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Steam Beta Branch Testing (advanced users only)


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#1 Riley

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Posted 06 February 2014 - 03:27 AM

Hi,
 
If you want to test out our patches before they're released to the general public, you can opt into our game's Steam Beta Branch. Join our Steam Group!

http://steamcommunit.../groups/nmrihbs

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#2 Riley

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Posted 06 February 2014 - 03:34 AM

1.08 Changelog
 
 

 
Ongoing changelog for 1.08, Release Date: August 6th (or 13 if everything is broken) 2014
 

General

  • Added 3 new player models; Roje, Butcher, and Badass
  • Added NPC Lag Compensation (sv_unlag_npcs)
  • Added initial support for difficulty levels (sv_difficulty 0 is classic/normal, sv_difficulty 1 is casual)
  • Added an optional proximity based spawning system (think Halo 1)
  • Added nmo_zephyr
  • Added nmo_cleopas
  • Added nmo_brooklyn
  • added nms_midwest
  • Updated nmo_junction
  • Added a new firearm, the FN FAL
  • Increased stamina cost for Leadpipe from 10 to 13,matching the machete.
  • Reduced weight for Leadpipe from 250 to 200.
  • Added a certain ability that will protect your friends from your advanced infected state
  • Changed version number to 1.08.0
  • Completely redid the M16A4 ACOG RT scope behavior,now fading out when on hip,and fading in when aiming
  • Renamed the MP5A3 to the MP5A4,matching the correct real life model (console command is still fa_mp5a3,so the maps do not break)
  • Reduced maglite weight from 150 to 100.
  • Increased Baseball Bat weight from 100 to 200.
  • Increased Maglite headshot damage from 113 to 125
  • Increased stamina cost for Leadpipe from 10 to 13,matching the machete
  • Reduced weight for Leadpipe from 250 to 200
  • VAC Mode should work?

Sound

  • Added support for female voice sets
  • Added "Chippants" voice set
  • Added "Pugman" voice set
  • Added various new ambient/tension music files from ThoughT to the Dynamic Music System
  • Updated sound effects for various firearms (M16A4, shotguns, etc.)
  • Fixed some voice-over problems for mag/load counts and magchecking on some of the firearms.
  • Added new sound effect for nuke
  • Replaced ammo pickup sound
  • Updated ambient rain sound
  • Fixed some voice-over problems for mag/load counts and magchecking on some of the firearms.

Art

  • Added a shit ton of props for various new upcoming maps, both in 1.08 and for future patches
  • Added a lot of animations for a certain new action
  • Redone the forward sights for the Ruger 10/22
  • Added "Badass" Character Model + Zombie Model
  • Added "Butcher" Character Model + Zombie Model
  • Added "Roje" Character Model + Zombie Model
  • Shader & Texture adjustments for Player and Zombie models
  • New bolt animation for the JAE-700 on shoot and reload empty.
  • Fixed shotgun empty reloading missing sequences.
  • Minor animation updates to the following firearms/melees: M9,Glock 17,686,Hatchet,FUBAR,E-tool,SKS,CZ858,M16A4,Ruger 10/22,SV-10,Maglite,Shovel,Winchester 1892.
  • Rerendered chinatown skybox textures (LDR/HDR) 
  • Added new skybox textures for Midwest
  • Fixed Fireaxe world model floating in third person
  • Fixed M67 Grenade world model having the lever and pin invisible when not used,and vice versa when used and thrown
  • New bolt animation for the JAE-700 on shoot and reload empty
  • Fixed shotgun empty reloading missing sequences
  • Minor animation updates to the following firearms/melees: M9,Glock 17,686,Hatchet,FUBAR,E-tool,SKS,CZ858,M16A4,Ruger 10/22,SV-10,Maglite,Shovel,Winchester 1892

Maps:

  • Added a new Objective level with a focus on scavenging, Cleopas
  • Added a new Objective level with a focus on different objective paths, Brooklyn
  • Added a new Objective level, created by community mapper billionlioe, Zephyr
  • Added a new Survival level, created by community mapper billionlioe, Midwest
  • Updated Junction

nmo_junction specific changes

  • Alley way door explosion objective can now harm NPCs.
  • Added several new props.
  • Fixed clipping frame on door near extraction tunnel.
  • Changed the position of a door in the apartments where players could get stuck if both doors were opened in the same direction.
  • Brightness of the lights in the sewer tunnels increased by 35%.
  • General improvement to lighting in the level.
  • Other general improvements.

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#3 Riley

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Posted 06 February 2014 - 04:21 AM

Whoops, fixed the Bug Reporting link (was hub.com and not github.com)  :wacko:


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#4 Bubka3

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Posted 06 February 2014 - 04:30 AM

Here is an adapted command line for getting the files from the beta branch.

 


app_update xxxx -beta [beta name] -betapassword [beta code] validate

 

If you do not understand how to use this then you are not an advanced user.



#5 Riley

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Posted 06 February 2014 - 09:48 PM

Need some people to connect to 5.135.218.66:27045 to trigger a segfault/crash

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#6 Riley

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Posted 07 February 2014 - 02:33 AM

Patch 1.07.8 has been postponed to next Monday.

 

We need help in reproducing these pesky segfaults on the LInux Server. Hop in on 5.135.218.66:27045 whenever you have the chance over the weekend, and play.


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#7 Riley

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Posted 07 February 2014 - 04:29 PM

Alright, got it

 

https://github.com/Z...sues/issues/528

 

Thanks to those who joined in


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#8 Riley

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Posted 27 February 2014 - 04:44 AM

Updated the 2nd post with the 1.07.9 changelog, Beta Branch should come up live sometime this week (tonight or tommorow)


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#9 Riley

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Posted 02 March 2014 - 03:49 AM

Beta Branch is live, 283.7 mb download, servers will go live soon

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#10 x5566asd

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Posted 02 March 2014 - 11:25 AM

In nmo_junction, I solo play (using ai_disable sometimes) and reach the final area. The extraction cutscene starting after I getting killed and I haven't planted the bombs at all.



#11 Riley

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Posted 02 March 2014 - 09:12 PM

In nmo_junction, I solo play (using ai_disable sometimes) and reach the final area. The extraction cutscene starting after I getting killed and I haven't planted the bombs at all.


Nice catch lol

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#12 x5566asd

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Posted 03 March 2014 - 09:45 AM

Nice catch lol

The cutscaene won't stop now.



#13 ssba

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Posted 03 March 2014 - 06:04 PM

That'll be fixed in the next build, which should go out this evening (EST)


One does not simply F11 into Mordor.


#14 Hypnosis

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Posted 03 March 2014 - 07:15 PM

The cutscaene won't stop now.



Hello. Thank you for reporting those issues.



#15 x5566asd

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Posted 07 March 2014 - 03:00 PM

I found a big one! No zombies in nms_favela!



#16 Riley

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Posted 07 March 2014 - 11:06 PM

I found a big one! No zombies in nms_favela!

 

Should be fixed tonight, was related to some small code snippets


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#17 Riley

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Posted 26 March 2014 - 03:50 AM

Uploaded a small patch to the Beta Branch, changelog is listed in the 2nd post (it's a small one, will progressively get bigger if needed)


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#18 sloppinjoe

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Posted 27 March 2014 - 10:48 PM

What is in the beta patches, new animations?



#19 Riley

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Posted 30 March 2014 - 12:52 AM

What is in the beta patches, new animations?

 

1.07.10 mostly has some crash fixes, the change log is in the 2nd post of this thread


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#20 TUSK3N1337

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Posted 30 March 2014 - 02:08 AM

Thank god for the Molotov fix but the crash about sourcemod still remains? I know its not something you can do about but does anyone know need response from the army guy with the helmet. And can you implement the menu so it shows on the screen?
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