Changelog for version 3.4.285 ---------------- *****Levels***** ---------------- ---------------- Added New Levels ---------------- - Lenino - Ogledow - Studienka - Ihantala -------------------- Existing Level Fixes -------------------- Alam Halfa ---------- General: - Fixed 5 large clusters of ammocrates having no soldier collision, with a soldier able to hide inside the clusters as a result: 4 clusters at Samaket Gabala and 1 group of 6pdr ammocrates in the bunker under the forward-most 6pdr. - Fixed an "invisible wall" at Deir el Muhafid. - Fixed a barbed fence biting through a stone wall to the south of the 25pdrs at Samaket Gabala. Anctoville ---------- General: - New lightmaps. - Remastered artificial light sources (new setup for all glowing lamps, in other words). - Brighter specular color for vehicles and soldiers to make them look wetter. - Replaced some statics with better versions, fixed some grass, improved positioning of a few pickups and other minor fixing. - Truck headlights look odd - remove them. 64 layer: - Better covered spawning at Les Ecuries. Arad ---- General: - New lightmaps. - Update T34 wrecks. - Updated groundhemi. 64 layer: - Changed the Russian engineer kit to the tanker kit. - Added spawn delay at the round start for the Su152, the two T34/85 and increased minimum spawn times of those vehicles (additional minute for the Su and 15 seconds for the T34s). - Reduced minimum spawn times for the weaker Russian tanks to reflect for faster mass production by 5 seconds (t34/76 and the su76). - KV1s stays as is. - Reduced the min spawn delay of the Tiger. 32 layer: - Changed the Russian engineer kit to the tanker kit. Bastogne -------- General: - Fix surrounding terrain. - Exchange GMC non winter version for winter version. 64 layer: - Increase plane combat area. Brest ----- General: - New lightmaps. - Fixed some trees disappearing too early. - Fortified a bunch of ruins (mainly on the Plaza - Boulangerie line) with additional blockers to prevent accidental SL spawning inside them. 64 layer: - Minor balancing in favor of the US team. - Enabled encirclement feature of the neighboring push for the German team. They won't be able to spawn on flags cut off from the Harbour. - Moved 2 most remote Allied spawn points, one at Navy HQ and one at Plaza, closer to the respective flags, with the aim of slightly less walking for the Americans. - Added 2 pickup .30 cals. Navy - first floor, the "dinning room"; Ruins - at the emplaced MG42 covering the flag zone, near the ammo box. Dukla Pass ---------- General: - Dukla Pass 2.0 (overhaul). 32 layer: - Increase Russian safe zone. Eppeldorf --------- General: - Removed "ScatterSpawnPositions" flag from a bunch of spawnpoints on 32 and 64 layers, mostly at the "main" mains. 64 layer: - More orderly spawned pickups around the German forward forest mortar. - Better positioned Kubel at the "main" German main. Falaise Pocket -------------- General: - New lightmaps. - Covered the harvested fields with "cut wheat" undergrowth, increased UG view distance, and other UG tweaks. - Added a ladder in the Destroyed Battery barn (to the northwest of the flag zone) and some "mortar junk" around the German static mortar (and removed the old LeFH junk there), closed the gates of the OOB "farm" at the end of the Mortar Battery - St Lambert North road. - Reduced groundhemi tint on vehicles and soldiers. - Finetuned overgrowth shadowmap. - Various minor fixes for statics and the terrain (for example, fixed many-many floaters and flickering statics). 64 layer: - Push: Church + Destroyed Battery (still a lockable sector) open all 3 St Lambert flags. Any of the following 2 flags - St Lambert "Center" and St Lambert North, opens Mortar Battery. - Ticket bleed: the Germans bleed at 10 tickets per minute (instead of the previous 11) as long as the Canadians control any 2 flags. The Canadian bleed starts when the Germans control 5 cappable flags, at 100 tickets per minute to shorten the agony. - Fair soldier spawning: fixed 3 spawnpoints on the way of the opposite team, added a few new spawnpoints here and there to spread soldiers a bit, moved some spawnpoints to more covered areas or away from the flag zones, and many other tweaks. St Lambert North and Mortar Battery are especially affected, with spawning on the latter being available for both teams now and concentrated within the "farm" instead of scattered in surrounding fields. - Added a new spawn group for the German team somewhat to the northeast of Church flag which becomes available when they lock the whole first sector. This is supposed to shorten the usual backyard route from Church to St Lambert South and thus help the German team to get a foothold in the town. - The 2nd "reinforcement" Panther now stops spawning when the Germans capture any of the 3 St Lambert flags, instead of stopping spawning after Church is taken. Again, to make it easier for the Germans to get a foothold in the the town. - Standardized the "lose control" times for all flags to 25 secs instead of the old 10-25 secs. The "get control" (capture) times got standardized to 45 secs instead of the old 20-50 secs. - Removed the pickup mortar at the rearmost German base. - Moved all pickup kits (2 StG's, 1 sniper G43, 1 Panzerschreck, 1 MG42 lafette) from the rearmost German base to the windmill, closer to the front line. Also moved one of the Opels as a transport for those who will spawn there for the pickups. - Added an ammo pickup at the windmill for the static sgwr. - Raised one of the hedgerows from the St Lambert side of the church to protect Germans from spawnrapping. - "Precise laying" of the combat area border along the hedgerows stretching from the river (Destroyed Battery side) almost to St Lambert "Center". No more "you are leaving the front" on the "proper" side of the hedgerows, and constant "you are leaving..." on the wrong side now. COOP: - reworked SP/Coop to the modern standards. Fall of Tobruk -------------- General: - Proper lighting in the tunnels, better lighting for several types of fences and crates, fixed some holes and gaps in pavement and walls, fixed several most offending cases of floating cobbles (undergrowth), and other cosmetic stuff. Gazala ------ 64 layer: - Decrease difference between German and British starting tickets slightly, increase overall tickets, increase bleed speed. Gold Beach ---------- General: - New lightmaps. - Decreased the brightness of soldiers and vehicles A LOT to bring it closer to the statics and terrain lighting settings + minor cosmetic tweaks here and there. Operation Goodwood ------------------ General: - Relightmapped from scratch. - Replaced some statics with their better versions. In particular the railroads do not look like they came from 2000 anymore. - Raised specular reflections brightness for PCOs and soldiers significantly. - Tweaked effects shadow color (muzzle flashes, explosions, wreck smokes, whatever). - Fixed some grass clipping through statics issues. 64 layer: - Changed "nebelwerfer" spawning at Grentheville to more covered locations. - Adjusted positions of several pickups on 64 layers. Hurtgen Forest -------------- General: - New Lightmaps. Keren ----- General: - Add surrounding terrain. 64 layer: - Increase plane combat area. - Increase overall tickets slightly and increase ticket bleed to keep allies from outkilling italians. Lebisey ------- General: - New Lightmaps. - "Modernized" the gramophone at Headquarters, with louder and further audible songs. - Fixed several spots of grass growing through crates, on roads, etc. - Improved overgrowth shadows. - Fixed few lightmapping bugs here and there, and other minor stuff. 64 layer: - Less spawning in the open wherever it's possible - Remove the rather unfair advantage the Brit get by reusing the rear German spawnpoints on Centre and East flags. - Provide some assistance to German counterattacks when they are pushed back to their main. - Centre AT Positions: split spawning between the teams. - The Axis team got 5 spawnpoints, only 3 of them being roughly in the same places as old ones (but not exactly in the same places). - The Allies got 5 new spawnpoints on their side of the flag zone. - East AT Positions: split spawning between the teams - The Axis keep the old 5 spawnpoints, with minor corrections of the positions and the orientation of spawning players. - The Allies got 4 new spawnpoints on their side of the flag zone. - West AT Positions: - Moved one of the 5 spawnpoints from the "forward house" back to the "chateau", away from the direct line of fire from the flag zone. - 3rd Company Command Post: - The 2 spawnpoints in a house closest the German forward infantry "main" went to the Axis team, as an assistance for German counterattacks from the main. The Allies got 2 spawnpoints in a house close to the church and 1 spawpoint in the trench behind the town instead. - Lebisey Headquarters: - Fixed 2 out of 4 original spawnpoints being blocked by the Storch and the Kubel respectively, making spawning on the flag very predictable. - The airfield spawnpoint went to the Axis, the Allies got one spawnpoint behind the chateau instead. - Added 1 spawnpoints in the attic of the "garage", available for both teams. - German forward infantry main: - Added 2 spawnpoints in a different place, to make spawning less crowded and predictable. - German vehicle main: - Uncrowded the vehicles a bit, to give some room for maneuvering. - Replaced the transport SdKfz 7 with a SdKfz 251. - British main: - Uncrowded the vehicles a bit, again to give some room for maneuvering. - Added 2 new spawnpoints to spread infantry on round start. - Follow-up update of the "pakked" SdKfz7 spawners after major portee fixing. Operation Luttich ----------------- General: - New lightmaps. Mareth Line ----------- 64 layer; - Increase plane combat area. 32 layer; - Fix broken British artillery by replacing 25 lber with mortar. - Replace Crusader MkIII with Churchill MkIII to give brits some more firepower. Omaha Beach ----------- General: - Put invisible blocker into church tower to keep infantry from spawning into it from SLs. - Replace M9 with M1A1 Bazooka. - New lightmaps. - Raised ambient light by something like 25-33% and decrease side light accordingly. - Standardized all lighting to the fog color and the "sun hole" in the sky texture. - Significantly reduced the brightness of sun light on vehicles and soldiers. - Kinda fixed the too bright effects (everything smoking, the boat wake waves, the surf, etc.). - Added an oil lamp (complete with proper lighting) in one of the houses right at Vierville flag, in addition to the lamp in the edge bunker at WN73. - Fixed several cases of undergrowth sticking out in wrong places, some floaters, reduced z-fighting here and there, etc. 64 layer: - Decrease last flag unlock delay to 45 seconds. - Fixed the rotation of Church flag. - Tweaked a bunch of soldier spawn point to look in the "right direction" and with less "falling through the ceiling" on spawning. COOP: - Minor fixing of positions and rotations of several pickup kits. Operation Cobra --------------- 64 layer; - Germans get Panzerfausts in their AT kits - American tanks don't spawn at windmill or farm anymore if they control the town flags - Replace 1 Marder with another mobile AA gun - All planes have the same spawntime Pegasus ------- General: - New lightmaps - Fix deleted wall pieces that let you look at low poly trees - Make it impossible to swim across the river. - Fix hundreds of mislightmapped statics and terrain patches. - Fixed badly broken day groundhemi + PCO/soldiers lighting adjustments. - Better looking water. - Added artificial lighting inside the bunker at the Pegasus bridge. - Toned down too bright effects, especially in the night layer. - Fixed the barbed wires at the Pegasus bridge. 64 layer: - Lower tickets. Pointe du Hoc ------------- General: - New lightmaps - Solved the issue of the cliffs changing their shape and "growing" once and for all, by raising cull distances of the terrain. - Raised specular colors. - cleaned some weird undergrowth. 64 layer: - Changed the trajectory of one crashing C-47 so it would fall deeper inland and a bit further away of the combat area. Port en Bessin -------------- General: - New lightmaps. Ramelle ------- General: - New lightmaps. Sammatus -------- General: - New lightmaps. - Add limited grenade code to sammatus. - Add new T-34 M41 wrecks. - Updated groundhemi. Less black now. - Updated simpleshadowmap. - Slightly lower fog distance. - Modified sky texture. - Modified pine log stack texture. - New trench skirt texture. 64 layer; - Lock finnish heavy assets. - Replace Pak40 with finnish version. Seelow Heights -------------- General: - Change the autumn camoflage player models to the summer ones. (too hot for April) Sidi Bou Zid ------------ 64 layer: - Fixed 4 hanging flags shown as British instead of American. St. Vith -------- General: - New lightmaps. - add 16p and 32p versions. 64 layer: - Fix bleed bug as reported by Yehiel_Feiner. - Increase plane combat area. - Delete Nebelwerfer. - All German planes and vehicles take longer to respawn. Operation Totalize ------------------ General: - Add 16p and 32p versions. - Fixed 2 floating trees on route from Factory to Windmill. Villers Bocage -------------- General: - New lightmaps. ------------------ *****Vehicles***** ------------------ ------------------ Added New Vehicles ------------------ - Ferdinand - Ju 87G-1 "Kanonenvogel" - T-70 - Po-2 - 45mm Anti-Tank Gun M1942 - M4 ZPU Maxim Quad AA - T-34/76 M41 ----------------------- Exisiting Vehicle Fixes ----------------------- - Up torque on all Halftracks to make them less sucky on slopes. - Improved 3p fire sounds for German and Russian big rocket stuff. - Introduced "distant" sounds audible at several hundreds meters and standardized ranges of the normal "close" sound. - Katjusha teamlocked. - Fixed AT guns not respawning in gun carriers (portee trucks) by replacing the "natural" way they respawned with a Python-controlled way. - Note, you still may encounter trucks respawned without the gun, but only if the gun from the previous truck is still roaming somewhere on the level. This is a conter-measure against players hording AT guns by taking the gun, killing the truck, taking the gun,.. - The new Python plugin also manages TTL of the carried AT guns - a gun still attached to the truck gets killed within 1 second of the truck death, a gun abandoned in the wild survives for 3 minutes. - Decreased TTL of the gun carriers' wrecks to 29 seconds from the standard 100, so they would disappear before another gun carrier will respawn (otherwise the AT guns would respawn on the wrecks). - Made sure all carried AT guns could be entered from the rear of the trucks, wihout climbing up or something. - "Pakked" SdKfz 7's: fixed the beating sound produced by the Paks bouncing in the SdKfz 7's a bit. - "6pdred" Bedford QLT: removed 2 passenger seats, there is no benched for them to sit there, and the seats were extremely weirdly coded anyway. - Fixed objective icons not shown on the commander's minimap. - Prokhorovka - Custom Tiger Texture - "Enemy armor spotted" message for armored cars instead of generic "Enemy unit..." - The affected "armored cars": the Puma, SdKfz 222, SdKfz 231, Marmon Herrington and BA-64. Also fixed some of them having "jeep" squad list screen icon (TAB -> FIRETEAM) instead of the correct "tank" one. - IS-2 - Add missing hasmobilephysics to .con - Kv1 model 1942 finnish version - Volkswagen82 - Fix vulnerable seats. - Stuh42 - Add skirted version. - Add new texture (waffle simmerit) - Wurgerät - Up reload to same as nebelwerfer. - Stug40g - Fix wrong geometry load in wheel - Tiger I (early) - remove barrel colmesh - Puma - fixed barrel rotating out of hull - Stug IV - change the reticule to the correct type - Kingtiger - Apply correct normalmap. - M30 122mm - baked wheels, texture fixes - Panther A (Late) - Remove skirt from colmesh - M4A3E2 75 and 76mm - Fixed floating turrets. - LCVP - new driver animations with steering, ducking and dying - 30cal gunner: fixed everyone else in the boat being rendered in front of the hull (hull parts not obscuring other soldiers for the gunner). - Significantly increased the range of engine sounds to the values common for our tanks. - Somewhat better looking boat wake effects. - Removed entry points in the secondary seats. - Vickers Mk VI - Longer reload time for .50cal of 3.5 sec (instead of 2.6 sec "short AT gun" reload) - Gentler recoil - Less mis-synchronization of 1p and 3p fire sounds with the actual fire rate due to mis-pitching of the sounds in the previous version - Louder fire sounds in 3p, with a longer range. - Fixed misplaced and mis-pivoted turret. - Fixed misplaced smoke launchers. - Moved all damage effects from the rear (nothing to burn there?) to the engine (at the front-right). - Usual stuff of tweaking wake, track-ground, exhaust, enter-exit effects, engine and turret sounds, exit positions, and so on. - Fiat 626 - "Transport" 626's: replaced 3 kneeling 360 degrees FOV passengers at the rear with more traditional 6 passengers sitting on the benches - "Ammo" 626's: added 2 sitting passengers at the rear - Improved animations of the driver and codriver - Recoded the entry points in the Studebaker style in all 626s except the "portee cannone" one (easier to enter from the rear) - "Portee cannone" 626: removed the passenger at the rear - "Breda" 626: the Breda gun is now the 2nd seat, the codriver - the 3rd one - gazillions of tweaks to exit positions, effects and sounds - Breda 35 - Added new animations, with the gunner's head roughly following the sights. - Added new traverse sound, a copy of the vBF2 Igla "turret" sound, but re-looped, louder and a bit higher pitched. - Networked the traverse and elevation "controls," to make the gun a bit more lively. Now they will rotate in networked games too, not only in local games. - Cruiser Mk IV - Doubled the engine volume at idle/low RPM. Of course, the tanks won't be as loud as the medium Germans are, but you'll get a fair chance to hear their "tr-tr-tr..." - cloned the engine sounds from the Crusader. They had the same engine IRL, the Cruiser was probably skipped by mistake during an upgrade of the Crusaders' sounds or something. - Churchills Mk IV (all variants) - Doubled the engine volume at idle/low RPM - slightly increased the volume of the tracks clatter (and slightly decreased the volume of Mk III to one standard value) - "Historically accurate" placement of the engine exhaust smoke, and the usual routine of tweaking positions of various effects, sounds and exits - Crusaders Mk I (all variants) - Doubled the engine volume at idle/low RPM - significantly increased LOD distances (15-35 was kinda 2006) - "Historically accurate" placement of the engine exhaust smoke, and the usual routine of tweaking positions of various effects, sounds and exits - Make collision mesh more vehicle and soldier friendly - Crusader Mk III (El Alamein) - Doubled the engine volume at idle/low RPM - a better quality texture for the wreck, assembled from the main texture + our usual "charred coating" texture. - "Historically accurate" placement of the engine exhaust smoke, and the usual routine of tweaking positions of various effects, sounds and exits - Kettenkrad - Reworked exit positions in all 3 seats. - New animations for the driver, with steering and dying. Also fixed the upper part of the steering wheel not turning in 3p in networked games. - Relatively minor adjustments to the passengers animations. - Reduced leaning of the entire vehicle on turns(it was kinda ridiculous) by strengthening the side springs. - Fixed several other minor bugs in the suspension (missing networking, different settings in different Kettenkrads, and so on). - Readjusted engine sound volumes and ranges to something like quieter at short ranges, louder at longer ranges. - Other minor tweaks of effects and sounds positions, entry points, cameras, etc. - Pz III (all variants) - fixed hull MG sights clipping through the hull - changed the pivot position of the MG so it would not fall out of the hull on rotation, and added hatch enter and exit effects to the seat - Willy's Jeeps - Reduced sliding on virtually any bump the jeeps encounter. - New animations for all seats, specifically tailored to the jeeps. - Custom explosion effects for the "france" GB Willys and the Calliope. Also replaced the second explosion (when an already wrecked jeep disappears) with a generic effect, without the debris flying around again. - Fixed the "underpowered" engine of the "alt" .30cal Willys - Added "humvee" cockpit sounds to every seat for better ambiance. They add a bit of rattling when the car moves. - Better positioned sounds, damage effects, cameras, exits, better FOV for the passengers and other minor boring stuff. - Upgraded explosion effects by moving the junk (wheels, windshields, jerrycans, etc.) to positions roughly matching those in the alive jeeps (This produces more natural looking flying debris on explosion). - Added new explosion for the green "france" British Willys, as a replacement for the whitish desert one it currently uses. - Added new explosion for the Calliope, without the windshield and strut (it does not have those) and with one extra spare wheel, as in the alive Calliope. - M5A1 Stuart - Add missing rollers - La5 - Fix the flare gun holder in cockpit. Make the transparent holes look better - More transparant sights glass. Because its double glass. - Spitfire MkIX - Fix landing gear being transparent ----------------- *****Weapons***** ----------------- ----------------- Added New Weapons ----------------- - Fliegerfaust - Faustpatrone - G33/40 - Nebelhandgranate39B - PM-43 120mm Mortar - PM-41 82mm Mortar - AVT-40 - Lahti L35 - KP/31 Suomi (sans muzzle break) - Bren Mk2 --------------------- Existing Weapon Fixes --------------------- - Total 3p animation update for all rifles - Switchable Sniper Sights - Use Q-Menu to switch between scope (default) and backup ironsight - Colt M1911 3p animaiton update - Bangalore Torpedo updated 1p animations - Lahti LS-26 updated 1p animations - Colt M1911 updated 1p animations - Colt 1917 updated 1p animations - K98 updated 1p animations - VGK 98 updated 1p animations - SVT40 updated 1p animations - FG42 updated 1p animations - Carcano M91 updated 1p animations - Carcano M91/38 updated 1p animations - Breda30 updated 1p animations - Browning Hi-Power updated 1p animations - MG34, MG42, M1919A6 emplaced bipods: minor 3p animations update - Less deviation (spread) for all 20mm and 40mm single barrel AA guns - A rather conservative decrease by 25%, making their deviation on par with our relatively precise long-barreled AP shells. - This is supposed to help the AA guns against fast moving and often distant planes - Sticky explosives: improved collision - Introducing headshots to frag and smoke grenades; if you hit a soldier in the head, he gets damaged. At throw distances below 5m it means instant death for the victim with full health, after 5m the damage gradually falls to 50% of full health at 50m, no damage after 50m. Other body parts do not receive any damage. - This affects all thrown non-sticking not-exploding-on-impact grenades, from frags to smoke ones, up to the Molotov cocktail, but for the No77 and RDG1 smoke this does not work due to the physics setups of these grenades. - "Enemy unit spotted" spot message instead of "Enemy infantry..." for all static emplacements - In other words, if you spot a static emplacement (a MG, mortar, spotlight, periscope, ...) with binoculars, the message will be a more generic "Enemy unit spotted!" instead of "Enemy infantry spotted!" - Flares (flare guns): replaced "bullet" material with "grenade" one to fix impact effects. No more ricochet noises, smoke puffs and everything else not fitting to these slow and non-lethal projectiles - Axis rifles: Less rifle movement during sprinting, improved upper body orientation - Remove EnvMapColormapGloss from following weapons: - PTRD - K98k - MG34 - MP40 - Walther P38 - P08 Luger - Beretta 34 - Colt M1917 - Winchester Model 12 - M1 and M1A1 Carbines - Fairbairn Sykes knife - Improved normal map for k98, mg42 - FM24/29 animation - Thompsons - Fix muzzleflash effect and positions - DP-28 Deployed - Standardized sprint camera - Add C96 m712 files - MG-42 - Improved texture - Mortars - New gunner animations for all mortars - US Satchel - Fix missing throw sound. - Def37 animation fix - Boys AT Rifle - Bipod deploy now occurs when going to prone and getting up - Aligned zoomed sights - Move shellejection to the bottom where it's supposed to be. - Beretta 38 - Now fires open bolt - Now fires with moveable ejection port in 1p - M1903A1 - Improved model (details and smoothing added) - MG-34 - Improved model (details and smoothing added) - PA35 animation fixes - M91 Carcano - Improved model (details and smoothing added) - Mas36 - animation update - Hafthohlladung - fix weird angle of projectile - New fire, deploy and reload sounds matching the 1p animations - "Very big boom" as the explosion effect (as in the geballteladung), more appropriate for 3kg of explosives - Better "grenade" impact sounds - Kasapanos - firing animation tweaks - Gewehr 41w - decreased the volume of 3p firing sound by quite a good margin - removed half a second of trailing silence in the sound - No1 SMLE - 3p animations by Harmonikater - Berthier Rifle animation fixes - M1919A4 tripod- fixed invincible gunner - M1919A6 emplaced- made it indestructible, like all other emplaced bipods - Bred M37 tripod - fixed invincible gunner - French explosive weapons animations - Geballte Ladung - create a projectile mesh. Stops the grenade from floating a bit on top of the vehicles -------------- *****Kits***** -------------- - Replace all lugers with lahti pistol in Finnish kits - Add missing melee weapons to Goodwood NCO kits - Add Polish eagle on RU helmet for Lenino - Add Lenino specific kits (To always use helmet) - Add Lenino specific pickup kits (to always use helmet) - Add new antitank kit for Studienka - Create pickup tanker kits with smgs for Prokhorovka (kitmeshes still needed) - Replace BrenkMk1 with BrenkMk2 for later kits. - Add Nebelhandgranate 39 to German Africa, Italian and Finnish kits ----------------- *****Statics***** ----------------- - Add ru_barn_damaged_1 - Add various Bulge trenches - Replaced glassy "ceramic" materials with better fitting concrete in 40+ statics - "Thinned" metal in a bunch of static trucks and planes - "Saint-Lambert" texture for the town entrance sign on Falaise Pocket - Regelbau_677_Vierville static: Fixed window that was difficult for players entering outside - TownHouse023: Fixed projectile collision - Ru_village_house_06: Added according roof hole in soldier collision - Fix Ranville bridge (aka Horsa bridge) sidewalk collision glitches - Ru_brickruin: Fixed left entrance wall in soldier collision (could sneak through before) - Fh_2wheelscart3: Changed straw to the more common "grass" material - Fix for Ranville (Horsa) bridge issue (falling through bridge deck) - Fix inability to shoot through gaps between logs of log barriers + more player friendly collision models - Make trench collisions more soldier-friendly (fixes difficulty jumping over trenches) - Fix player falling into inverted log stacks - Russian dirt trenches: Added two extra variants (m1_flak & m1_mortarpit) - Russian modular trenches: Added "access", "split", "t", and "two" variants - Add in ru_trenchbig_deep & ru_trenchsmall - Ru_trench_split & ru_trench_t: Removed wooden gate posts - Add ru_dirthole_deep - Fh_na_villa1_des improvments - All "France" sidewalks: replaced sand material with tarmac - Fh_na_house10_dest_nobottom improvments - Fh_na_house10_dest.staticmesh - Fix FW190 wreck samples - Ammocrate_small2_3pcs added lods - Safer Tobruk balcony railing (removed killer spikes) - Tobruk_barracks fix ugly crack UVs, optimized COL0, made COL1 & COL2 more player friendly, cleaned normals, updated samples - Add Polish flag without the Eagle - Catholic and Orthodox crosses: Removed vehicle collision - Improve vehicle collisions on modular dirt trenches - Russian dirt trenches: Prevent soldiers to ghost through collisions -------------------- *****Overgrowth***** -------------------- - Fixed shots getting blocked on several vBF2 bushes - Fix North African acacia leaves & branches stopping projectiles - New date palms (Phoenix dactylifera) to replace BF2 desert palms (me_palmtree series) ---------------- *****Python***** ---------------- - "Enemy inside flag zone" early warnings: From now on, as soon as a player enters the flag zone of an enemy flag, the flag starts blinking on the minimap in the same way as "cornered" flags did in neighbouring push before (blinking green/red/blue push markers). This change affects every non-neural flag, whether it's open for attack ATM or blocked by push or something, with the exception of "unableToChangeTeam" flags (uncappable main bases) and flags not shown on the minimap (mappers' dummies, invisible beachhead flags on PdH and Omaha, and so on). Affects every map, layer and game mode in FH2 - push mode layers, classical conquest layers, multiplayer, singleplayer, stock maps, custom maps, you name it. In the case of classical conquest "no push" layers, flags still get no markers normally and get blinking green loops when under attack. - "Common/sector" push: Fixed occasions when push mode goes nuts if an open flag belonging to the defending team and an open flag of the attacking team get neutralized simultaneously, with both teams unable to capture those flags afterwards as a result. A push arrow on the minimap (if activated by the mapper) will disappear as soon as the flag is captured by the attackers, instead of disappearing only when the whole "block" or "sector" the flag belongs to is captured. - "Neighboring" push: Fixed the so-called encirclements (flags cut off from the main base, see Brest) not being triggered most of the times. "Cornered" flags (isolated from other flags of the defending team) now keep being counter-attackable for the first minute after their capture and then until the last defender leaves its flag zone. - NeighPush: disabled "keep just captured flag open for 1 minute, even it's supposed to be locked" feature ------------------- *****Materials***** ------------------- - Shotgun bullets (Winchester and angry farmer): bunch of impact effects fixes. Same treatment as for the small firearms bullets. - Also made them damage cars, trucks and planes a bit, like small firearms do - Fixed soldier limbs immune to direct hits from most of the stuff bigger than handheld weapons - Standardized all impact effects of all wooden materials - Fixed the 155mm guns on PdH lacking many impact effects - Reworked impact sounds for handheld explosives (primarily grenades) - Proper .50cal impact effects for airplane .50cals - Small firearms bullets: bunch of impact effects fixes here and there - AT rifle bullets: impact effects fixes again - Standardized AT rifle bullets decal effects, they leave a "hole" on every piece of metal they do can penetrate and damage, and "armor scratches" decal on every other metal. - Impact effects now more or less match impacted materials ("cloth" decals and sounds for canvas, "glass" effects for glass, and so on) - Stop vehicles bouncing off rocks ----------------- *****Effects***** ----------------- - New "heavier" impact sounds for all 30+mm empty shell cases - Fixed all varieties of empty shells not making any sound on impact with many-many materials ------------- *****HUD***** ------------- - SVT40 spawn menu icon. Better matched to the real gun - More updated Polish flags - Suomi. Update HUDnames with SJR for the muzzlebreak version. - Add new launcher background image. ------------ *****AI***** ------------ - Fixed frequent CTDs on player exiting a vehicle with bots in it -------------- *****Misc***** -------------- - Fix Mersa night sky texture (ugly seam and moon) - Add support for polish win/loose music - Add polish win / lose music - Ogledow manor as background image for the login screen - Undergrowth - committing the heather texture - Objects - hanging and folded flags for the Finnish faction - New polish voices (radio commands)