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[Release] Wolfpro 0.1

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hannes

Wolfmod Dev.

1

Tuesday, September 1st 2009, 4:23pm

Wolfpro 0.1

Downloads at: http://wolfpro.myhannes.info

Changelog Beta -> 0.1
  • 15/20 for bank,hospital,manor & canals
  • 15/25 for facility and tesla
  • Fixed all missing nade / panzerfaust / airstrike / flammenwerfer effects / explosions (first person)
  • Fixed ATI shadow bug
  • Fixed missing effect on tesla ( electrical barrier )
  • Fixed MP40 / MP43 falloff damage ( we need your feedback on that )
  • Fixed weapprev & weapnext fov bug
  • Panzerfaust was reworked. 20 Second shoot delay, no reload, faster, wider splash, more damage
  • HUD health / veil bars are colord now (white to red)
  • HUD fonts are smaller
  • HUD font elements have a shadow
  • Scope material has no picmip anymore
  • HUD indicator for recording a demo
Cvar changes:

ServerSide:

Quoted

ws_axisRespawnTime [-1, n] default: -1 will use the default wolfpro spawntime
ws_alliedRespawnTime [-1, n] default: -1 will use the default wolfpro spawntime
ws_allowUpgrades [0,1] default 1: Enable / disble any upgrade
ClientSide:

Quoted

w_skipMuzzleFlash [0,1] default 0 - skip weapon muzzleflash
w_autoRecord[0,1] default 0 - will auto record a demo on match start, and stop it on match end
Added Serverside Mapconfigs:
The mod has now a new folder containing the mapscripts: wolfpro/maps/<mapname>.cfg
At the moment those scripts only hold the respawn time. If you think that the times should be changed, just change them in the corresponding map script.

but remember, to enable this feature, your server cfg must contain the following cvar: g_execMapConfigs and it must be set to 1

Added preset cfgs for:
  • avidemo: exec preset_avidemo
  • windowed: exec preset_windowed
  • fullscreen: exec preset_fullscreen
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jeje

Beginner

2

Wednesday, September 2nd 2009, 7:03am

Hello I tested w_skipMuzzleFlash 0 and 1 and I didn't see any difference (ui_showgun 1), I mean I didn't any muzzleflash activated or not. But that not a problem for me because I don't want to see it. I just wanted to inform you that. I've also see that you have already done an autoreload cvar that is nice! I hope you'll polished the game in every details ! :D
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3

Wednesday, September 2nd 2009, 11:16am

I tested the new release and have to say that in my opinion the panzerfaust should be much stronger, because actually it is no tactical weapon. The slash damage and the radius has to be increase.

Keep up the good work! Acutally the movement is very good and feels smooth. I dont know why but the autoreload cvar seems not to work ?!?
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4

Wednesday, September 2nd 2009, 11:24am

I tested the new release and have to say that in my opinion the panzerfaust should be much stronger, because actually it is no tactical weapon. The slash damage and the radius has to be increase.

Keep up the good work! Acutally the movement is very good and feels smooth. I dont know why but the autoreload cvar seems not to work ?!?
Panzer is OP now, no need to change it really, i was able to kill all the team with the panzer as it is in version 0.1 final.
Good work, only the lag problems are a problem.
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