Half-Life 2 Empires 1.01 Beta Full Server

An update for Empires has been released, bringing it up to version 1.01 Beta. This update includes optimizations to reduce lag, bug fixes, b...

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An update for Empires has been released, bringing it up to version 1.01 Beta. This update includes optimizations to reduce lag, bug fixes, balance fixes, and a linux server. All clients and servers are required to update.

This includes all necessary files to run a windows or linux dedicated server for Empires 1.01 Beta. It is in zip format so that both windows and linux users can easily access it. No previous files are required.

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Download 'empires_v101beta_server.zip' (108.27MB)

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Empires 1.01 Beta
March 17, 2006

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Version 1.01 Beta Changes:

-Added: linux server.so for running a linux server
-Added: 'emp_sv_vehicle_resource_interval' and 'emp_sv_player_resource_interval' cvars for setting the interval between updating player & vehicle resource managers which send all info needed for the minimap
-Added: 'emp_sv_vehicle_fadout_time' cvar for determining how long vehicle wreckage exists before being removed
-Added: 'emp_sv_netvisdist_player', 'emp_sv_netvisdist_building', 'emp_sv_netvisdist_vehicle', and 'emp_sv_netvisdist_commander' cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities
-Added: support for 'mp_autoteambalance', if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players
-Added: 'emp_sv_vehicle_selfdestruct_time' cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die
-Added: successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth
-Added: three new voice taunts
-Added: "commander under attack" warning when the commander takes damage, only played once every 30 seconds
-Added: &quot;<building name> under attack&quot; warning when a building takes damage, only played once every 30 seconds
-Added: map specific config files located in the &quot;/cfg/maps/&quot; dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)

-Fixed: a research item was missing an icon
-Fixed: Brenodi Empires could continue to build vehicles past their limit
-Fixed: 'mp_timelimit' works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second
-Fixed: when recycling a building, your team would gain the refund as reinforcements instead of resources, whoops
-Fixed: as grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines
-Fixed: minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)
-Fixed: reduced network bandwidth used by minimap
-Fixed: the player in the last slot on a server was not being shown on the scoreboard
-Fixed: Northern Faction MG Level 3 turret's barrels were spaced too far apart to hit infantry
-Fixed: crash when canceling/completing an order and the target of the order was already removed from the game
-Fixed: crash when trying to issue praise to a squadmate that didn't exist
-Fixed: crash when a shell/mortar detonated and couldn't find its owner
-Fixed: crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed
-Fixed: crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation
-Fixed: crash when denying a player from joining your squad
-Fixed: various client crashes (the big crash that affects everyone is a real pain, it's not fixed but it's rearranged to give me more info in the memory dumps on what exactly is going wrong)

-Modified: increased horsepower for some vehicle engines
-Modified: various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)
-Modified: removed server vehicle wheel dust generation to reduce network traffic and time spent thinking
-Modified: reduced time spent calculating physics
-Modified: set voice commands to require at least a 3 second wait time before issuing another command
-Modified: added a larger arrow over the local player on the minimap
-Modified: increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer's build at 1 HP per every 0.2 seconds)
-Modified: scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed
-Modified: a scout's rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)
-Modified: scout's invisibility now goes into effect even if the scout is not touching anything (50% transparency)
-Modified: both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving
-Modified: instead of putting '(Comm)' in front of the commander's name, the commander's class is set to 'Commander'
-Modified: engineers get points for repairing the commander's walls
-Modified: reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though
-Modified: changed turret collision mesh from a pyramid shape to a box so that vehicles won't drive up onto them and get stuck
-Modified: split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort
-Modified: set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long

-Removed: engineer's ability to build buildings via '+use'


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Version 1.0 Beta Changes:

-Initial Release
-Added: ALL

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Empires


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Empires is a revolutionary mod currently in development for Half-Life 2. It'll be combining the genres of first-person shooter and real-time strategy. Two key players will be present in each game,...


Registered 6th March 2006

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