This release contains:
- Three multiplayer maps:
- DM Island
- DM Japan
- DM Power
- Three player models:
- MI6 Stealth
- MI6 Suit
- MI6 Tux
- Eight weapons:
- Fists
- Frinesi (shotgun)
- Militek (grenade launcher)
- L96A1 (sniper)
- P99 (pistol)
- Raptor (handgun)
- Storm (sub-machine gun)
- Frag grenade
The main additions to this release are:
- Weapon behaviour and damage changes:
- Tweaked Frinesi inaccuracy curve.
- Crouching now provides slightly less accuracy.
- The inaccuracy decay after firing has been extended.
- The crosshair max radius has been increased to more accurately represent the spread.
- Increased Raptor damage from 30 to 50.
- Slightly increased Raptor accuracy.
- Decreased L96A1 damage from 110 to 90.
- Reduced Militek base damage from 100 to 75.
- Increased Militek damage multiplier when directly hitting other players from 1.25x to 1.6x.
- Reduced Militek timed grenade fuse from 4 seconds to 2 seconds.
- Reduced frag grenade contact friction from 0.95 to 0.7. This means that grenades bounce more.
- Reduced frag grenade fuse time from 4 seconds to 2 seconds.
- Reduced frag grenade pin pull time from 1 second to 0.75 seconds.
- Increased frag grenade refire delay from 0.5 seconds to 0.91 seconds.
- Tweaked Frinesi inaccuracy curve.
- Tweaked player movement speeds:
- Reduced player forward/backward speed from 280 to 250.
- Reduced player strafe speed from 240 to 215.
- Increased bullet tracer speed, to improve the feel of firing shots. This is a graphical change only - shots register on the same frame as they are fired, as has always been the case.
- Increased health points gained from health kits from 15 to 50.
- Added support for client-side props.
- All maps now contain their simple static props that used to be specified as
item_generic
entities in original Nightfire. These props are now handled entirely client-side, so that they do not take up entity slots on the server.
- All maps now contain their simple static props that used to be specified as
- Fixed the player sticking to surfaces with a magnetic-like feeling when noclipping.
- Fixed an issue with client-side weapon prediction where weapons would not play their deploy animations when first picked up. Weapon prediction is still disabled by default as it does not fully work yet.
- Lag compensation has been enabled - the fact that this was disabled was an error. Shots should feel much more accurate now.
- Stopped fallback model from being selectable as a multiplayer model.
- Updated all player model animations to those from original Nightfire.
- General internal improvements.
What's Changed
- General update to readme and graphics by @noodlecollie in #46
- Refactor foundational libraries by @noodlecollie in #47
- Isolate mempool library by @noodlecollie in #48
- Various weapon refinements and tweaks by @noodlecollie in #49
- Port primext compile tools by @noodlecollie in #50
- Added client-side static props by @noodlecollie in #51
- Fix noclip sticking to surfaces by @noodlecollie in #52
- Fixed predicted weapons not playing unholster animation when picked up by @noodlecollie in #53
- Fixed some foliage models missing texture alpha masking by @noodlecollie in #54
- Latest trenchbroom support tweaks by @noodlecollie in #55
- Various bugfixes and improvements by @noodlecollie in #56
- Integrate trenchbroom by @noodlecollie in #57
- Added v5 release notes by @noodlecollie in #58
Full Changelog: v4...v5