Hello guys, welcome to the first devlog for UGX Mod v1.1 for the week of 2/28/2014
This topic was posted in the donor's section on 2/28/2014, giving them exclusive early access to information on UGX Mod v1.1 progress. Now that it has been in the Donor's section of the forum for over a month I think it is time to start moving these topics to the public section of the forum one at a time so that people are aware of the progress being made.
I was going to post some sort of update on progress where I generalized the changes we've made but then it occurred to me... why not just give them the actual changelog? The reason I chose to call it a Devlog was because not only is it a changelog but a development log. Sometimes I may comment on things outside of the changelog that we are working on or have in mind.
There won't be very many of these since the release of UGX Mod v1.1 is not far away, but I intend to continue the format during beta testing and for any updates we make after release.
So without any further ado, let's get to the changelog for the week:
- Fixed a bug with the MP5K sprinting animation
- Added Hitmarkers which make noise when your shots hit a zombie and make a ping when you hit their head
- Tweaked the texture of the Elemental Machine to look more interesting and retro.
- Fixed a bug where you could put unpapped weapons into the Elemental Machine.
- Fixed a major bug which caused shell ejection and muzzleflash effects to be delayed by network latency on clients.
- Fixed a HUD alignment issue with the ++ recent score hud and the player scores for clients.
- Fixed an issue where the mini score numbers for Chaos Mode were showing in other gamemodes.
- Added major persistent settings feature setting which not only save for your next session but carry over into other UGX Mod v1.1 maps you download
- Added UGX User Settings menu which has options for FOV, Hitmarkers, and Xbox 360 controller support.
- Added Xbox 360 controller support to main menu of the mod, the Jukebox menu (will release an update to the jukebox source later), Traps Machine menu, and trembank menu.
- Fixed a bug where players would be forced to load Semper Fi (mak) when allowing their server to return to the lobby before starting a new game.
- Fixed "Script Command Overflow" engine exception on clients when restarting the server from the pause menu.
- Fixed a bug where the game-over display of your Chaos Mode time would never be larger than 1 minute 60 seconds.
- Fixed some errors with the Hyena Infra-dead in developer mode.
- Added some new sniper and assault rifles to the mod which have replaced similarly-classed guns from CoD4.
- Added real Ray Gun Mark II, M11927, and XM8 animations from their respective games
I'm going to try to get a video of the Traps Machine ready for you guys but I'm having a hell of a time with Sony Vegas not rendering the videos properly so if I don't get that solved the video will be delayed.
If you guys have any questions or clarifications on any of the changes listed here please feel free to ask. The worst I could respond with is "that's classified" :troll: