BallisticPro Changelogs

Discuss the Ballistic Weapons servers here.
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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Fri 02 Aug , 2013 12:13 pm

Defib Fists
  • Reduced altfire healing to 25 normal, 40 charged from 40 normal, 70 charged
  • Reduced capacity of shielding by 33%
MARS-2 Assault Rifle
  • Gained its smoke launcher

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Sat 03 Aug , 2013 9:32 pm

Turrets
  • Turrets reduce only frontal damage
  • Turret frontal damage reduction is 70%

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Mon 05 Aug , 2013 3:49 pm

General
  • Fixed a ton of bugs.
  • Weapon zoom is now smooth in both directions when the BallisticPlayer is in use.
  • Added a new preference option: Zoom Time Mod. In gametypes with the BallisticPlayer (i.e. Freon) this option scales how fast the player zooms in or out.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Tue 06 Aug , 2013 3:12 pm

General
  • More behind the scenes bug fixing

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Sat 10 Aug , 2013 12:10 pm

General
  • M46 mines reverse damage if they're used on a teleport
  • Acid and FP7s thrown at a teleport will produce no effect and broadcast the instigator's name in chat
X83
  • Fixed undeploy issue

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Mon 12 Aug , 2013 12:22 am

3SPN
  • Added the command "togglewidescreen", which will toggle drawing HUD elements in their correct aspect ratio.
  • For now it does not affect the weapon bar, health and ammo because some relevant function or other is overridden in the LDG version of the gametype.
  • It shouldn't be used in 4:3 resolutions as this is the native aspect ratio for HUD elements.
  • If using 5:4, using this command and typing "ScaleHUD 0.94" will give you a correctly scaled HUD.
  • If using a widescreen resolution, there will be gaps in the HUD between the weapon bar, health display and ammo display. You can fill these with ScaleHUD.
  • This option might cost you performance if you choose to use it, as some formerly native functionality is implemented in UnrealScript. For me the performance loss is about 1/16th of my framerate.
  • Whether this will actually work when I install it really depends on how Izumo implemented his own HUD.
  • Regardless of whether or not you've enabled widescreen HUD, UT2004 crosshairs are drawn with the correct aspect ratio.
  • The command "ScaleHUD x" where X is between 0.5 and 2 will scale your HUD. This was added because a correctly drawn widescreen HUD has gaps between elements and may be smaller than some players might like.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Wed 14 Aug , 2013 3:11 pm

R78A1 Sniper Rifle
  • Has a minimum zoom level.
Weapon Melee
  • Base damage of sharp weapons is 100 (from 150)
  • Base damage of blunt weapons is 80 (from 130)
  • Max charge bonus increased to 115%
Longhorn Launcher
  • Longhorn alt clusters will only detonate on player impact, or when hitting a wall head-on at full speed.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Sat 17 Aug , 2013 2:22 am

Longhorn Launcher
  • Longhorn altfire clusters have an arming delay matching the primary fire
  • Longhorn altfire clusters hit for 24 during this time

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Sun 25 Aug , 2013 12:39 am

Redwood 6000
  • Regained its single accurate hip shot ability
  • Fire interval 0.7 from 0.8

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Re: BallisticPro Changelogs

Post by Azarael » Thu 29 Aug , 2013 3:38 am

LAW/FLASH
  • No longer offset when running

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