Update v2.0.708.14663
Author: [PS]SnazzyDuckling,
published 4 years ago,
Hey guys!
We have a patch coming to address several issues and bring some more optimization to our Chapter 3 maps. Carentan is still not ready, but it's getting there.
[h2]Changelog v2.0.708.14663[/h2]
[h3]GENERAL FIXES[/h3]
- Fixed head 3rd person LOD settings
- Move intro volume lowered by half
- Lowered volume for the intro movie
- Fixed MI_CobbleAsphaltRoadA having the wrong physmat changed from gravel to concrete
- Fixed collision in some foliage types
- Fixed collision on a few The Bloody Seventh and Day of Days buildings
- Fixed Hawkins mine not damaging engines
- Fixed several graphics exploits
[h3]VISUALS[/h3]
- Fixed 4th infantry floating medical patch
- Updated 1st airborne uniform with new colour
- Updated US 1st person sleeve/infantry backpack textures
- Fixed Hawkins mine not disappearing in the hands of the player after placement
[h3]EFFECTS[/h3]
- Fixed funky ribbons on magnetic mine explosions and HE against armour
- Fixed Hellcat wheel fx by downsizing some debris textures
- Fixed some US paratrooper physmats
- Fixed ambient Flak light and no collision on beam restored
- Removed shadows from point lights in flak searchlight blueprint’s
- Updated Sherman wheel fx
- Optimization for tracked vehicle engine damage FX
- Optimization for tracked vehicle turret caching
- Updated Support artillery impacts
- Added a new projectile variant for the ambient Vierlings that do not have end explosions
- Fixed Skytrain plane destruction effects
- Fixed wind intensity on grass
- Fixed physmat for material on cobble paths
[h3]MAPS[/h3]
[b]St Mère-Église[/b]
- Optimized terrain and static meshes
- Added 2nd cap zone spawns to be enabled
- Adjusted lifetime of forward spawn groups near the church to 150 seconds
- Adjusted flag spawns on St Mere Invasion 01
[b]Utah Beach[/b]
- Optimized terrain and static meshes
- Fixed tanks spawned by LCTs being enterable by the Wehrmacht
- Fixed culling and materials of meshes
- Improved some areas of interest
- Adjusted number of LCVPs to 9
- Fixed hedgehog glitching through the LCVP at H7 kp5
- Fixed inside of bunker culling too early at G7 kp9
[b]Heelsum[/b]
- Fixed fence blocking bridge at M11 keypad 7
- Fixed terrain at H8 keypad 5
- Fixed hedge mesh at L13 keypad 8
- Fixed Flak 36/38 emplacements from respawning ontop of wrecks on Heelsum s04 (They no longer respawn)
- Fixed floating parachute at M8 keypad 1
- Fixed fence posts not being passable on Heelsum at K13 keypad 7
[b]Grave[/b]
- Fixed floating foliage at F4 keypad 6
- Fixed floating foliage at E6 keypad 9
- Fixed concrete bunker cull distance to be higher on Grave at D4 keypad 6
- Fixed fence collision at F2 keypad 8
- Fixed gap in tunnel mesh at F7 keypad 5
- Fixed gap in wall mesh at G7 keypad 1
- Fixed gap in wall mesh at G8 keypad 7
- Fixed floating building mesh at F7 keypad 3
- Fixed fence collision at E2 keypad 5
[b]Doorwerth[/b]
- Fixed fence gap in the north side of the Factory at I7 kp6
- Fixed road gap at J5 kp2
- Fixed bad hedge collision at K2 kp1
- Fixed Castle Doorwerth gatehouse materials
- Removed support radio for the germans in S04 at M6 kp8
- Improved some areas of interest
Sincerely,
[b]Periscope Games[/b]
[img]https://clan.cloudflare.steamstatic.com/images//31533869/d0406d44e053f7a14d6b82372b4635ba3b4f071e.png[/img]