pipe' command to pipe game footage to ffmpeg
Pipes game footage to ffmpeg for video recording.
If ffmpeg isn't part of your PATH environment variable, the executable must be placed next to the etl binary.
Gameplay
1. Fix Flamethrower damage being dependent on 'sv_fps'
Flamethrower damage was previously dependent on 'sv_fps' and would cause massively more damage beyond 'sv_fps 20'.
This is now fixed by making the Flamethrower damage independent of 'sv_fps'.
2. Smoke Bomb puffs are now deterministic
Smoke from the Smoke Bomb of Covert Ops would previously flow into random directions on each client, causing situations where the view would be blocked for one client, but not blocked for another client.
This is now fixed by making Smoke from the Smoke Bomb deterministic and thus equal among all clients.
3. Medic's passive heal is now deterministic
Medics at full health would previously have a random 0-1 second delay before receiving their first passive heal tick.
They now always receive their first passive heal tick after exactly 1 second, making it deterministic.
4. Diagonal medpack/ammopack throws are now possible without immediate self-pickup
Medics and Field Ops would previously automatically pick up their packs when they throw it at a 45° Angle around them.
This is now fixed by improved pickup collision detection.
5. MG42/Browning automatically attempts to prone on 'weapalt'
MG42/Browning would previously require proning manually before they could be deployed.
In order to bypass the need for this extra key action, which could've already been automated by a user binding, deploying an MG42/Browning now automatically tries to prone before deployment, saving a keystroke by default, similar to mortar.
To opt out set 'cg_weapAltMgAutoProne' to '0' (default: '1')
6. Play 'noAmmoSound' when trying to switch to an empty weapon
Attempting to switch to a weapon which is out of ammo would previously fail without any sound or visual cue.
The 'noAmmoSound' is now being played as a sound cue (local to the player only).
To opt out set 'cg_weapSwitchNoAmmoSounds' to '0' (default: '1')
7. Disambiguate weapon bank collisions
This change disambiguates some weapon bank collisions:
1. A Soldier with SMG Perk having both an SMG and a heavy weapon
For such cases '2' will now select the SMG, '3' will select the heavy weapon.
2. A Soldier with SMG Perk having 2 SMGs
For such cases '2' will now select your team's SMG, '3' will select the other team's SMG.
To opt out set 'cg_weapBankCollisions' to '1' (default: '0')
Visuals
1. Fixed gunFovOffset regression and add ETL Dynamic Fov Offset
We introduced a regression in a previous release, where first person weapon models accidentally ended up being put too low in relation to the player view.
We have fixed this regression and introduced a new default ETL Dynamic Fov Offset feature, which now ships defaults that aim to have consistent gun offsets across different 'cg_fov' values.
These new defaults also aim to ship good default first person weapon visibility and consistency between the same weapon kinds of the 2 teams, while staying true to the original weapon look.
(e.g. the MP40 now should roughly occupy the same screenspace as the Thompson when reloading)This also brings back guns, like the Panzerfaust, more to the forefront when it was accidentally previously cut short, without significantly obstructing visibility.
To opt out set 'cg_gunFovOffset' to '75' to keep '2.82.1' behavior, or to '90' to go even further back to Vanilla ET behavior (default: '0')
2. Tweaked Character Animations
Character animations have been slightly tweaked and reframed, to better represent playerstate and playeractions and to increase visibility in some instances.
Death animations have been revamped to allow better visibility.
Reload animations now better fit the weapon reload duration.
Jump animations now are able to support animation transition, when they didn't before.
Deploying/Undeploying an MG42 now plays a character animation.
Firing animations don't persist despite the player having stopped firing.
Alongside other small changes.
3. Player Float Sprites now follow heads when downed
Player float sprites, like the revive icon that Medics see for their teammates, now track the head position instead of being placed immediately at a fixed height, which would clip inside the body during the first half of the death animation.
This new feature does not affect hitboxes and is purely visual.
To opt out set 'cg_spritesFollowHeads' to '0' (default: '1')
4. Tweaked First-Person Weapons
Weapon animations have been reframed to more accurately reflect the duration of the weaponstate in instances where animations like reload would be interrupted or transition to soon to the IDLE animation despite still reloading.
Weapon parts have been realigned to reduce graphical glitches, where parts would hover or flick around the screen due to unclean animation frames.
In some instances models like hands were extended to not reveal clipped length at widescreen or higher 'cg_fovs'.
5. Tweak muzzle flash sizes
Muzzles flashes have been frequently completely disabled (via 'cg_muzzleFlash 0') in the past, as they have been shipped dramatically oversized with little transparency and thus heavily obstructed visibility.
We now ship a revamped set of default values with much improved visibility so that players are not incentivized to disable them in order to gain an advantage.
To opt out set 'cg_muzzleFlashOld' to '1' (default: '0')
6. Changed 'Geometric Detail' from 'r_lodbias' to 'r_lodscale'
The 'Geometric Detail' menu option previously made little difference and on highest option still caused needless polygon pop-in on character models
The underlying CVAR has been changed to better reflect the available options.
HUD
1. Various HUD QoL improvement
Big thanks to the community for all the feedback!
See the full documentation for details.
2. Custom 'hud.dat' is now backed up when upgrading to a new version
3. Added Sharp Custom Crosshairs
A new set of "vectorized"/sharp crosshairs have been added.
They replace previous crosshair implementations via 'cg_customCrosshair 1-4' and are configurable via a set of 'cg_customCrosshair*' CVARs.
Depending on player feedback, we plan to further improve them and to eventually wrap a Crosshair Editor around them in the future.
4. Hotkeys for navigating limbo
The limbo menu is now traversable via keyboard hotkeys:
Team Selection
1 - Team Axis
2 - Team Allied
3 - SpectatorClass Selection
e - Engineer
c - Covert Ops
f - Field Ops
m - Medic
s - SoldierWeapon Selection
TAB - Switch between Primary and Secondary Weapon Panel
Spacebar - Toggle Weapon Panel
1-9 - When Weapon Panel is opened, select weapon matching weapon indexConfirming/Cancelling
y/z/Return - Confirm (OK)
Escape - Cancel
5. New HUD 'chargebar'/'healthbar' needle
Both 'chargebar' and 'healthbar' gained a new needle indicator.
For 'chargebar' the needle indicates how much of the bar will be consumed by a given weapon.
For 'healthbar' the needle indicates the HP bonus that is granted from the amount of medics in your team.
To opt out uncheck 'Needle' on 'weaponchargebar'/'healthbar' in HUD Editor
6. Add kill assist system to the 'xpgain' component
7. Class Limbo Selection now requires confirmation
Selecting a class in the Limbo menu would previously automatically confirm the loadout.
In order to be able to look up the availability of weapons (e.g. Panzerfaust) without automatically switching to the class, selecting a class now only takes effect when the loadout is confimed via
OK
(or one of the new Limbo hotkeys:y
/z
/Enter
).
To opt out set 'cg_limboClassClickConfirm' to '1' (default: '0')
8. 'F7' by default now toggles the HUD Editor.
Download the latest Release here
written by Vorschreibung 3 weeks ago
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