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-   -   Soldier of Fortune 2 patch (http://www.nvnews.net/vbulletin/showthread.php?t=80)

-=DVS=- 07-28-02 02:58 PM

New Patch For SoF II , MP5
Issues Addressed in Patch 1.01

Single Player:

Fixed rotating brushes to load/save properly.
Fixed several NPC animation issues where the AI would become stuck reloading, firing while leaning, or picking up weapons.
Fixed kam3 navpoint bug.
Fix for player dying for no apparent reason in shop6.
Fix for col8 occasionally not ending.
Allow editing and saving of navpoints so Modders can make SP levels.
3-button mouse w/o mousewheel will now work.
NPCs have a difficult time seeing you when you are crouched or prone in tall grass. They will still, however, investigate the nearby area the player was last seen.
Stun grenades have a greater affect on NPCs.
Moving while crouching being regarded as running is now fixed
Fixed crash in menus when background image wasn't found.
Timegraph and mousemove graph now display blue and green lines on a black background rather than black on a black background
Added new video card cfgs.

Demolition gametype added.
MP5SD weapon added.
4 new maps added.
Fix for demo playback.
RMG fixes for reliable connectivity to Linux dedicated servers.
Small leaning bug fixed.
MODs menu added to main screen to show list of installed MODs.
Fix for time display in game logs.
Exploit to get around limited enemy following was fixed.
Buffer overrun fixed for team say in certain cubes on the raven map.
Player will no longer slow down when walking through a puddle.
When playing a demo back the objectives screen no longer pops up.
"Use" key bind added for demolition gametype.
"Drop item" key bind added to allow people to drop the flag, briefcase, or bomb.
Should no longer be dropped off a server with "invalid pk3" message on map changes.
Added "logfilename" server cvar to allow admins to specify the name of the qconsole.log file.
Added "g_roundjointime" server cvar to allow the amount of time someone can join a round in progress in inf or dem.
Added "g_suddenDeath" server cvar to allow control of whether a match should end if tied.
Added "banip", "banclient", "banremoveip", and "banlist" server commands. New ban system allows up to 4096 bans and stores the bans in the file sof2mp.ban by default.
Fire damage caused by walking through a fire grenade does not cause TK damage (initial blast does though).
Gametype modders can now base their mod off another to use its entities and spawns.
Serverís status request no longer shows the score of the client when someone is spectating them.
Serverís status request now reports the team scores.
Serverís status request now contains each clientís current team.
Fire grenades donít slow you down as much when you run through them.
Death messages no longer disappear after a map change.
Grenades that fall after being killed trying to throw one no longer cause team kill damage.
Team kill damage should now forgive properly.
Added hud indicators for CTF flag status.
IP address added to server log file when someone connects.
Entity func_wall added for demolition gametype.
Entity target_effect added for demolition gametype.
Ability to ban people for a given duration of time added.
New server cvar "g_teamkillBanTime" which specifies the number of minutes you are banned for after being autokicked for team killing (default 5 minutes).
New server cvar "g_voteKickBanTime" which specifies the number of minutes you are banned from the server after being vote kicked (default 0).
Guns will no longer glow white in RMG fog when detail textures are on.
Pause when clients join a team has been fixed.
Servers will now exclude color-coding when sorting in the in-game browser
Jump action should jump off ladders properly now
Next and prev weapons (mousewheel by default) will now double as zoom in and zoom out when in zoom mode (can be turned off)
Death messages now include the weapon name that did the killing

Get your patch here

Crazy World of OZ

:eek: :D :p

vampireuk 07-28-02 03:14 PM

sweet! :) gonna get hold of this tommorow and have a few games:cool:

zoolap 07-29-02 04:05 AM

Haven't got this game yet, but if people could give opinions on if the patch improves the game at all (especially the business of baddies' AI etc) and thinks like multiplayer.

-=DVS=- 07-29-02 09:23 AM

Well there is no NPC running in Multiplayer but if you have DSL or CABLE its alot of fun online , you can play
Capture the flag , Elimination , Infiltration , Deathmach , Team Deathmach and new type of game Demolition also weapon are good , you can have M4 , AK47 , MP5 , sniper , grenade launcher , RPG , ect. ect....

Warning game is addictive

de><ta 07-29-02 11:26 AM

very addictive, am playing single player right now and i love the random map generator

the mp5sd sounds very nice, and the weapons are very cool too.

PsychoSy 07-30-02 04:01 AM

The MP5 sounds like a bunch of dice being rattled in a Yahtzee cup! :D
Or, better yet, a pair of toy dentures clacking together! :p

-=DVS=- 07-30-02 12:23 PM


Originally posted by PsychoSy
The MP5 sounds like a bunch of dice being rattled in a Yahtzee cup! :D
Or, better yet, a pair of toy dentures clacking together! :p

Sure is it use silencer :D

de><ta 07-30-02 02:31 PM

wish they had random map generator for creating office kind of scenarios.

Right now all the maps created are outdoors. I want more indoor maps so i can use the mp5, shotgun and that uber cute looking uzi:D

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