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Half-Life 2 Downloads > Modifications > Multiplayer > Empires > Patches:
Half-Life 2 Empires 1.01 Beta Client Patch
Filename: empires_v101beta_patch.exe


Size:
Developer:
Downloads:
Date Added:
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6.73 MB
Empires
945
03-18-2006
Modifications > Multiplayer > Empires > Patches


Average User Rating: 10
Number of Votes: 6
Related Files:
Latest 5 Modifications > Multiplayer > Empires > Patches:
- Empires: v2.24d Client Hotfix
- Empires: v2.24b Beta Client Patch (EXE)
- Half-Life 2: Empires v2.12 Hotfix
- Half-Life 2: Empires v2.11 Hotfix
- Half-Life 2: Empires v2.0 to v2.1 Client Patch

5 Other Files by Empires:
- Empires v2.25 Client Full Install
- Empires: v2.24b Beta Client Installation (EXE)
- Empires: v2.24d Client Hotfix
- Empires: v2.24b Beta Client Patch (EXE)
- Half-Life 2: Empires v2.12 Hotfix


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Half-Life 2 Empires 1.01 Beta Client Patch - File Description  


Description:
An update for Empires has been released, bringing it up to version 1.01 Beta. This update includes optimizations to reduce lag, bug fixes, balance fixes, and a linux server. All clients and servers are required to update.



Half-Life 2 Empires 1.01 Beta Client Patch - File Download Options  

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Half-Life 2 Empires 1.01 Beta Client Patch - Readme  
Readme File:
Empires 1.01 Beta
March 17, 2006

-------------------------
Version 1.01 Beta Changes:

-Added: linux server.so for running a linux server
-Added: 'emp_sv_vehicle_resource_interval' and 'emp_sv_player_resource_interval' cvars for setting the interval between updating player & vehicle resource managers which send all info needed for the minimap
-Added: 'emp_sv_vehicle_fadout_time' cvar for determining how long vehicle wreckage exists before being removed
-Added: 'emp_sv_netvisdist_player', 'emp_sv_netvisdist_building', 'emp_sv_netvisdist_vehicle', and 'emp_sv_netvisdist_commander' cvars which determine how far each type of entity can be seen, commander affects how far the commander can see other entities
-Added: support for 'mp_autoteambalance', if a player tries to change teams and it would make the teams uneven, then the player is forced to the team with the fewest players
-Added: 'emp_sv_vehicle_selfdestruct_time' cvar (default: 300 seconds) that determines how long a vehicle will go unoccupied before it starts to damage itself and then die
-Added: successfully moved all server-side vehicle wheel physics simulation to the client (steering, wheel height, wheel rotation) which reduces a lot of wasted network bandwidth
-Added: three new voice taunts
-Added: "commander under attack" warning when the commander takes damage, only played once every 30 seconds
-Added: "<building name> under attack" warning when a building takes damage, only played once every 30 seconds
-Added: map specific config files located in the "/cfg/maps/" dir; the .cfg file that has the same name as the map name is executed on map start; specifically for setting the number of resources/reinforcements per map (emp_escort NF reinforcements for example)

-Fixed: a research item was missing an icon
-Fixed: Brenodi Empires could continue to build vehicles past their limit
-Fixed: 'mp_timelimit' works correctly now, when time is reached, both team reinforcements count down at a rate of 2 per second
-Fixed: when recycling a building, your team would gain the refund as reinforcements instead of resources, whoops
-Fixed: as grenadier, oldest dropped mine was not always being detonated when attempting to drop more than eight mines
-Fixed: minimap would not show spotted/binocular targetted vehicles and buildings if they were out of your PVS (ie, not visible)
-Fixed: reduced network bandwidth used by minimap
-Fixed: the player in the last slot on a server was not being shown on the scoreboard
-Fixed: Northern Faction MG Level 3 turret's barrels were spaced too far apart to hit infantry
-Fixed: crash when canceling/completing an order and the target of the order was already removed from the game
-Fixed: crash when trying to issue praise to a squadmate that didn't exist
-Fixed: crash when a shell/mortar detonated and couldn't find its owner
-Fixed: crash when spotting a target with the binoculars, then 120 secs would pass and the binocs would try to remove the spotted status except the target had already been destroyed/removed
-Fixed: crash when a mine was checking if a vehicle that touched it had a passenger with mine defusal to prevent detonation
-Fixed: crash when denying a player from joining your squad
-Fixed: various client crashes (the big crash that affects everyone is a real pain, it's not fixed but it's rearranged to give me more info in the memory dumps on what exactly is going wrong)

-Modified: increased horsepower for some vehicle engines
-Modified: various infantry weapons (hmg, scout rifle, pistols, brenodi rifles)
-Modified: removed server vehicle wheel dust generation to reduce network traffic and time spent thinking
-Modified: reduced time spent calculating physics
-Modified: set voice commands to require at least a 3 second wait time before issuing another command
-Modified: added a larger arrow over the local player on the minimap
-Modified: increased rate all players can build buildings to 1 HP per every 0.5 seconds (engineer's build at 1 HP per every 0.2 seconds)
-Modified: scout can use secondary attack while hidden and not be revealed, can also use binoculars and not be revealed
-Modified: a scout's rank affects how fast his invisibility skill hides him by lessening it one second per rank achieved (to a minimum of 2 seconds)
-Modified: scout's invisibility now goes into effect even if the scout is not touching anything (50% transparency)
-Modified: both command vehicle driver view points now sit atop the vehicle so that you have a frame of reference while driving
-Modified: instead of putting '(Comm)' in front of the commander's name, the commander's class is set to 'Commander'
-Modified: engineers get points for repairing the commander's walls
-Modified: reduced frequency of updates for when a turret is playing its idle animation, need to move it fully client-side though
-Modified: changed turret collision mesh from a pyramid shape to a box so that vehicles won't drive up onto them and get stuck
-Modified: split resources and refinery cvar multiplier into separate cvars for each team, this is so that the reinforcements for NF can be increased by the server for emp_escort
-Modified: set HMGs to increase in spread with each bullet fired, inaccuracy starts to take hold if the weapon is fired for too long

-Removed: engineer's ability to build buildings via '+use'


-------------------------
Version 1.0 Beta Changes:

-Initial Release
-Added: ALL


Half-Life 2 Empires 1.01 Beta Client Patch - User Comments  
The following comments are owned by the user that posted them. Half-Life 2 Files is not responsible for their content.

Total comments: 8 | Last comment: 06-18-2008 at 08:17

 #1 - 03-18-2006 at 17:26
tempest_wales
From: (Cardiff)
Joined: August 9th, 2003
Posts: 322
Sweet, Eagerly anticipated!

 #2 - 03-18-2006 at 19:48
stoned887
From: (Gaithersburg maryland)
Joined: March 9th, 2005
Posts: 105
yeah as it says on the list this patch improved many things!! but the only thing it changed for me is that now not only the games but my whole pc crashes when I try to connect or host a server!!!Aaargh!!!Aaargh!!!

I would have rated it 1/10 but since I didnt even get a chance to play I'll not rate it, but you guys from the modding team really need to work on that

 #3 - 03-18-2006 at 19:53
pookie
Joined: April 10th, 2005
Posts: 198
lag is practically gone but the crashes still occur as frequently. overall much better than b4 with lots of good ingame changes

 #4 - 03-18-2006 at 20:20
HellHound90
Joined: August 8th, 2005
Posts: 10
Ummmm...I never got any crashes at all. Haven't played this version yet though. Is the lag pretty much fixed though or is it just reduced a little bit?

 #5 - Beta - 03-19-2006 at 06:32
DevlDawg7051
From: (South Carolina)
Joined: January 15th, 2005
Posts: 43
Seeing as how it still rates as a Beta, it isn't really fair to flame it. Send in a bug report and just let the mod team do their thing, at least their actively fixing and working, how many other unique mods like this are out there? Exactly.

 #6 - 03-19-2006 at 18:35
tempest_wales
From: (Cardiff)
Joined: August 9th, 2003
Posts: 322
They really cleared up the lag.

And I've never had it crash at all.

 #7 - 03-27-2006 at 05:54
Cheezedoodle
From: (Falun,Dalarna)
Joined: March 6th, 2005
Posts: 172
You really mean they fixed the lagg with vehicles? man! my ping was up at 800 evry time anyone drove a tank past me xD

10/10 cause im nice today smile

 #8 - Who / how ? - 06-18-2008 at 08:17
Yalafisk
Joined: June 18th, 2008
Posts: 3
Ok i just sighned up and just got the Empires mod stick out tongue but when i start it it just says Platform Error: module failed to intilalize stick out tongue ? please respond smile



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