Call of Duty: Black Ops III

Call of Duty: Black Ops III

DER HAFEN
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Update: Feb 9, 2021 @ 7:07pm

- Reworked the way that many script models and triggers work. They are now correctly only spawned when they're actually needed, rather than just being hidden. This will help greatly with reducing potential "G_Spawn" errors, which really only seem to have a chance of occurring in 4-player games at high rounds at this point (and with any luck they won't happen at all now!)
- Fixed the bugged smoke FX that had a chance to stay permanently attached to the player's hand when using Crusader's Ale
- Fixed the time trial notification text bug that I accidentally created in the last update. Whoops!
- If all players are indoors, lightning will no longer flash. This will prevent the lightning flashes from clipping through the walls for no reason while indoors
- Hellhound fog is now handled by actual fog (as opposed to a volumetric exploder), so players with volumetric lighting disabled will also be able to see the fog now
- Rebuilt the lighting on "High" instead of "Medium" (there used to be a reason for this), so you may notice that some of the lighting is a bit "fancier" now
- Minor adjustments to some of the reload rumbles (controller vibration) on the LMGs
- Corrected third-person left hand placements on weapons when prone

Update: Dec 20, 2020 @ 11:28am

- The ceiling spawn in the decontamination chamber has been converted into a window barrier, and the ceiling spawn in lab A (the Panzer lab) has simply been disabled
- SMGs and shotguns have now been set to properly use "rifle bullets" rather than the default "pistol bullets". I believe this primarily affects how the bullets penetrate through zombies
- All weapons will now have proper controller vibration / rumble applied based on their weapon class (previously, every weapon was using the default "smg_fire" rumble). Additionally, rumble has been added to all reload animations (just like official weapons)
- Reduced the total amount of Hellhounds that spawn per player when there's more than 2 players (i.e. Hellhound rounds won't take quite as long in 3-4 player games)
- The Gobblegum hintstring has been re-worded as to remind players that the Gobblegums are in fact pre-set and random
- Repositioned props from a certain mini-EE after they were accidentally shifted when fixing the Atrium disappearance bug
- Added some more LODs for particularly high-poly models
- All players are now required to activate Gun Game together

Update: Oct 28, 2020 @ 4:29pm

- Added WAIT_SERVER_FRAME; before deleting triggers in the hopes that maybe it will somehow help with the crashes certain people have experienced, specifically at those damn Summoning Key doors... also rewrote the script for said doors a little bit as well
- Created LODs (reduced polygon counts based on distance) for a ton of custom models that didn't have them by default, this should help with performance even more (particularly for lower-end computers)
- Fixed a bunch of misc. warnings/errors that would pop up while the map was compiling (most likely harmless, but just in case)
- Finally figured out a way to prevent the lightning flashes from leaking indoors normally, however with the optimization update it seems that the light can still leak at times due to the constant de-rendering / re-rendering of areas
- Fixed the bug in the Atrium where crouching / going prone would cause the map to just disappear
- Fixed a bug regarding the Mangler helmet where any trap kills over 50 would continue to be counted as additional step completions
- Fixed a bug where the Pazner could just be randomly insta-killed
- Disabled the Ragnarok's visionset (just screen blur basically) from activating as even Treyarch's implementation could glitch out and get permanently stuck on the screen
- Re-added Frost Iceforge's BO2 death animation
- Added HarryBo21's BO4 style Max Ammo clip refill
- Significantly reduced the recoil on the Kbsp 38m
- Hellhounds will now be killed by nukes and traps
- Powerups can no longer be dropped outside of the map in the "Forestry" outdoor area
- Richtofen is no longer forced to be in the squad when playing co-op (as he was throughout BO3)
- Added the character voxes that are played when performing a melee attack
- If you're playing with a mod that uses bots, the bots will now be able to actually start the boat with you (the EE should also be doable!)
- In competitive Gun Game, players will now keep all of their perks after respawning
- The Crusader Ale machine has been removed from Gun Game

Update: Oct 17, 2020 @ 10:28pm

Note: My mod tools install somehow got corrupted when Steam happened to crash while launching the tools, and this led to a handful of modified stock assets (that I hadn't properly stored as duplicates at the time) being either deleted or reset to their defaults. I've tried to restore them all, so hopefully nothing will look too different from before (but if they do, that's why)...

- The optimization update is finally here! Hooray! Hopefully this at least helps a little bit with some of the performance issues people were having (I'm also hoping it solves a few oddball bugs that popped up)
- The first phase of the final boss has been completely revamped to something much more interesting than the single-fire orbs
- The Gersch Device will no longer be able to be used for collecting souls (as originally intended)
- A zombie is now required to be inside the incinerator (fire trap) to be turned into a napalm zombie (as originally intended)
- The Avogadro will now take less damage from the PaP'd Walther. Additionally, he is now unaffected by Ragnarok slams.
- Players can no longer insert the teleporter fuse while already teleporting (thus getting themselves stuck in an endless round)
- The teleporter's fuse box has been moved onto a machine outside of the teleporter, which should make it easier to access
- A handful of triggers have been changed from "use" to "use_touch", which should make them much more intuitive / reliable to use
- Auto-aim has been properly impleneted on all weapons (for controller users)
- Players will no longer accidently kill each other while on the gondola if hit by a lag spike
- The challenge for killing 3 zombies with the lift/gondola has been changed to killing 20 zombies with a single use of a trap
- New HUD has been added for the Rituals of the Ancients within the scoreboard
- Increased the eating radius of the dragons
- Adjusted some of the Panzer claws so that they're easier to shoot
- Changed the look of the zombie barriers next to the lift to make it more obvious that the dogs can also use them
- Added a few more chalk drawings of the power symbol to help better guide first-time players to the power room
- The screen-shake radius on a PHD flop has been dramatically reduced
- The Montimer Duck's fuse time has been reduced, and it's maximum ammo count has been increased to 15
- The Wavegun icon will now properly appear on the DPad when it is acquired
- The jetpack fire from when the Panzer first spawns will no longer cause burning
- Players with the Dynamic Shadows graphics setting turned off will no longer see lightning flashes inside the silo
- Updated to func_vehicle's latest version of his custom Gobblegum machine, which comes with a few small bug fixes / new features. For instance, Gun Game now has its own separate selection of Gobblegums (which also means that gums that had to be disabled to avoid breaking Gun Game have now been re-enabled!)
- Revamped the weapon selection in Gun Game, players should have a much easier time starting out now
- The Gun Game music will no longer continue looping on a /map_restart or a /fast_restart
- In Gun Game, the Ripsaw will no longer be taken away upon picking up a PaP powerup
- The dragons and PHD EE are no longer triggerable in Gun Game

Update: Oct 3, 2020 @ 4:01pm

- Every weapon will now be correctly reloaded as soon as the magazine is inserted into the gun, instead of having to wait the entire animation (now you can pull some sick YY trick-reloads)
- Reduced Hellhound health a little bit more for earlier rounds
- Gave the Ripsaw a melee lunge attack
- The Ripsaw is no longer seen as equipment in Gun Game (meaning you can now properly buy perks & etc.)
- Slightly increased powerup drop rate in Gun Game
- In competitive Gun Game, other players will no longer lose points upon someone else going down, in fact they'll now recieve bonus points

This is just a small little update I figured I may as well push out right away, as next up will probably be the optimization...

Update: Sep 29, 2020 @ 7:29pm

- So, when I fixed the infinite shield I inadvertently messed up the Ragnaroks (unbuyable if you'd previously had a shield and it had been destroyed - long story). I just can't win with these damn things! Hopefully this should finally be the last update for a while...

Update: Sep 29, 2020 @ 4:15pm

- Inserted multiple failsafes to hopefully ensure it's now impossible to enter the boss fights on a dog round

Update: Sep 29, 2020 @ 2:29am

- The Rocket Shield will now properly be removed when it is destroyed
- The coding for the orbs EE step has been re-written, so hopefully it will no longer have a chance at bugging out
- Players will now temporarily lose their Gersch Devices when they enter the Avogadro mini-boss fight (they'll be given back upon completion)
- The Avogadro can no longer be instantly cheesed as soon as he spawns
- Players will now properly take damage from traps (unless of course they have Crusader Ale)
- Hellhounds can now be insta-killed by the Galva Knuckles
- Any player will now be able to pickup the shield after it's been upgraded (as opposed to only the player who placed it being able to pick it up again)
- Reduced kills needed for the final boss in co-op

Update: Sep 28, 2020 @ 1:18am

- Finally starting to crackdown on those damn G_Spawn errors, figured I'd push out a quick update that should at least reduce their occurrence by a fair amount (I'll do some more purging of these later on)
- Players will no longer be instantly surrounded when returning from the teleporter

Update: Sep 27, 2020 @ 3:17pm

- The "G_Spawn" error has hopefully been resolved, seems like there was some teleporter FX that wasn't being cleaned up properly - This turned out to be completely false, however I am more aware of the true cause now
- The Rocket Shield should now be properly deleted when it's broken - Nope, real problem was the Ripsaw
- The Avogadro should no longer be affected by the Gersch Device, nor will players be able to teleport out of his mini-boss fight - Players temporarily have their Gersch Devices taken away
- All players will now be flung simultaneously when using the Wunderspheres
- Changed title to all caps to appease those who can't stand seeing lowercase titles in their map list, haha