about 3 years ago - /u/RavenCurrent - Direct link

Maps

  • FFA, FFA Instagib, and Warmup’s Quickplay map lists now include Ancient.
  • Wipeout, and Aim Arena Classic’s, Ranked/Pickup map lists now include Ancient and sunken.
  • Freeze Tag, and Freeze Tag Classic’s Pickup map lists now include Ancient.
  • TDM 2v2, TDM, TDM Classic, and Extinction’s and Ranked/Pickup map lists now include Sunken.
  • In Sunken’s Wipeout version, the length of the dead end near the center map teleporter has been reduced (behind the waterfall/window/jail/below mega).
  • Collision fixes to Amberfall, Overgrowth, and Sunken (Wipeout version).

Gameplay

  • Improved the accuracy of the Time Trials’ timer - multithreaded input is recommended, without it there’s a higher likelihood of slower times than expected.
  • Added the command game_wipe_out_timer_mode 1 for team based respawn timers in the Wipeout and Survival modes. A player’s death adds 4 second to the respawn time of the next teammate that dies; there is no maximum respawn time limit (Wipeout and Survival by default use individual respawn timers which is game_wipe_out_timer_mode 0).

Editor

  • It’s now possible to set a teleporter’s exit speed on the teleport entity through the Speed field on the editpad’s properties tab or typing /forsel set %1 speed [UPS value] (speed set on teleporter exits continues to work but the speed setting on the teleport entity is prioritized).
  • Setting a teleporter’s exit speed to be the same as the entry speed instead of being reset to a specific value can now be done though the teleport's entities instead of only through the teleporter exit. It’s also possible to make it so that only the vertical component or only the horizontal component of the speed are transferred. This can be set by selecting the teleport entity and changing the Exit Speed Mode option in the editpad’s properties tab or typing /forsel set %1 speed_mode keep, /forsel set %1 speed_mode keep_horizontal, /forsel set %1 speed_mode keep_vertical (the speed_mode keep, the combined mode, is the same as the speed -1 setting that already existed on the exit entity and which continues to work but speed_mode on the teleport entity is prioritized).
  • It’s now possible to set a teleporter’s exit momentum vector to match the entry angle in relation to the teleport plane. It’s also possible to make it so that only the horizontal or vertical entry angles are transferring. This can be set by selecting the teleport entity and changing the Exit Direction Mode option in the editpad’s properties tab or typing /forsel set %1 angle_mode keep, /forsel set %1 angle_mode keep_horizontal, /forsel set %1 angle_mode keep_vertical.
  • It’s now possible to set a teleporter’s exit camera view angle to match the camera view in relation to the teleport plane that the player had the instant previous to teleporting. It’s also possible to make it so that only the horizontal or vertical angles are transferred. This can be set by selecting the teleport entity and changing the Exit Camera Angle Mode option in the editpad’s properties tab from default to one relative to the teleport’ entity’s rotation or typing /forsel set %1 view_angle_mode keep_horizontal, /forsel set %1 view_angle_mode keep_vertical, /forsel set %1 view_angle_mode keep.
  • It’s now possible to set a teleporter’s exit camera view angle to be the same as the camera angle the player had in the instant previous to teleporting. It’s also possible to make it so that only the horizontal or vertical angles are transferred. This can be set by selecting the teleport entity and changing the Exit Camera Angle Mode option in the editpad’s properties tab from default to one that isn’t relative to the teleport or typing /forsel set %1 view_angle_mode entry_keep, /forsel set %1 view_angle_mode entry_keep_horizontal, /forsel set %1 view_angle_mode entry_keep_vertical.
  • It’s now possible to set a teleporter to reset movement abilities (Dodge cooldown), and jump abilities (Double jump, Multi jump), separately or combined. This can be set by selecting the teleport entity and changing the Reset Movement option in the editpad’s properties tab or by typing /forsel set %1 reset all, /forsel set %1 reset jump_abilities, /forsel set %1 reset movement_abilities (the combined reset all option is the same as the already existing reset true option which was applied on the teleporter exit, it continues to work but the teleport entity’s reset settings take priority).
  • For more information about Teleporters: https://liquipedia.net/arenafps/Diabotical/Map_Editing/Teleporter
  • Added ind_vent_02_broken and ind_vent_bars_broken props.

Masterserver and matches

  • Improved the team creation balance for matches with more than 5 players.

Replays

  • Fixed an issue that would prevent replays from being played.

Interface

  • Updated Spanish from Spain, Latin American Spanish, Brazilian Portuguese, and Russian translations.
External link →
about 3 years ago - /u/RavenCurrent - Direct link

Originally posted by Chello02

I'm crashing after every match.

That issue should be fixed now.