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PatchNotes.md

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Enhanced SCCT Versus Patch Notes

Thanks to AllyPal for contributing to various fixes and improvements in this version of Enhanced SCCT Versus with the SCCT Versus Reloaded patch.

Gameplay

  • Grenades fired from a weapon will no longer sometimes explode instantly on impact, often called insta grenades, instead of waiting for their usual detonation time.
  • Spies with adrenaline will no longer have stutter movement as clients.
  • Spies no longer faintly appear in EMF Vision, often called EMF ghosting, when not using any equipment.
  • Sticky Cam context menu that is used when a previous camera is active will no longer interrupt shooting a new camera when moving forward or backward.
  • Sticky Cam interaction radius has been increased to make it easier to pick up cameras without needing to be at a specific angle.
  • Frag Grenades fired by Mercenaries while moving forward will no longer visually appear to fall at the Mercenary's feet on the client's screen when the host's frame rate is significantly higher.
  • Scope sway in Mercenary Sniper Mode will no longer increase on higher frame rates.
  • Weapon kick in Mercenary Sniper Mode will no longer change depending on mouse sensitivity.
  • Screen shake will more closely maintain its original intensity on higher frame rates.
  • The Spy foot climb animation will no longer fail at certain heights on higher frame rates.
  • The Coop boost animation has been locked at frame rates above 60 to ensure the Spy does not fail to reach the ledge.
  • Spies and Mercenaries no longer have inconsistent damage values depending on which side of the body was hit.
  • Animated textures and shaders will maintain their original speed and won't run faster on higher frame rates.
  • Improved Mercenary movement to prevent accidentally performing a Berserk if moving forward.
  • Adjusted the Mercenary crosshair to align more closely with the center of the screen.
  • Proxy Mines' minimum detected velocity (140) have been raised to the Xbox version's value (200). This eliminates a rare chance that causes Proxy Mines to explode even when sneaking.
  • Presence Detectors will scan every 1 second instead of 3 second intervals. A sound is no longer played when the scan occurs.

Audio

  • The following sounds are no longer audible for more stealthy gameplay:
    • Using medical kits
    • Equipping the Shocker Gun without laser
    • Spies' goggles when switching vision modes
    • Crouched or sneaking footsteps
    • Soft landings on standard surfaces
    • Ledge climbing / shimmy
    • Pole / Ladder climbing
    • Back to wall animation
    • Activating Camo Suit

Miscellaneous

  • New console commands have been added. Open the console with the Tilde (~) or Backtick (`) key and type help to see the list of available commands. Press the Escape key to close the console.
  • LAN Sessions now have the functionality to connect over the internet via IP address or master server.
    • Includes a LAN master server that will automatically find sessions hosted by others online.
    • UPnP (Universal Plug and Play) will automatically port forward when hosting a game session if enabled in your router. UPnP can be configured by editing host_upnp in SCCT_Versus.config
    • Port numbers can be configured by editing client_port_query, host_port_game and host_port_query in SCCT_Versus.config.
    • To connect directly to a specific IP address, configure their IP address and port (default: 8888) in the serverList entry of SCCT_Versus.config.
  • Mouse input has been corrected to accurately read data at high polling rates, eliminating the need for 125 Hz polling rate.
  • Mouse input no longer has negative acceleration.
  • Mouse input has been improved for the Sticky Cam and Cam. Net. camera modes.
  • Mouse sensitivity is no longer tied to frame rate; switching between different frame rates should now feel identical.
  • Mouse sensitivity is now configured exclusively through the in-game console using sens <value> command or in SCCT_Versus.config.
  • Mouse sensitivity for Sticky Camera and Cam. Net. modes can now be configured through the in-game console using sens_camera <value> command or in SCCT_Versus.config.
  • Mouse sensitivity for the GUI menu cursor can now be configured through the in-game console using sens_menu <value> command or in SCCT_Versus.config.
  • Spy Binoculars and Mercenary Sniper Mode can be configured to have matching horizontal and vertical sensitivity through the in-game console using the scope_sync <true/false> command or in SCCT_Versus.config. By default, the game has a slower vertical sensitivity in these camera modes.
  • Frame rate can now be configured through the in-game console using fps_host <value> and fps_client <value> commands or in SCCT_Versus.config.
  • Frame timing has been improved to be more consistent and reduced input lag.
  • Screen resolutions are now read directly from the device driver, supporting any resolution that the hardware can handle.
  • Monitor's refresh rate will now automatically detect and apply the highest available setting.
  • Widescreen support has been added to prevent 16:9 aspect ratio from appearing stretched, configurable through the in-game console using widescreen <true/false> command or in SCCT_Versus.config.
    • Mercenary field of view can be configured through the in-game console using ws_fov <value> command or in SCCT_Versus.config. A value of 112.0 will preserve the same vertical view as 4:3 aspect ratio.
  • Experimental native borderless mode, it is recommended to use this setting only with native resolution.
  • Increased the level of detail (LOD) distance significantly, improving the quality of meshes at greater distances.
  • A native fix comes included to fix dynamic lighting such as the Mercenary's flashlight.
  • The dedicated server executable is not currently supported and will not be included.
  • ESRB Notice on startup has been disabled to speed up boot time.
  • The longer lobby music from the Xbox version has been restored.
  • EAX can easily be restored into the game using the eax_restore.reg registry file in the System folder.
  • Profiles can easily be accessed using the shortcut added in the System folder.
  • Improvements to the automated ChaosTheory.log format.

Maps

  • Enhanced versions of all exclusive Pandora Tomorrow maps (Cinema, Krauser Lab, Mount Hospital, Schermerhorn, Vertigo Plaza) and Enhanced Sanctuary have been added to the map pool.
  • All the Pandora Tomorrow UMP maps, Sanctuary, Skyscraper, and Terminus have been added to the map pool.

  • Enhanced Aquarius:
    • Added a pole in the Spies' insertion point to solely access Tech Room.
    • Spies can now climb back up to their insertion point from the Tech Room ceiling vents.
    • The fish tank containing a disk objective can no longer be refilled.
    • The balcony overlooking Pirates' Room can now be climbed by Spies.
    • Bug fixed: Added a skybox to the exterior to prevent grenades from being bounced from the "roof" of outside.
    • Bug fixed: One of Pirates' Room beams was shifted to fix a small gap.
    • Bug fixed: A painting in Office was floating off the wall.

  • Enhanced Cinema:
    • Based on the map foundation from Pandora Tomorrow.
    • All computer objectives have been raised to 12 seconds to neutralize.
    • A new disk objective has been added in the Entry area that must be captured in the Lobby.
    • Removed the advertising columns near the disk objective to prevent a fast rotation to the dropzone.
    • A new medical kit is located in the Entry area.
    • The ammo stock located in the Lobby's 1st floor has been relocated to the other corner to make the climbable pole easier to access.
    • Cam. Net. support added with new cameras located in the Lobby and Video Games area.
    • Bug fixed: All motion sensors have been adjusted correctly to allow for sneak walk movement.

  • Enhanced Club House:
    • The computer objectives located in the back of each floor have been adjusted to 12 seconds to neutralize.
    • Added a pole near the glass structure area.
    • Bug fixed: A visual bug near the glass structure area when the floors were destroyed on the first floor.
    • Bug fixed: Map sound package now includes objective interruption, win, and lose sounds.

  • Enhanced Factory:
    • The corner vent has been removed near the bottom Machine Room objective.
    • Spies can now open Corridor B's door on both sides.
    • The mechanical digger has been raised to 5 seconds to activate.
    • Bug fixed: Interactable objects in the Machine Room and Mechanical Digger Room incorrectly display "Security failure" on the HUD when chaffed, despite having no chaff effect.

  • Enhanced Krauser Lab:
    • Based on the map foundation from Pandora Tomorrow.
    • Removed various security from Pandora Tomorrow that were unnecessary.
    • Time limit has been reduced to 10 minutes.
    • Warehouse's security has been reworked with each computer objective having two lasers from the top platform.
    • Removed the lasers surrounding Laboratory's entrance and only have ceiling lasers guarding the computer objective.
    • Irradiation's computer objectives have been shifted out of their chambers so Spies can have an easier time escaping.
    • The front entrance doors will always remain open to improve navigation.
    • An one-way escape exit can be used from Irradiation into the Parking Lot has been added. Mercenaries can use the new path both ways.
    • Cam. Net. support added with new cameras located in the Entrance, Parking Lot, and Irradiation.
    • Bug fixed: The explosive barrels will now have a shorter range but lethal blast radius. Originally, they would only knock out people, however charging into a barrel that is not lethal would cause a bug where Mercenaries were permanently sleeping.

  • Enhanced Missile Strike:
    • Map has been adjusted to 4 Spy lives and 3 Mercenary lives.
    • Hacking panels located in the Spies insertion point have been reduced from 10 seconds to 5 seconds.
    • In Sector 1, the second floor catwalks can no longer be shot through to secure the bombs.
    • Boxes around the East Control Panel objective have been shifted to prevent securing it from the center bunker.
    • Central Shaft, Light Corridor, and Generator's hacking panels now display a "Hacking in Progress..." message instead of directly exposing what the Spy is hacking.
    • In Sector 2, Spies must only capture one of the four disks to gain access to the Silo.
    • Bug fixed: Central Shaft interaction for Mercenaries could be spammed resulting in the door and its alarm message to become desynchronized.

  • Enhanced Mount Hospital:
    • Based on the map foundation from Pandora Tomorrow.
    • All computer objectives have been raised to 12 seconds to neutralize.
    • Room 116's room layout has been reworked to make it easier to defend.
    • Room 208 has been opened to make it easier to rotate around the second floor.
    • All motion sensors have been removed in the rooms.
    • A laser has been added for the Nursery vent.
    • A new medical kit is located in the Spy insertion point.
    • Cam. Net. support added with new cameras located in the 1st and 2nd floor hallways.

  • Enhanced Museum:
    • The Cafe computer objectives have been reduced to 12 seconds to neutralize.
    • All door entrances leading into Storage are only accessible to the Mercenaries.
    • If Café Outside is neutralized, the door entrances leading to Storage will unlock in Exhibition.
    • If Café Inside is neutralized, the door entrances leading to Storage will unlock in Monolith.
    • Bug fixed: Removed the glass panels in Cafe Inside to prevent an exploit where Mercenaries can see Spies in Motion Vision through the ceiling.
    • Bug fixed: Spies in the Monolith vents could be seen from Cafe's outside fake backdrop material.

  • Enhanced Orphanage:
    • Cam. Net. has been completely redesigned with five new ones: two located in first and second floor's hallways and one in the courtyard.
    • Sector 2 spawn points do not activate until 10 seconds after Sector 1 has been bombed.
    • The elevators are now a one-click interaction.
    • The connector vent between Laundry and Storage has been removed.
    • The Storage vent leading to the Dormitory has been removed.
    • The Washroom vent located near the computer objective has been removed.
    • The Washroom vent located on the ceiling has been removed.
    • A motion sensor located in the ceiling of Canteen has been removed.
    • A motion sensor located in the ceiling of Canteen has been relocated to detect both routes in the vent.
    • The drop zone has been repositioned with cover to protect spies.
    • Bug fixed: In Sector 1, when the bomb objectives exploded, they would kill players in their blast radius longer than the explosion visual effect.
    • Bug fixed: Added elevated ramps to the vents at the entrances to prevent an exploit where Mercenaries could neutralize Spies through the floor.
    • Bug fixed: In the Classroom hallway, one of the furniture dust covers was missing its EMF/Thermal texture.
    • Bug fixed: In Visit a Map, the first tip would remain on screen after leaving its radius.

  • Enhanced Polar Base:
    • Generators have been reduced to 25 seconds to neutralize.
    • The doors to access Drilling Tower's drop zone have been reduced to 2 seconds.
    • Removed 4 of the 8 medical kits as this map has too many for no good reason. The 4 medical kits that remain: Spy spawn, Mercenary spawn, Drilling Tower, and the one near Life Zone.
    • Drilling Tower's right balcony has been raised to prevent Spies from auto jumping off.
    • Bug fixed: Security lasers have been corrected to disable the correct objectives.
    • Bug fixed: Spies should be able to properly snap a Mercenary's neck around the Generators area.
    • Bug fixed: Door behavior for Life Zone and Drilling Tower's drop zone have been changed so if bumped, the door will retry to close itself instead of staying open.
    • Bug fixed: Several container boxes were intersecting into pillars and other geometry around Hangar and Drilling Tower.
    • Bug fixed: Small collision fix between two meshes in the Drilling Tower drop zone room.

  • Enhanced River Mall:
    • The vent near the Offices objective no longer has the path to Hi-Fi Showroom.
    • Offices window has been lowered to allow Mercenaries to jump over it for faster rotation.
    • Bug fixed: Hi-Fi Curtains interaction would no longer work if reactivated before the curtains were finished transitioning.
    • Bug fixed: Small collision fix on the glass doors that would allow players to shoot through the edges of them.

  • Enhanced Schermerhorn:
    • Based on the map foundation from Pandora Tomorrow.
    • Removed various security from Pandora Tomorrow that were unnecessary.
    • All computer objectives have been raised to 12 seconds to neutralize.
    • Added a new disk objective in the Tech Room that must be captured in the Station or Water Tank.
    • The hacking panels that open the doors to Water Tank have been reduced to 4 seconds.
    • The computer located in the Water Tank Corridor has been relocated to the opposite wall to allow the Spies to have an easier escape.
    • The intractable buttons that opened and closed the Water Tank Corridor gates have been removed.
    • The security camera hack in the Tech Room has been removed.
    • Cam. Net. support added with new cameras located in the Station and Water Tank.
    • Bug fixed: The explosive barrels will now have a shorter range but lethal blast radius. Originally, they would only knock out people, however charging into a barrel that is not lethal would cause a bug where Mercenaries were permanently sleeping.

  • Enhanced Station:
    • Time limit has been reduced to 10 minutes, lives adjusted to 4 Spy lives and 3 Mercenary lives.
    • Parking lot jacks have been reduced to 20 seconds to bomb.
    • Parking lot jacks door has been decreased from 3 seconds to 0 seconds.
    • Parking lot jacks door will automatically open if the objective is bombed.
    • Train Maintenance's entrance doors now open once Spies neutralize the first mission objective.
    • Train Maintenance doors leading to each computer objective has been decreased from 3 seconds to 0 seconds.
    • A new medical kit is located in Train Maintenance.
    • Bug fixed: One of the coops in the Streets could not be sniped through the grills.
    • Bug fixed: The metal vents above Checkpoint will no longer create dust when moving fast in them.

  • Enhanced Steel Squat:
    • A new mercenary spawn point located on the third floor for the start of the game has been added. It will only be enabled initially, it is disabled for future respawns.
    • One of the mercenaries is guaranteed an outside spawn point.
    • All computer objectives have been raised to 10 seconds to neutralize.
    • The Secret Files disk resets in 15 seconds after being dropped.
    • The shutters hacking panels have been raised to 4 seconds.
    • The Restaurant shutters have been relocated to the second floor.
    • The Laboratory area has been reworked to allow for faster rotation.
    • Secret Files hatch wraps around the boss's office instead of being a route to the connector building.
    • Bug fixed: Chaffing the Shop ceiling lights would cause the mesh to disappear.
    • Bug fixed: The explosive near Crane Control would still play sounds after it was destroyed if Mines or Frag Grenades exploded nearby.

  • Enhanced Vertigo Plaza
    • Based on the map foundation from Pandora Tomorrow.
    • Removed various security from Pandora Tomorrow that were unnecessary.
    • Time limit has been reduced to 10 minutes.
    • All computer objectives have been lowered to 15 seconds to neutralize.
    • The hacking panels that open doors around the map have been reduced to 3 seconds.
    • Doors no longer have to be hacked if trying to leave the building from the inside.
    • Each bridge coming from the central building contains a new horizontal lift to make rotations faster for Mercenaries.
    • The arches on the top of each bridge have been removed to make rotations faster for Spies.
    • Cam. Net. support added with new cameras located on the Helipad.
    • Bug fixed: Collision missing on door frames which allowed gameplay objects be placed inside them.