[RELEASED] PVKII 3.3 Update & Changelog

ColonelColonel Finger Lickin' GoodPVKII Team
edited October 2015 in PVKII News & Announcements
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3f031fb85ae5f4d10916ca39bc61983a_normal.png Beta 3.3 Update October 2015 Release Notes


Happy Halloween everyone!

Another October comes around and that means you can usually expect a PVKII update, and without further ado we're proud to announce our latest steampipe release, Beta 3.3.

PVKII Beta 3.3 is now available for download on Steam! The spooktacular freaktures of this update are: updated menu and HUD, many many code fixes, and the much anticipated release of the bt_forgotten overhaul by Assigir The Nord, winner of the very first PVKII-Gamebanana contest.

Remember, our Developer, Creator, and Contributor groups continue to evolve to help deliver you more content more frequently than ever before. We have many great things planned and in progress as we work hard towards a complete, well polished game. Please view our public trello boards to become more involved with development and share your voice with others in the community! Trello is a very handy visual tool we have been using more and more for our game. Note you will need a trello account to vote and that any information on the trello boards is subject to change. Feel free to vote on trello cards, provide feedback in our forums, make suggestions for our mod!

Please see below for a Changelog that details many of the changes in this release. Head over to our Bug/Support Forums to report any issues.



[background=transparent]PVKII October 2015 Update Changelog[/background]

[background=transparent]Code Fixes and Updates[/background]
[background=transparent]Combat System Changes/ Fixes[/background]
  • [background=transparent]Added tracers to simulated bullets[/background]
  • [background=transparent]Added view punch on kick block[/background]
  • [background=transparent]Adjusted speed falloff curve to roll[/background]
  • [background=transparent]Reduced roll duration from 1.0 to 0.9 seconds[/background]
  • [background=transparent]Kicks while berserking have lower cooldown and more damage[/background]
  • [background=transparent]Kicks while berserking can now penetrate block[/background]
  • [background=transparent]Kicks now care about object mass[/background]
  • [background=transparent]Cancel counterattack when activating a special[/background]
  • [background=transparent]Improved kick cooldown bar[/background]
  • [background=transparent]Fixed cancel anim playing when switching to javelin or throwaxe[/background]
  • [background=transparent]Fixed being able to shield bash and kick at the same time[/background]
  • [background=transparent]Fixed being able to shield bash while rolling[/background]
  • [background=transparent]Fixed kick and roll animation when crossbow is empty[/background]

[background=transparent]Character Class Changes/ Fixes[/background]
  • [background=transparent]MAA can now special with all his weapons[/background]
  • [background=transparent]MAA now uses "CharacterShader" instead of "VertexLitGeneric"[/background]
  • [background=transparent]MAA now drops his hat on death[/background]
  • [background=transparent]Fixed MAA not yelling his round start cheer[/background]
  • [background=transparent]Enable movement at 120 units per second when reloading SS rifle or blunderbuss[/background]
  • [background=transparent]Added knockback on SS rifle hit[/background]
  • [background=transparent]Allowed reloading SS pistol while rolling[/background]
  • [background=transparent]Made smoke effects more transparent so bullet tracers are easier to see[/background]
  • [background=transparent]Increase blunderbuss bullets from 8 to 15[/background]
  • [background=transparent]Reduced blunderbuss bullet damage so the total damage matches what it was before the bullet count was increased[/background]
  • [background=transparent]Reduced player push force[/background]
  • [background=transparent]Spear and Two-Sword damage achievements now count special hits[/background]
  • [background=transparent]Fixed parrot kill giving special for active special users[/background]
  • [background=transparent]Added HK special voice line[/background]
  • [background=transparent]Fixed Skirmisher having incorrect voice line on keg kill[/background]
  • [background=transparent]Fixed javelin headshot giving wrong "killed with" string[/background]
  • [background=transparent]Apply immediate speed reduction when Archer starts charging his bow[/background]
  • [background=transparent]Disallow kicking while holding archer special[/background]
  • [background=transparent]Allow camera movement while reloading Archer crossbow[/background]
  • [background=transparent]Allow camera movement while reloading MAA crossbow[/background]
  • [background=transparent]Fixed ugly animation transition from normal idle to empty idle after shooting crossbow or SS rifle[/background]
  • [background=transparent]Fixed wobbly north-east run[/background]
  • [background=transparent]Added IK rule to keep sharpshooter's powder horn in his hand[/background]
  • [background=transparent]Fixed missing aim layer when standing still[/background]

[background=transparent]HUD/UI[/background]
  • [background=transparent]Added new HUD styles[/background]
  • [background=transparent]Added new full screen Character Info menu[/background]
  • [background=transparent]Added drop down menu into scoreboard, right now includes muting and view steam profile[/background]
  • [background=transparent]Added gold glow effect to chests that can be picked up and teammate chest carriers glow through walls[/background]
  • [background=transparent]Added hints to the Character Info menu[/background]
  • [background=transparent]Added scrollbar mouseover colors[/background]
  • [background=transparent]Added "Round starts in x" timer when waiting for players[/background]
  • [background=transparent]Added team trinket particles on the HUD[/background]
  • [background=transparent]Added a new voice status element[/background]
  • [background=transparent]Added a transparent background to hints[/background]
  • [background=transparent]Added indicator that shows whether an attack can be PP'd or not[/background]
  • [background=transparent]Added friendly/enemy indicator to target ID[/background]
  • [background=transparent]Added options for chat text color[/background]
  • [background=transparent]Added more class-specific stats to UI[/background]
  • [background=transparent]Added Credits button to main menu[/background]
  • [background=transparent]Added percentage and length stat formatting types[/background]
  • [background=transparent]Parrot name can now be changed from Character Info[/background]
  • [background=transparent]Changed font in spectator view[/background]
  • [background=transparent]Show default loading dialog when the client is downloading files[/background]
  • [background=transparent]Removed black bars in spectator mode[/background]
  • [background=transparent]Tweaked HUD marker fonts[/background]
  • [background=transparent]Added credits dialog[/background]
  • [background=transparent]Headshot! and Crit! messages now use damage display HUD element[/background]
  • [background=transparent]Added headshot and crit messages into console death notices[/background]
  • [background=transparent]Fixed server-triggered menu sometimes showing the voice menu[/background]
  • [background=transparent]Replaced buttons with player class icons in Statistics[/background]
  • [background=transparent]Adjusted distance markers text position[/background]
  • [background=transparent]"Thanks" voice command now appears in chat[/background]
  • [background=transparent]Made main menu buttons translatable (images replaced with text)[/background]
  • [background=transparent]New scrollbars in chat panel and engine tools[/background]
  • [background=transparent]Show the menu background image behind the statistics panel[/background]
  • [background=transparent]Changed 'boarding to' text when loading a custom map[/background]
  • [background=transparent]Fixed kick icon on parrot fire deaths[/background]
  • [background=transparent]Resized model in class select[/background]

[background=transparent]Achievements/Stats[/background]
  • [background=transparent]You're Not So Special - Kill someone (else than Berserker or MAA) while they are doing their special[/background]
  • [background=transparent]999th Way To Die - Kill an enemy using a gate[/background]
  • [background=transparent]Cross Country - Steal a chest from each team in one life[/background]
  • [background=transparent]Lord Of The Grove - Capture all chests in Pinegrove before the other teams capture any (12+ Players)[/background]
  • [background=transparent]Tree Hugger - Capture the a neutral chest first before anyone else in Pinegrove[/background]
  • [background=transparent]Seven Years In The Making - Win 7 rounds in Pinegrove[/background]
  • [background=transparent]Fixed Monsieur Limbhurt achievement having incorrect goal[/background]
  • [background=transparent]This is Sparta/Madness achievements changed, you need to kick your enemy to fall death now[/background]
  • [background=transparent]Disabled unused MAA achievements[/background]
  • [background=transparent]Various new achievements and updated art[/background]

[background=transparent]Misc Additions/Fixes[/background]
  • [background=transparent]Updated to latest SDK2013 code. The engine exploit has been fixed, sprays and custom files have been re-enabled[/background]
  • [background=transparent]Added option for changing Steam overlay notification position[/background]
  • [background=transparent]Added splash when player hits the water[/background]
  • [background=transparent]Added friendly fire damage reduction[/background]
  • [background=transparent]Added teamkiller auto-kicker[/background]
  • [background=transparent]Added message when teammate hurts a friend[/background]
  • [background=transparent]Added server tag for friendly fire[/background]
  • [background=transparent]Added +roll and +kick commands[/background]
  • [background=transparent]Added excited expression for active special users[/background]
  • [background=transparent]Added a taskbar icon[/background]
  • [background=transparent]Added some missing entities to pvkii.fgd (trigger_jump, trigger_stun etc.)[/background]
  • [background=transparent]Added spawnflags for npc_vulture (pooping and take damage)[/background]
  • [background=transparent]Increased the limit of ambient_fmod sounds playable to 255[/background]
  • [background=transparent]Fixed ragdoll projectiles not dying[/background]
  • [background=transparent]Fixed water/sky flickering[/background]
  • [background=transparent]Fixed the end round camera having incorrect angles[/background]
  • [background=transparent]Fixed autobalance not working on disabled team maps[/background]
  • [background=transparent]Fixed player title only showing if local player has achieved the title too[/background]
  • [background=transparent]Fixed non-local players not having footstep sounds[/background]
  • [background=transparent]Fixed drowning sounds not playing[/background]
  • [background=transparent]Fixed fart death being shown as crit[/background]
  • [background=transparent]Fixed npc_maker[/background]
  • [background=transparent]ambient_fmod sounds now mute on Alt+Tab[/background]
  • [background=transparent]Disabled development cvars in retail build[/background]
  • [background=transparent]Removed chest throw delay after 'not enough room' message[/background]
  • [background=transparent]Added “player_special_hit” event[/background]
  • [background=transparent]Damage events no longer ignore armor[/background]
  • [background=transparent]Fixed "player_kick" event returning incorrect damage value[/background]
  • [background=transparent]Fixed weapon field in “player_ranged_impact”[/background]
  • [background=transparent]Event “player_kick” is now fired on miss[/background]
  • [background=transparent]Fixed autobalance moving player on round end[/background]
  • [background=transparent]Fart cloud damage value can now be tweaked on weapon script[/background]
  • [background=transparent]Added sequenced music speed inputs to ambient_fmod[/background]

[background=transparent]Updated Maps[/background]

[background=transparent]bt_forgotten [/background][background=transparent](Mapper: Assigir The Nord)[/background]
[background=transparent]Assigir The Nord gives bt_forgotten a much needed visual overhaul with all new textures, details, and secrets! The winner of the very first [/background][background=transparent]PVKII-Gamebanana Contest[/background][background=transparent] is proud to present the community his proud upgrade to a PVKII classic. See his 1st place submission [/background][background=transparent]here[/background][background=transparent].[/background]

[background=transparent]lts_gravedanger[/background][background=transparent] (Mapper: Miggog)[/background]
[background=transparent]Optimization improvements[/background]
[background=transparent]Improved texture alignments[/background]

[background=transparent]tw_tortuga[/background][background=transparent] (Mapper: Ubermann)[/background]
[background=transparent]Optimization improvements[/background]
[background=transparent]Misc. minor changes[/background]

[background=transparent]Contributions[/background]
[background=transparent]Castle assets from Yanzl [/background]
[background=transparent]Updated weapon and character textures from el Negro[/background]

Note
Changelog may be updated over the course of the week to maintain accuracy of changes and a potential hotfix update.


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Everything has its beginning, hop aboard the grogboat!  
Colonel: Co-Lead | Level Designer

Comments

  • SpirrwellSpirrwell That Guy That Knows Things About a Lot of Things PVKII Team, Authorized Creator
    edited 5:34AM
    Woohoo!
    5GY1DFV.png


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    yP71cHI.gif

    Xxkr2il.jpg
    56JtqQq.jpg
    kJFRh1a.png
    MOBO: MSI Z87M GAMING
    CPU: Intel® Core™ i7-4770K OC'd @ 3.7 GHz
    GPU: EVGA GTX 660 Ti
    RAM: Ripjaws X 8GB (2 x 4GB) DDR3 2133MHz
    OS: Windows 10 Technical Preview

  • FelisFelis Glitch Kitty PVKII Team
    edited October 2015
    I need to register the new achievements to Steam, only thing left to do. Can you wait for liiittle longer? :D
  • NiveNive Beta Tester
    edited 5:34AM
    It begins. Winter is coming. Etc. etc. blah blah.
    'S gon be good, I must thank you all for your continued efforts on this fine game.
    Praise be the day when Dog's work is finally finished.
  • edited 5:34AM
    Bravo!

    Thank you team for the hard work
    sLeDRRQ.gif
  • KOKORONOKAWARIKOKORONOKAWARI Funny Little Japanese Drawing Person Beta Tester
    edited 5:34AM
    687474703a2f2f692e696d6775722e636f6d2f3868776776726b2e676966_zps6lqvqxu7.gif
    Yes.

    Nichi2EditCROP_zpscolnflbv.gifKarenPirate1Crop_zps5ccbfa57.gifNichi1CROP_zpspr3i3epd.gif
    http://steamcommunit...m/groups/aclans Join and be pro today!


    10402520_1443600839260675_3566335342614205908_nRESIZE_zpsf8423ece.jpg
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    tumblr_mviov3cTGP1r8bshso1_500_zpsbada721a.gif
    "I like axes"
    --kokoronokawari
    loli loli loli loli loli loli loli loli

  • El NegroEl Negro The Genuinely Only Sane Person Senior
    edited 5:34AM
    I hope the veterans return because of this update. Yes, even those whiny conservative change-hating wankers, just so I can kill them for being like that.

    I kill you for who you are!
    Yo ho ho an' a black man to kill yer likes!
    I make mods.
    Your soul cannot be saved.
    Like my mods and think I deserve something? It's always money, you can pay me up on PayPal using this e-mail; TheSandhog@outlook.com
    Or just use this link; https://www.paypal.me/TheSandhog

  • Xxcrazy-monkeyxXXxcrazy-monkeyxX Beta Tester, Senior
    edited 5:34AM
    Oh you know what time it is....

    ITS TIME FOR SOME BOOTY KICKING!!!
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  • BagasBagas Senior
    edited 5:34AM
    Nice update, I wish they slightly changed the map townsquare, when I am playing as a pirate its harder to get a chest from the vikings then the knights, because the path is more difficult 😔
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  • ɉ◎ℕɉ◎ℕ Beta Tester
    edited 5:34AM
    Nice job yet again all you devs n testers. Can't wait to pwn some people as the new and improved Sharpshooter!
  • MrMohoMrMoho Senior
    edited 5:34AM
    'tis the time of love and joy.

    Just kidding, let's eat some archer liver fried on the ribcage of a captain!
  • ColonelColonel Finger Lickin' Good PVKII Team
    edited 5:34AM
    PVKII Beta 3.3 is now live!

    xq0LCrG.png
    Everything has its beginning, hop aboard the grogboat!  
    Colonel: Co-Lead | Level Designer

  • edited 5:34AM
    woooooooooo i love the always halloween updates! praise steam pipe and devs for making the best mod of all time!
    That+post+sounded+like+a+attempt+to+explain+the+_fb86d7ec9146084c4e103077a2147c5e.gif
  • Dr. ODr. O Minister of Roggen Senior
    edited 5:34AM
    Nice update, however it seems ot have broken server performance for locally hosted servers. I used to host a server for 21 people from behind a router, and it would run perfectly even when full. Now everybody is getting pings >130. Any changes in net code?
    PVKII Server: The House of Dr. O
    --friendly fire
    --manual block

    My maps/plugins:
    te_sahara_b1 : http://pvkii.gameban...com/maps/184372
    Weddings: http://forums.allied...ad.php?t=221933



    15:55 - Sir Whiskeyngton: well you're the minister of roggen
    15:55 - Sir Whiskeyngton: you'd just be doing your job
    15:56 - Sir Whiskeyngton: I need to send an army of monks to the enemy
    15:56 - Sir Whiskeyngton: since I'm the minister of propaganda



    5:22 PM - Felis catus: QSBtYW4gY2hvb3NlcywgYSBzbGF2ZSBvYmV5cywgQWxsIHdvcmsgYW5kIG5vIHBsYXkgbWFrZXMgU2lyIFdoaXNrZXluZ3RvbiBhIGR1bGwgYm95Lg==
    5:22 PM - Felis catus: base64
    5:23 PM - Sir Whiskeyngton: nab
    5:23 PM - Felis catus: dr o could translate that without a decoder
    5:23 PM - Felis catus: he is a wizard
    5:23 PM - Felis catus: he actually programmed roggen
    5:24 PM - Felis catus: he programmed the world
    5:24 PM - Felis catus: how it behaves
    5:24 PM - Felis catus: dr o is god
    5:24 PM - Sir Whiskeyngton: lol
    5:24 PM - Sir Whiskeyngton: you forgot the first commandment
    5:25 PM - Sir Whiskeyngton: 1. Thou shalt have no gods; thou shalt only have Budnab.
    5:25 PM - Felis catus: dr o made him
    5:25 PM - Felis catus: dr o defined the gods
    5:25 PM - Felis catus: dr o did everything
    5:25 PM - Felis catus: he is the god

  • SphynxSphynx Senior
    edited 5:34AM
    I haven't played too much so far, but here are three suggestions that I can make already:
    1. Allow the player to choose the old HUD element without the numbers. I think they do not look so nice on it.
    2. The almost-transparent background of the ticket counter makes it look more like a solid rectangle and therefore reduces the 'non-overlaid' space in-game. It's not much, but I don't think this element is necessary. The ticket counter now basically has a 'second background' while the other HUD elements are usually placed directly on the scene.
    3. The new drop-down menu on the scoreboard is more complicated to use than the old method of clicking the speaker icon. The mute status is currently only shown inside this menu and the speaker is not crossed out anymore. The picture in the spoiler shows how a solution with icons could look like.


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  • NiveNive Beta Tester
    edited 5:34AM
    I'm indifferent about 2, but I agree on the other points.
    Muting is a bit of a hassle now, and while I'll use and prefer the new HP/AR bar, the numbers do clash with the old school one.

    One suggestion I'd make myself is the ability to scale the font of the damage indicator. Sometimes it's really small depending on how far away your target is.
    If that option already exists, I didn't find it, and I also didn't change where the damage is displayed, but I'll suggest it anyways.
  • FelisFelis Glitch Kitty PVKII Team
    edited October 2015
    Nive wrote:

    One suggestion I'd make myself is the ability to scale the font of the damage indicator. Sometimes it's really small depending on how far away your target is.
    If that option already exists, I didn't find it, and I also didn't change where the damage is displayed, but I'll suggest it anyways.


    There's no option for it yet, however you can edit a .res file with Notepad for custom font size. Open ClientScheme.res in ../steamapps/common/pirates, vikings and knights ii/pvkii/resource, find "DmgDisplay" (or "DmgDisplaySimple" for HUD mode) and then modify the "tall" value to your liking.

    In future I'll implement some better methods for customization. I would love to hear more feedback for the damage display in general as well. If any one of you have suggestions/complaints for it, tell me right away.
  • Sp00nSp00n Senior
    edited November 2015
    I'm running a dedicated server on linux (Ubuntu x64) but since the update it doesn't start anymore:

    Auto detecting CPU
    Using default binary: ./srcds_linux
    Server will auto-restart if there is a crash.
    WARNING: Failed to load 32-bit libtinfo.so.5 or libncurses.so.5.
      Please install (lib32tinfo5 / ncurses-libs.i686 / equivalent) to enable readline.
    Using Breakpad minidump system. Version: 0 AppID: 17570
    Setting breakpad minidump AppID = 17570
    Using breakpad crash handler
    Loaded 981 VPK file hashes from /home/steam/pvkii/pvkii/pvkii.vpk for pure server operation.
    Loaded 981 VPK file hashes from /home/steam/pvkii/pvkii/pvkii.vpk for pure server operation.
    Loaded 1222 VPK file hashes from /home/steam/pvkii/hl2/hl2_textures.vpk for pure server operation.
    Loaded 383 VPK file hashes from /home/steam/pvkii/hl2/hl2_sound_misc.vpk for pure server operation.
    Loaded 446 VPK file hashes from /home/steam/pvkii/hl2/hl2_misc.vpk for pure server operation.
    Loaded 5 VPK file hashes from /home/steam/pvkii/platform/platform_misc.vpk for pure server operation.
    server_srv.so loaded for "PVKII Beta 3.3"
    AppFramework : Unable to load module soundemittersystem.so!
    Unable to load interface VSoundEmitter002 from soundemittersystem.so
    Shutdown function Sys_ShutdownAuthentication() not in list!!!
    Shutdown function Host_Shutdown() not in list!!!
    Shutdown function Decal_Shutdown() not in list!!!
    Shutdown function modelloader->Shutdown() not in list!!!
    Shutdown function ShutdownStudioRender() not in list!!!
    Shutdown function StaticPropMgr()->Shutdown() not in list!!!
    Shutdown function ShutdownMaterialSystem() not in list!!!
    Shutdown function HLTV_Shutdown() not in list!!!
    Shutdown function g_Log.Shutdown() not in list!!!
    Shutdown function g_GameEventManager.Shutdown() not in list!!!
    Shutdown function sv.Shutdown() not in list!!!
    Shutdown function NET_Shutdown() not in list!!!
    Shutdown function Filter_Shutdown() not in list!!!
    Shutdown function COM_Shutdown() not in list!!!
    Shutdown function g_pCVar->Shutdown() not in list!!!
    Shutdown function Cmd_Shutdown() not in list!!!
    Shutdown function Cbuf_Shutdown() not in list!!!
    Shutdown function Con_Shutdown() not in list!!!
    Shutdown function Memory_Shutdown() not in list!!!
    Shutdown function Sys_ShutdownMemory() not in list!!!
    Shutdown function Sys_Shutdown() not in list!!!
    Sun Nov  1 10:53:36 CET 2015: Server Quit
    


    Linux - 3.16.0-50-generic #67~14.04.1-Ubuntu SMP Fri Oct 2 22:07:51 UTC 2015 x86_64 x86_64 x86_64 GNU/Linux
    


    The server is set up according to this tutorial. I've already tried reinstalling steamcmd and the pvkii server, that didn't help. Any idea how to fix this?

    Edit:
    A workaround as per this Github issue is to just link the missing files:
    cd bin
    ln -s soundemittersystem_srv.so soundemittersystem.so
    ln -s scenefilecache_srv.so scenefilecache.so
    
  • SphynxSphynx Senior
    edited 5:34AM
    Felis wrote:
    In future I'll implement some better methods for customization.


    Maybe there could be another full screen menu for the advanced options, e.g. like the new Character Info one. I think it's great.
    mEtxJiK.png
  • SpirrwellSpirrwell That Guy That Knows Things About a Lot of Things PVKII Team, Authorized Creator
    edited 5:34AM
    Sp00n wrote:

    I'm running a dedicated server on linux (Ubuntu x64) but since the update it doesn't start anymore:

    Auto detecting CPU
    Using default binary: ./srcds_linux
    Server will auto-restart if there is a crash.
    WARNING: Failed to load 32-bit libtinfo.so.5 or libncurses.so.5.
      Please install (lib32tinfo5 / ncurses-libs.i686 / equivalent) to enable readline.
    Using Breakpad minidump system. Version: 0 AppID: 17570
    Setting breakpad minidump AppID = 17570
    Using breakpad crash handler
    Loaded 981 VPK file hashes from /home/steam/pvkii/pvkii/pvkii.vpk for pure server operation.
    Loaded 981 VPK file hashes from /home/steam/pvkii/pvkii/pvkii.vpk for pure server operation.
    Loaded 1222 VPK file hashes from /home/steam/pvkii/hl2/hl2_textures.vpk for pure server operation.
    Loaded 383 VPK file hashes from /home/steam/pvkii/hl2/hl2_sound_misc.vpk for pure server operation.
    Loaded 446 VPK file hashes from /home/steam/pvkii/hl2/hl2_misc.vpk for pure server operation.
    Loaded 5 VPK file hashes from /home/steam/pvkii/platform/platform_misc.vpk for pure server operation.
    server_srv.so loaded for "PVKII Beta 3.3"
    AppFramework : Unable to load module soundemittersystem.so!
    Unable to load interface VSoundEmitter002 from soundemittersystem.so
    Shutdown function Sys_ShutdownAuthentication() not in list!!!
    Shutdown function Host_Shutdown() not in list!!!
    Shutdown function Decal_Shutdown() not in list!!!
    Shutdown function modelloader->Shutdown() not in list!!!
    Shutdown function ShutdownStudioRender() not in list!!!
    Shutdown function StaticPropMgr()->Shutdown() not in list!!!
    Shutdown function ShutdownMaterialSystem() not in list!!!
    Shutdown function HLTV_Shutdown() not in list!!!
    Shutdown function g_Log.Shutdown() not in list!!!
    Shutdown function g_GameEventManager.Shutdown() not in list!!!
    Shutdown function sv.Shutdown() not in list!!!
    Shutdown function NET_Shutdown() not in list!!!
    Shutdown function Filter_Shutdown() not in list!!!
    Shutdown function COM_Shutdown() not in list!!!
    Shutdown function g_pCVar->Shutdown() not in list!!!
    Shutdown function Cmd_Shutdown() not in list!!!
    Shutdown function Cbuf_Shutdown() not in list!!!
    Shutdown function Con_Shutdown() not in list!!!
    Shutdown function Memory_Shutdown() not in list!!!
    Shutdown function Sys_ShutdownMemory() not in list!!!
    Shutdown function Sys_Shutdown() not in list!!!
    Sun Nov  1 10:53:36 CET 2015: Server Quit
    


    Linux - 3.16.0-50-generic #67~14.04.1-Ubuntu SMP Fri Oct 2 22:07:51 UTC 2015 x86_64 x86_64 x86_64 GNU/Linux
    


    The server is set up according to this tutorial. I've already tried reinstalling steamcmd and the pvkii server, that didn't help. Any idea how to fix this?

    Edit:
    A workaround as per this Github issue is to just link the missing files:
    cd bin
    ln -s soundemittersystem_srv.so soundemittersystem.so
    ln -s scenefilecache_srv.so scenefilecache.so
    



    Yeah, it's to do with symbolic linking. Source has a complete mess of a file structure.
    5GY1DFV.png


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    yP71cHI.gif

    Xxkr2il.jpg
    56JtqQq.jpg
    kJFRh1a.png
    MOBO: MSI Z87M GAMING
    CPU: Intel® Core™ i7-4770K OC'd @ 3.7 GHz
    GPU: EVGA GTX 660 Ti
    RAM: Ripjaws X 8GB (2 x 4GB) DDR3 2133MHz
    OS: Windows 10 Technical Preview

  • El NegroEl Negro The Genuinely Only Sane Person Senior
    edited 5:34AM
    Spirrwell wrote:

    Yeah, it's to do with symbolic linking. Source has a complete mess of a file structure.


    Ay ay ay!

    Source is an ignorant fool

    What the hell is wrong with it?

    - Fernando Martinez
    I make mods.
    Your soul cannot be saved.
    Like my mods and think I deserve something? It's always money, you can pay me up on PayPal using this e-mail; TheSandhog@outlook.com
    Or just use this link; https://www.paypal.me/TheSandhog

  • FinlordFinlord Senior
    edited 5:34AM
    Played couple of rounds and I have to say this is great update! Sharpshooter really needed this. New HUD is cool but it would be cooler if it was resizable.
  • edited 5:34AM
    Uhhhh too much information on the HUD :(
  • The new HUD feels really strange to me :( . When playing on Island, I find that my eyes need to frequently travel between the bottom left of the screen where my health and special are to the top middle of the screen where the chest tickers are, whereas before I just had to look at the top left and top right which felt much more natural. Will there ever be an option to use the old HUD? It might genuinely be enough to put me off playing this game in the future (been playing since 2010, so I am very set in my ways, the new HUD feels too wrong).
  • Chedda CheezChedda Cheez Senior
    edited November 2015

    -snip from above-


    If you go into Options, Multiplayer, and then Advanced, the fifth option down is for the HUD. If you set it to "Old School", you'll have the HUD from before the update.
    Since it's one of the more obvious changes, I see many people being on the fence about it, but it's good to know that the devs were thoughtful enough to give us the option to alter the HUD to our own liking, including the new HUD without numbers, without bars, or just without it altogether.

    I only dislike that all the PVKII-specific options (including the HUD, as mentioned) are under a button in the Multiplayer tab, and not a tab all to itself in the options menu. I understand if there are difficulties in setting this up, however. I would just like if such things were more obvious-- easier to find.
    Welcome to Cheez's PVKII Funtime Class!
    Rule #1: Have fun. [incredulous gasping ripples throughout the room]

    That concludes Funtime Class! We didn't have the funding for a lengthy seminar. ¯\_(ツ)_/¯
    Stop by again for our next lesson: "Heavy Knight's Heaving Heart: How to Write Poetry for Swords!"

    76561197993232256.png
  • KOKORONOKAWARIKOKORONOKAWARI Funny Little Japanese Drawing Person Beta Tester
    edited 5:34AM

    If you go into Options, Multiplayer, and then Advanced, the fifth option down is for the HUD. If you set it to "Old School", you'll have the HUD from before the update.
    Since it's one of the more obvious changes, I see many people being on the fence about it, but it's good to know that the devs were thoughtful enough to give us the option to alter the HUD to our own liking, including the new HUD without numbers, without bars, or just without it altogether.

    I only dislike that all the PVKII-specific options (including the HUD, as mentioned) are under a button in the Multiplayer tab, and not a tab all to itself in the options menu. I understand if there are difficulties in setting this up, however. I would just like if such things were more obvious-- easier to find.


    At some point this will be made easier and cleaner.

    Nichi2EditCROP_zpscolnflbv.gifKarenPirate1Crop_zps5ccbfa57.gifNichi1CROP_zpspr3i3epd.gif
    http://steamcommunit...m/groups/aclans Join and be pro today!


    10402520_1443600839260675_3566335342614205908_nRESIZE_zpsf8423ece.jpg
    output_6Dn6Cs_zpse8ae5afc.gif
    tumblr_mq1t1bZGDA1r30985o1_400_zps948e174a.gif
    tumblr_mviov3cTGP1r8bshso1_500_zpsbada721a.gif
    "I like axes"
    --kokoronokawari
    loli loli loli loli loli loli loli loli


  • If you go into Options, Multiplayer, and then Advanced, the fifth option down is for the HUD. If you set it to "Old School", you'll have the HUD from before the update.


    Ah, I can't believe I missed that when I was looking through the options. My PVK experience has been saved <3
  • FromAutumnFromAutumn Senior
    edited November 2015
    Hello guys,
    I'm new in this forum, but i'm playing the game intensively since August I think, and I registered to give a feedback about the 3.3.

    I enjoy that update a lot, the new HUD is better than the old one in my opinion and I like how the SS has been updated, and pretty much all the characters, excepted one.
    Archers, who already were my nemesis, are now making me not wanting to play the game. It seems that I am the only one that thinks that, but I think that archers' special is too easily obtained. I get it, they gained power and they are less resistant (not that they were already weak), but this perma-special is a bit annoying in my opinion. Two hit to obtain a special, making annoying destroying and pull-back arrows, and i'm not speaking about when there are 2 or 3 archers together.

    Just to be clear, I'm not crying after losing a game because of them. (Nah I just lost a game because of MaA's perma fart but the guy was a really strong one so...the skill is the skill).

    To make it quick, and for those who didn't read what I wrote, here's the summary of my opinion : crossbows are no longer needed as arrows are really powerful, and two hits = special obtained.
    But, just to bring some brightness about the new archers, I like the update of their crossbow's reloading that is much better than before. (Yes, I also play archers ! :) )
  • KOKORONOKAWARIKOKORONOKAWARI Funny Little Japanese Drawing Person Beta Tester
    edited 5:34AM
    FromAutumn wrote:
    Archers, who already were my nemesis, are now making me not wanting to play the game. It seems that I am the only one that thinks that, but I think that archers' special is too easily obtained. I get it, they gained power and they are less resistant (not that they were already weak), but this perma-special is a bit annoying in my opinion. Two hit to obtain a special, making annoying destroying and pull-back arrows, and i'm not speaking about when there are 2 or 3 archers together.

    To make it quick, and for those who didn't read what I wrote, here's the summary of my opinion : crossbows are no longer needed as arrows are really powerful, and two hits = special obtained.
    But, just to bring some brightness about the new archers, I like the update of their crossbow's reloading that is much better than before. (Yes, I also play archers ! :) )


    Hello.

    It doesn't take two quick hits for Archer to get a special. In fact, a SS can get it faster than an Archer if landed the rifle.

    Closer you are the harder it is for them to hit you (and less damage). Jumping over their special is a common tactic but rolling is also useful for avoiding it if they fire it right away.

    Xbows are required because it gives knockback to give defense to the Archer. This is especially true from this "recent" update where arrows do not have knockback of any kind if flicked and is a weaker knockback than before unless the arrow is pulled significantly. This is also why the rifle now has knockback to assist the SS.

    If there is still an issue with the ranged classes after this patch (still too soon) then we will adjust as necessary but so far things have looked pretty nice.

    Nichi2EditCROP_zpscolnflbv.gifKarenPirate1Crop_zps5ccbfa57.gifNichi1CROP_zpspr3i3epd.gif
    http://steamcommunit...m/groups/aclans Join and be pro today!


    10402520_1443600839260675_3566335342614205908_nRESIZE_zpsf8423ece.jpg
    output_6Dn6Cs_zpse8ae5afc.gif
    tumblr_mq1t1bZGDA1r30985o1_400_zps948e174a.gif
    tumblr_mviov3cTGP1r8bshso1_500_zpsbada721a.gif
    "I like axes"
    --kokoronokawari
    loli loli loli loli loli loli loli loli

  • MrMohoMrMoho Senior
    edited November 2015
    In my opinion, the ranged classes are in a decent state now.

    The Sharpshooter now can focus on the Rifle a lot more, giving him the edge in long-range over the Archer that I craved oh so much. In close-range his Pistol is definitely still more useful, however on mid-range they now have an about 50 to 50 percent usefulness (too early for me to say this for certain, however. It's probably more like 40% Rifle and 60% Pistol), making the Sharpshooter more unique over the Archer, since his reloadable weapon is now undeniably the best in this category.

    The Archer is now a lot less impossible to catch, allowing at last Berserkers to properly catch up to them in a reasonable amount of time. Even slower classes, like the Captain or Huscarl, now have a chance to do this.

    Personally I'd have the Sharpshooter be even more focused on long range as this truly seems like his preferred comfort zone to me, alas this could raise trouble in the Trinket Wars mode. I'd like to see something similar with the Archer, making him a mid-range focus ranged class (more so, he already is a mid-range ranger), by adding a damage drop off to his bow on long-range, but reducing the existing one at close-range. The Crossbow could stay the way it is in that case. But these are just opinions.

    Can't really say if there is a mayor imbalance considering any class right now. There is still the ever existing problem of high level 1 v. 1 melee combat, but this is a story for another time.
  • E_net4E_net4 Senior
    edited January 2016
    Are the latest texts on Steam Translation yet? I was looking forward to picking up the newly introduced lines for translation, which seem to be significant in this release.
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