Dystopia 1.5.6
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This update is mostly about
overdue changes. [/p][p]First, a feature that's been in other games for ages; Damage Indicators, to go alongside our first-in-class hitbeep system. [/p][p]The Half-Life 2-era Pickup Indcators have been re-positioned, re-colored and animated. [/p][p]Importantly, with a month before Dystopia's 21st anniversary, we've added credits screen. And, most overdue of all:
Dystopia now speaks your language, translated into 30+ tongues that follow your Steam setting automatically. [/p][p]Of course, a nice pile of fixes for broken stuff from ages ago (or recently.) [/p][p][/p]
Now in your language
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Dystopia is translated into 30+ languages. The whole interface, menus, HUD, scoreboard, options, the cyberspace hacking programs, dialogs, the in-world map screens, and the mission briefings, now follows your Steam language automatically. [/p]
- [p]Languages: Arabic, Bulgarian, Chinese (Simplified & Traditional), Czech, Danish, Dutch, Finnish, French, German, Greek, Hungarian, Indonesian, Italian, Japanese, Korean, Spanish (Spain & Latin America), Malay, Norwegian, Polish, Portuguese (Portugal & Brazil), Romanian, Russian, Swedish, Thai, Turkish, Ukrainian, Vietnamese, plus English (duh.) [/p]
Damage numbers
- [p]Floating damage numbers, on by default, switchable off in the options menu. Every hit puts a number where it landed, then slide clear of the body, then sweep up and gather above the head into a total that fades when you stop.[/p]
- [p]Enemy numbers match your IFF color; friendly fire is flat grey so it doesn't look like scoring.[/p]
- [p]Kills fold their damage into the "+N frag" text to see killing damage that you did over the last few seconds.[/p]
- [p]Distance-aware. Numbers shrink and fade the farther the target is, to prevent clutter, and scoped zoom is accounted for.[/p]
- [p]Customisable per client. The defaults are tuned, but every part is a cvar available in the options menu:[/p]
- [p]Visibility: dys_damagenumbers (0/1), dys_damagenumbers_alpha (0-255 opacity), dys_damagenumbers_friendly (0/1, show friendly-fire hits). [/p]
- [p]Motion: dys_damagenumbers_gather_time (spread out), dys_damagenumbers_rest_time (hold), dys_damagenumbers_rise_time (sweep up), dys_damagenumbers_spread (distance off the body, px), dys_damagenumbers_headroom (height above the head, px), dys_damagenumbers_merge_time, dys_damagenumbers_lifetime, dys_damagenumbers_rise (fade drift). [/p]
- [p]Distance: dys_damagenumbers_dist_near / dys_damagenumbers_dist_far (full-size and faded-out ranges, units), dys_damagenumbers_far_scale (size at the far edge, fraction of near), dys_damagenumbers_zoom_comp (0/1, scope awareness). [/p]
Credits
- [p]A credits window on the main menu: everyone who has worked on Dystopia, 215 people over the years. This is long, long overdue for these great people.[/p]
- [p]Missing or listed wrongly? There's a punyhuman.com/contact link at the top of the window. [/p]
Dying and respawning
- [p]The HUD fades out when you die instead of vanishing in a single frame.[/p]
- [p]Swapping weapons on the spawn pad no longer replays the whole spawn effect. Changing class still does because that's a new body. [/p]
- [p]The deploy panel no longer reappears when you open the loadout menu while alive. [/p]
Interface
- [p]A new Interface tab, and the old Advanced Multiplayer button is gone. Now everything is immediately apparent, split into scrollable lists: HUD and visual settings on Interface, gameplay and input on Multiplayer.[/p]
- [p]Crosshair color is now a color picker button that opens a full picker for any color, instead of three RGB sliders.[/p]
- [p]Corps IFF on turrets is no longer grey when using per-team IFF colors (red punks / blue corps). A mangled color key in the scheme (since 2019) meant corps turrets were always gray. [/p]
- [p]The same typo had also caused the corps TAC-scan radar blip end early, which was fixed.[/p]
- [p]IFF overlays no longer get cut off on ultrawide monitors, and kill scores no longer clip near the right edge on ordinary widescreen either. (reported and tested by Falldog)[/p]
- [p]Chat wraps while you type instead of scrolling the start of your message out of view. The box is narrower and the font now follows your resolution properly.[/p]
- [p]The team/class/loadout menu (M) is properly centered at every resolution, and colored for your team while you're in-game.[/p]
- [p]Punk's ammo icon no longer turns corp blue while reloading.[/p]
- [p]Boltgun bolts trail are your team's color, so red instead of blue for punks.[/p]
- [p]While in a server, the menu leads with a big RESUME GAME where PLAY NOW usually sits, but with DISCONNECT just below it.[/p]
- [p]The ammo dispenser animates properly again, mostly: spin up, loop while dispensing, wind down.[/p]
- [p]The Options > Keyboard tab has its buttons back. Enlarging the scrollable box in 1.5.5 messed that up, sorry.[/p]
- [p]The pickup feed is redesigned. No more flat-yellow Half-Life 2 stack climbing into the radar. Pickups now slide in along the bottom next to your ammo, team-colored, and your whole loadout (grenades included, finally) flies in when you spawn.[/p]
- [p]The server browser is now "Browse Servers" (was "Search Servers"), matching the button that opens it.[/p]
Spectating
- [p]A round restart no longer freezes spectators. Restarting the round (or a map_restart) used to leave anyone already spectating stuck on a frozen camera, unable to change spectate modes. Spectators now carry on normally across the restart.[/p]
- [p]Third-person spectate no longer tilts sideways. Chasing a decker as they came out of cyberspace left the camera rolled over on its side; it now stays level (while still keeping the intended tilt during actual cyberspace flight). [/p]
A quieter console
- [p]The developer console is now much, much cleaner. [/p]
Tickrate and net rates
- [p]New tickrate command: Servers report the tickrate actually in effect; players see the server's tickrate next to their own effective rates, so a 128-tick server no longer looks like a 64-tick one from the client.[/p]
- [p]-tickrate on the command line is now all a high-tick server needs: Rate bounds are derived from it and reported at map load. Setting them by hand while the derivation is active warns instead of doing nothing (sv_rate_bounds_follow_tickrate 0 to opt out. Thanks D3ST)[/p]
- [p]New players start at updaterate/cmdrate 128 and rate 196608: clamped by the server, so it costs nothing on a 66-tick server and just works on a high-tick one. Existing configs keep their values; sv_minrate is the server-side lever for dialup-era rates. [/p]
Stability
- [p]Fixed two potential server crashes involving turrets taking damage from map hazards or without an attacking player.[/p]
- [p]Fixed the music player logging an FMOD error every time a track ended. [/p]
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Thanks to everyone playing 1.5.5 this past week. Keep the reports coming.[/p]