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Update February 5, 2014


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#1
JBlum

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We have kept our ears low to the ground and have been working hard on an update to address many issues and concerns. It has ultimately been our goal to weigh down on these issues like a hammer instead of applying band-aids. I'm pleased to announce that we have made considerable progress in addressing many of these issues, and are ready to deploy a new update to you all.

With the addition of the VPK system and more advanced purity detection, you all will have to essentially re-download the game. It's important to note that it will not actually use up more hard drive space - it will replace a lot of existing files and in the end it should improve loading times as well.

Content & Features
  • Added global bans system allowing us to globally ban known hackers/exploiters of the game who ruin other peoples' gaming experiences or impersonate NWI developers. To report a suspected hacker/exploiter/impersonator, please go here.
  • Added VPK support to the game, which should improve loading times and allow servers to better determine the purity of clients connecting to servers.
  • Re-introduced "sv_pure" into the game. If set to 1 (default), it will verify the purity of the client's files but allow players to use custom models, skins, sounds, etc. If set to 2, it will enforce complete purity.
  • Weapon attachments are now visible on others' weapons.
  • Updated Heights, Heights (Coop), Contact, Ministry and Training.
  • Updated Search and Destroy game mode. Defenders get a single reinforcement wave instead of respawning when the attackers destroy one of their caches.
  • Added "Affirmative" and "Negative" radial commands so subordinates can better respond to their commanders.
  • Added 2 round burst to the UMP-45.
  • Added new suppressor models for both teams.
  • Added armor impact particle effects so players can better tell whether they hit someone in their armor or if they hit the flesh.
  • Added "Setup Microphone" option in Audio Options which allows people to set their mic volume.
  • Added a developer icon to the scoreboard next to the names of developers. There have been instances of players out there impersonating developers.. please do not take someone seriously as being a developer unless they have this developer tag next to their name in the scoreboard.
  • Added "hud_stream_friendly" convar which will remove various references to the current server name from the UI if you are streaming and do not want viewers to discover what server you're in.
  • Added community translations for German, Russian, Dutch, Polish and Simplified Chinese.
Improvements
  • K:D is no longer shown if you are alive and outside your spawn area, so players can't use the K:D counter to determine if they got a kill or not. Players can still see their K:D when they are in their spawn, they are dead, or it's the end of the round/game.
  • Found and reduced an issue where the client and server would play two different player animations. The changes we've made should reduce hit-box misalignment and further improve hit detection.
  • The amount of magazines you get are now a bit more limited, so you have to actually take your mag capacity into some consideration.
  • Took measures to reduce accidental team-killing.
  • Reduced post-game timer so it is not quite as long before the map changes.
  • Improved slide some more based on feedback.
  • You can now discover a cache or a decoy cache site with the radial menu and line of sight instead of being forced to walk up to them.
  • Increased bot difficulty in Checkpoint (used to scale from 0-2, now it scales from 1-3)
  • Bots are now more selective when deciding whether to investigate or not. This reduces "herding" quite a bit.
  • You can no longer knife during round countdown.
  • Radial commands are now issued to your squad no matter where they are on the map, so voice in the game is synonymous with Voice Over IP.
  • You can now un-assign an objective as commander.
  • You can now escape the radial menu without choosing an option as a commander.
  • Radial voice commands are now affected by DSP.
  • Improved localization support for voice command subtitles.
  • Removed the "toggle floating HUD" default key bind so players don't accidentally hide their HUD and not know why their navigation is gone.
  • Added a default bind for tactical map - set to "n".
  • Tracers now come from the right position in third person.
  • Improved M16 world model texture.
  • Set the maximum FOV setting to 110.
  • Fixed left arrow on selection options in the main menus that have more than 2 settings.
  • Some subtle Kit UI improvements including some overlap fixes for 16:10.
  • Some Vote UI improvements.
  • "Impending attack" music in Push, SND and Strike will now only play on the first round of a game instead of every round.
  • Disabled "X attacked a teammate" messages in the server console for damage caused by bots.
Fixes
  • Fixed "no free edicts" server crash.
  • Fixed infinite loop / "Alarm Clock" crash on Linux servers.
  • Took measures against mass kill hacks.
  • Disabled setinfo name so hackers can't change their name to avoid detection and voteban.
  • Optimized the blood impact particle more to hopefully reduce crashing when being shot up.
  • Redid Avatar implementation on scoreboard, hopefully reducing crashes people are getting related to the scoreboard.
  • Removed redundant ability entities, which should free up some network traffic.
  • Fixed an exploit in S&D and Strike where commanders could mark undiscovered caches, displaying the "attack" indicator on the bottom objective display if the cache location exists.
  • Precached a bunch of radial menu/marker materials so there is no more slowdown when players set a waypoint.
  • Fixed auto-switchteams functionality.
  • Removed semi-automatic fire mode option for MP-40.
  • Fixed ambient generic environment sounds that were not playing.
  • Fixed kill count in Cooperative.
  • Fixed reference pose bug which was caused by switching to your knife during a prone transition.
  • Fixed grenades not colliding with the vphysics block in Training.
  • Fixed a bug in Checkpoint where counter-attack music would occasionally play at the end of a round.
Voting Changes
  • Added a convar "sv_vote_kick_min_voters" for server operators to determine how many vote kicks a player needs to receive in order for a vote kick to actually start. We have set the default to 2.
  • If a player leaves/disconnects while being accused of hacking or trolling, they should no longer be able to escape the ban.
  • In order to pass a nextlevel vote, 55% of the server must vote and the vote must simply be the majority.
  • In order to vote kick an idle player, 20% of the server must vote and the vote must simply be the majority.
  • In order to vote ban an excessive team killer for 10 minutes of cooling off, 25% of the server population must vote and there has to be at least 2x as many Yes votes as No votes in order for the vote to pass.
  • In order to vote ban someone who is trolling for an hour, 40% of the server population must vote and there has to be at least 2x as many Yes votes as No votes.
  • In order to vote ban someone who appears to be hacking for 4 hours, 60% of the server population must vote and there has to be at least 2x as many Yes votes as No votes.
  • All of the above are setup as server-side convars (listed in greater detail below), so let us know what you find to be the most effective.
ConVar sv_vote_issue_nextlevel_min_population( "sv_vote_issue_nextlevel_min_population", "0.55", 1, "The voting population required to pass a next level vote", true, 0.1, true, 1.0 );
ConVar sv_vote_issue_nextlevel_required_power( "sv_vote_issue_nextlevel_required_power", "1.0", 1, "How strong does the yes vote need to be to win? (2.0 = 2x more voters)", true, 1.0, true, 5.0 );

ConVar sv_vote_kick_ban_duration_idle( "sv_vote_kick_ban_duration_idle", "0", 0, "How long should a kick vote ban someone from the server? (in minutes)" );
ConVar sv_vote_kick_idle_min_population( "sv_vote_kick_idle_min_population", "0.20", 1, "The voting population required to kick a person for being idle", true, 0.1, true, 1.0 );
ConVar sv_vote_kick_idle_required_power( "sv_vote_kick_idle_required_power", "1.0", 1, "How strong does the yes vote need to be to win? (2.0 = 2x more voters)", true, 1.0, true, 5.0 );

ConVar sv_vote_kick_ban_duration_teamkilling( "sv_vote_kick_ban_duration_teamkilling", "10", 0, "How long should a kick ban last for if a player is kicked for team killing? (minutes)" );
ConVar sv_vote_kick_tk_min_population( "sv_vote_kick_tk_min_population", "0.25", 1, "The voting population required to kick a person for team killing", true, 0.1, true, 1.0 );
ConVar sv_vote_kick_tk_required_power( "sv_vote_kick_tk_required_power", "2.0", 1, "How strong does the yes vote need to be to win? (2.0 = 2x more voters)", true, 1.0, true, 5.0 );

ConVar sv_vote_kick_ban_duration_trolling( "sv_vote_kick_ban_duration_trolling", "60", 0, "How long should a kick ban last for if a player is kicked for trolling? (minutes)" );
ConVar sv_vote_kick_troll_min_population( "sv_vote_kick_troll_min_population", "0.40", 1, "The voting population required to kick a person for trolling", true, 0.1, true, 1.0 );
ConVar sv_vote_kick_troll_required_power( "sv_vote_kick_troll_required_power", "2.0", 1, "How strong does the yes vote need to be to win? (2.0 = 2x more voters)", true, 1.0, true, 5.0 );

ConVar sv_vote_kick_ban_duration_cheating( "sv_vote_kick_ban_duration_cheating", "240", 0, "How long should a kick ban last for if a player is kicked for hacking? (minutes)" );
ConVar sv_vote_kick_hack_min_population( "sv_vote_kick_hack_min_population", "0.60", 1, "The voting population required to kick a person for hacking", true, 0.1, true, 1.0 );
ConVar sv_vote_kick_hack_required_power( "sv_vote_kick_hack_required_power", "2.0", 1, "How strong does the yes vote need to be to win? (2.0 = 2x more voters)", true, 1.0, true, 5.0 );

  • Snuffeldjuret, Xorr, eXnihilo and 3 others like this

Jeremy Blum

New World Interactive


#2
Pachira

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Does this mean you need VPKs to install skins (like L4D) or can you do it the classic way still? (like hl2)



#3
deskoft

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Great job! For sure all these new features will help! :) Are you guys planning to add clan support anytime soon?



#4
lightsthehuman

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Outstanding work!


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#5
Omnicron

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Does this mean you need VPKs to install skins (like L4D) or can you do it the classic way still? (like hl2)

 

I would also like to know this.


omni_sig_2014.jpg

 


#6
SteveUK

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Mods must be packed in VPKs if they are overwriting game content. These VPKs go in the custom folder under the insurgency folder. Only sounds and weapon skins are allowed on sv_pure 1 servers and anything else must be signed (whitelisted) by us to work.

sv_pure 2 will remove all custom content.
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#7
Mkilbride

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Improvements

  • K:D is no longer shown if you are alive and outside your spawn area, so players can't use the K:D counter to determine if they got a kill or not. Players can still see their K:D when they are in their spawn, they are dead, or it's the end of the round/game.

 

 

And my desire to boot up the game and play just went down massively.



#8
Pachira

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Mods must be packed in VPKs if they are overwriting game content. These VPKs go in the custom folder under the insurgency folder. Only weapon skins are allowed on pure servers and anything else must be signed (whitelisted) by us to work.

What a bother. Welp, no more desert marpat specialist and desert marpat marine arms for me.

 

I wonder, is it possible to make a folder in the custom folder to shove skins in like post-steampipe hl2? Do viewhands count as weapon skins? Are the official skins signed? Like for example, replacing the us_specialist_color.vtf with us_light_color.vtf. Would that work or do you need a special VPK that was signed for that or something?



#9
CyberCam1969

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My hats off to the devs! You guys are brilliant! The linux coop server is fixed!!! YAY!!!!

 

Insurgency for the win!

 

Cheers!

 

Edit:

 

Unfortunately still getting random crashing/hanging, here the thread I posted regarding the server hanging; http://steamcommunit...47287404689190/

 

I still have faith in the devs to fine a solution, I'm patiently waiting.


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#10
louiscardinal

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Amazing update, keep those fixes rolling guys!



#11
SteveUK

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What a bother. Welp, no more desert marpat specialist and desert marpat marine arms for me.

I wonder, is it possible to make a folder in the custom folder to shove skins in like post-steampipe hl2? Do viewhands count as weapon skins? Are the official skins signed? Like for example, replacing the us_specialist_color.vtf with us_light_color.vtf. Would that work or do you need a special VPK that was signed for that or something?

The VPK filesystem we use is practically identical to Steampiped Orange Box. VPKs are recommended as it keeps load times quick and they can be signed for use on pure servers. Vpk.exe is in the bin directory.

View model hands can be changed.

#12
Pachira

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The VPK filesystem we use is practically identical to Steampiped Orange Box. VPKs are recommended as it keeps load times quick and they can be signed for use on pure servers. Vpk.exe is in the bin directory.

View model hands can be changed.

Hm.. so you are saying the VPKs are what is signed? So if I took the us_light_color.vtf and replaced us_specialist_color.vtf with it I'd still have the default skin unless it was in a signed vpk? But weapon skins work when outside of a signed vpk? Does that include optics lenses?

 

Sorry to ask so many questions, I wanna try to figure this out.



#13
SUICIDAL

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Some VPK instructions please?

I have a soundpack and reticle texture pack currently available for download. What do I need to do exactly with the VPK? I need to make sure that users will not have problems if they install my released content. I just double clicked the vpk.exe and it opened and closed a dos window. I have no idea what I am supposed to do with this. Drag it? Google it? Some instructions would be appreciated. I also need to rewrite my installation instructions for both my soundpack and reticle texture pack. When you mentioned "custom folder", I need a little more info regarding this. For instance, my reticle texture pack consists of 42 optional reticles and each reside within a deep folder structure within the zip file, so what am I supposed to do now?

Also, when is there going to be a sub forum added to steam forum for "User created DLC's"? Most Steam forum users do not visit the NWI forum. I have asked this question many times and none of the staff has responded to me regarding this. I suggested creating a Steam sub forum where users could post/submit their released content and I also suggested that all off-topic spam threads should be moderated and removed from that section. The idea being... to have a section devoted to user created downloadable content, like maps, soundpacks, texture packs etc, and no discussions. So far I have been made to feel that the Insurgency developers do not want users to create or release any content for this game, otherwise they would have created such a sub forum in their Steam forum a long time ago.
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sound_pack_small.jpg reticle_pack_small.jpg

 


#14
Prototype556

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And now my soundmod has been ruined.  Greaaaaaaaaaaat.


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#15
tAz-07

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amazing update !!

 

thanks for support






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