Home / News / Military Conflict: Vietnam
Czech your Ammo
Read the original on Steam ↗[GAME]
- Disabled Firefight, Last Man Standing, Last Team Standing and Kill Confirmed gamemodes
-- These gamemodes require tweaking and will be disabled temporarily to help us focus on improving core gamemodes
- Re-enabled facepaints, added several more
- Fixed minor memory access violation errors
- Fixed an issue when detail grass could be rendered to shadow twice
- Fixed skybox renderer using invalid material to determine vertex format
- Fixed skybox re-projecting dynamic effects
- Fixed new dlight removing previous active ones when there are still free slots for dlights
- Fixed a game crash related to multiple map restarts
- Fixed explosion manifest not being unloaded
- Fixed spawnableprops datatable not being properly cleared
- Turned off "r_threadeddetailprops" for non-grass props
- Improved treesway shader
- Moved Conquest entity animations to client-side
- Voice-over commands will now NOT be played when crouching and when no teammates are in proximity
- Introduced new temporal reprojection to clouds in Procedural Sky
-- Framerate should be more stable and slightly improved, while the resolution was upped 100% so the clouds appear more detailed
-- Cloud speed restrictions are lifted, and cloud speed no longer impacts performance
-- Clouds are now reprojected in RT cameras (such as sniper scopes)
- Fixed sRGB conversion being applied twice to clouds
- Moved motion blur past tonemapping stage to avoid doing an extra anti-aliasing resolve
- Added ability to copy to/from part of an MSAA texture
- Viewmodels now use stencil for masking out various post effects
- Fixed unsharp blur not using correct texture offsets
- States and ammo count of grenade launchers are now networked and synced with parent entity
- Fixed an issue when static props without precompiled static light data never received correct lighting
-- This should fix small props being pitch black in certain cases (maps require recompile)
- Fixed a severe exploit related to player names
-- Player names containing malicious characters will be marked as such
- Fixed an exploit allowing voting for a map change to crash the server
- Fixed viewbob camera height exploit (thanks blueasis for reporting!)
- Fixed a crash related to bots shooting with "sv_infinite_ammo" enabled
- Fixed an issue where bots could not use flare guns properly
- Fixed bots running backwards or sideways
- Fixed an issue with bots being kicked seemingly at random after a call vote passed
- Fixed an issue when killing teammates with friendly fire on refilled your ammo
- Fixed `trigger_audio` entity causing the played sound to loop after player's death
- Fixed precaching of nonexistent weapon tracer effects
- Fixed weapon draw animations breaking when switching from weapon that had no ammo
- Fixed "givecurrentammo" command not giving underbarrel grenade launcher ammo
- Fixed being able to lean while running
- Fixed being able to sprint while aiming down sights
- Fixed being able to reload grenade launchers, rifle-grenades and flare guns that were already loaded (thanks rexdasuspect for reporting!)
- Fixed riflegrenades counting ammo improperly
- Fixed inconsistent behavior when switching to underbarrel grenade launchers using slot and inv commands
- Fixed emplaced weapons being able to bleed in certain situations
- Introduced and/or improved multiple convars to allow greater gameplay customization, i.a.:
-- mp_forcecamera,
-- mp_radar_showall,
-- sv_radar_display_shooters,
-- sv_teamid_overhead,
-- sv_disable_radar,
-- sv_drawhud,
-- sv_crosshair,
-- sv_firstperson_death,
-- sv_hitmarkers_enable,
-- sv_hud_damagenumbers_enable,
-- mp_weapon_self_inflict_amount,
-- vietnam_grenade_adjust_fuze,
-- vietnam_hit_sound_feedback,
-- vietnam_ammobox_refill_scale_zm,
-- vietnam_ammobox_regen,
-- vietnam_medkit_regen,
-- vietnam_spawnroom_outline_player,
-- vietnam_spotting,
-- weapon_near_empty_sound,
-- weapon_reload_full_ammo,
-- weapon_sniper_scope_breath,
-- and many more! Check Advanced Game Settings when creating a game to see!
[MAPS]
- Improved texel density (this removes visible texture resolution differences)
- Improved overall graphics fidelity
- Upscaled rock and cliff textures
- Upscaled skybox tree textures (also matched colors)
- Adjusted individual map grass ground color with grass sprite color
- Reworked wood/bamboo props and textures
- Fixed incorrect surface properties on several models
- Fixed small gaps in several models
- Fixed errors on several military vehicle textures and models
- Improved urban debris and trash models
- Remastered the following maps:
Depot
- Updated skybox to have a seamless transition between playable and non-playable areas
- Fixed various skybox misplacements
- Added more foliage and ground detail
- Added experimental moving clouds
Siege
- Updated skybox to have a seamless transition between playable and non-playable areas
- Added outdoor electricity lines
- Added more foliage, bushes and flower pots
- Added more ground detail
- Added more ground and wall decals
- Added additional market details
- Improved detail at spawn areas
- Clipped off truck at VC spawn to limit unfair out of bounds sightlines
Outpost
- Added more foliage, reworked out of bound areas above caves
- Added more foliage and ground detail
- Improved bamboo hut textures
Saigon
- Added a new playable indoor area
- Added outdoor electricity lines
- Added more foliage, bushes and flower pots
- Added more ground detail
- Added more ground and wall decals
- Added additional market details
- Improved broken concrete art
US Embassy
- Updated skybox to have a seamless transition between playable and non-playable areas
- Improved shadowmap resolution on out of bounds areas
- Improved staircase pillars visually
- Added small detail to add cover for VC spawn
- Disabled one elevator
- Limited VC spawn abuse using explosives
Checkpoint
- Updated skybox to have a seamless transition between playable and non-playable areas
- Added more foliage and ground detail
USMC Camp
- Updated skybox to have a seamless transition between playable and non-playable areas
- Added more foliage and ground detail
- Added new playable indoor areas
[UI]
- Re-styled Main Menu and Pause Menu
- Improved main game logo
- Changed main menu background to be less flickery and more representative of the actual game
- Improved Scoreboard styling
- Improved styling of HUD Edge Positions and Advanced Game Settings popups
- Re-ordered items in Settings submenus so they are grouped more logically, improved section headers
- Fixed checkbox modal having improper styling
- Improved dozens of UI icons
- Fixed some UI elements pointing to nonexistent icons
- Fixed Server Browser clipping bottom edges of icons in certain situations
- Added connected players information when inspecting server information
- Added many new options to Advanced Game Settings menu when creating a local game
- Improved Workshop tab Help text in English and Polish
- Improved various settings’ names in English and Polish, to more clearly convey what they do
- Fixed secondary ammo counter always being drawn
- Removed ability to call a vote from Pause Menu in Training gamemode
- Updated Simplified Chinese, Traditional Chinese, Polish, Russian translations
[WEAPONS]
- Introduced Czech weaponry, which includes:
-- Uk vz. 59 general purpose machinegun
-- vz. 24 bolt-action rifle
-- vz. 52/57 semi-automatic rifle
-- vz. 54 bolt-action rifle, alongside its sniper variant
-- CZ 52 pistol
- Small tweaks to revolver, shotguns, grenades and melee weapons stats
- Improved particle effects for emplaced guns
- Added barrel overheat effect for emplaced guns
- Improved M40RR sounds
- Improved dozens of weapon icons
- Improved scope textures for PU, ART I, Meopta, Scope 4x20
- Fixed some texture errors in weapon stamps/rollmarks
- Fixed magazine bodygroup for TUL-1
- Fixed mesh errors on several weapons
- Fixed MAS-36 having invalid worldmodel for riflegrenade
- Fixed invalid ammo count for underbarrel grenade launchers, especially visible when spectating someone
- Fixed a bug in ammo panel for grenade launcher ammunition
- Fixed grenade launcher reload animation being corrupted by draw animation
- Fixed grenade launcher reload animation being interrupted by taking ammo from an Ammobox
- Fixed inability to switch to/from grenade launchers in certain situations
- Fixed inability to reload grenade launchers with "cl_autoreload 0"
- Fixed ammo being created from thin air when picking up an empty grenade launcher
- Fixed riflegrenades not being consistent in their stats and behavior
- Grenade launchers no longer keep switching to another weapon on subsequent deploys
- Underbarrel grenade launchers now use `clip` and `firerate` keyvalues from weapon scripts
- Fixed animation blending error when having multiple weapons with UBGL and dropping one of them
- Improved animations and/or reload timings for the following weapons:
-- All launchers (rocket, grenade, riflegrenade, flare)
-- All light machine guns
-- All AK family and AK-derivative weapons
-- All AR-15 platform weapons
-- Stoner 63 rifle family
-- All pistols
-- Kar98k (all variants)
-- StG 44 (all variants)
-- BAR (all variants)
-- M1903 Springfield rifles
-- M1 Garand rifles
-- M1A1 and M2 carbines
-- L1 and L2 battle rifles
-- M45 (all variants)
-- M76 (all variants)
-- UZI (all variants)
-- PPSH-41 (all variants)
-- PM-63 (all variants)
-- Robust (all variants)
-- K50M and K50M1A1
-- F1 SMG , M12 SMG and Owen Gun
-- Type 64 SMG
-- Zastava M56
-- M91 , M38 and vz. 54 rifles
-- SKS and Type 63 rifles
-- SVT-40 and AVT-40
-- vz. 24 (all variants)
-- vz. 52 rifles
-- vz. 58 rifles
-- SVD
-- MAS-36 and MAS-36 CR39
-- MAS-49
-- Lebel revolver
-- Nagant revolver
-- T223 , G3
-- Molotov
[ZOMBIE]
- Improved visibility of Barbedwire barricade
- Fixed changing zombie difficulty not updating difficulty text on scoreboard and in server info
- Fixed voting to restart the game allowing you to retain all weapons and purchasables
- Fixed Deploy button not working
- Fixed Zombie Shop not updating weapon info panel when upgrading, downgrading and selling an item
- Added Prop counter inside the Zombie Shop UI
- Switched Cost and Health info around in Wrench's Prop Selection Menu
- Increased refund limit to 20
- Changed so Perks are not lost upon death
- Changed so dropped items are cleared after at least one phase change
- Improved Buffalo hitboxes
- Small tweaks to zombie stats
- Zombies should be now less likely to target props that are not on their path to the player
- Added the option to refill turret ammo using an Ammobox
- Dying during Interim Phase will not reset player’s inventory more reliably
- Backend work for a new wave type
[HAMMER]
- Minor FGD tweaks
- Improved procedural sky and cascaded shadow maps preview in 3D view
- Engine post in lighting preview mode is now performed on entire screen in order to avoid unnecessary stretching and lowres artifacts
- Added Enable and Disable inputs for `vietnam_conquest_area`, `vietnam_ctf_area` and `vietnam_domination_area`
- Added SetOwner input for `vietnam_conquest_area`
- Added OnFlagCapturing, OnFlagNeutralized and OnFlagContested outputs for `vietnam_conquest_area` and `vietnam_domination_area`
-- NOTE: Domination gamemode is still under development, and it is discouraged to make proper maps utilizing this gamemode.
[VRAD]
- Changed "-final" alias to set these parameters:
-extrasky 16 -bounce 128 -staticpropsamplescale 8 -aofacesamples 128 -aopropsamples 36 -textureshadows
-- NOTE: Setting these parameters higher manually will NOT yield better quality when compiling your map but will SIGNIFICANTLY increase your compile time.
[VVIS]
- Added EXPERIMENTAL GPU portal flow calculation via "-usegpu" parameter.
-- This option requires a DX11 compatible graphics card with more than 1GB of VRAM.
MORE ON STEAMCOZYMilitary Conflict: Vietnam
90.1% positive · 1,670 reviews
Price tracking · player charts · similar games →
This announcement was written and published by the developers/publisher of Military Conflict: Vietnam on Steam; it is mirrored here unedited for readability, with full credit and a link to the original above. © the respective rights holders. Rights holder and want it removed? Email us — we take it down promptly.