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V11.0 prealpha patch notes (#10)
* Added a section for the "Could not load library client. Try restarting. If that doesn't work, verify the cache." error in the troubleshooting section Because even with a proper guide, people can still not get their game working. * Add a picture of the folder structure for the mod * Added an hyperlink to point to the "Installing NT;RE" section and added an example image of the game folder's structure for reference * v11.0 patchnotes * Update src/blog/2025-02-14/index.md Co-authored-by: brysondev <bryson@brysondev.ca> --------- Co-authored-by: brysondev <bryson@brysondev.ca>
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src/blog/2025-02-14/index.md

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title: Pre-Alpha v11.0 Release Note
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summary: Release note for Neotokyo; Rebuild Pre-Alpha v11.0
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author: kinoko
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# Pre-Alpha v11.0 Release Note
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2025-02-14 kinoko
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* [Download v11.0-prealpha build](https://github.com/NeotokyoRebuild/neo/releases/tag/v11.0-prealpha)
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* [Install NT;RE (client)](/guide/install/)
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* [GitHub Issues (Bug reports and feature requests)](https://github.com/NeotokyoRebuild/neo/issues)
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## New features
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### Automatic lean
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Players now have the option to enable automatic leaning. This prevents the use of manual leaning. Option can be changed in the options menu, or by typing `cl_neo_lean_automatic 1` in the developer console.
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## New additions
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* Added an experimental toggle for weapon viewkick `sv_neo_dynamic_viewkick` (off by default). Makes the weapon's viewkick proportional to the inaccuracy - the longer you shoot, the more viewkick there is.
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## Gameplay changes/fixes
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* Thermal and motion vision have been reworked to act and look more like they do in original NEOTOKYO°
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* Ghosthopping has been disabled, following the same methodology as rain's anti-ghosthopping plugin except using the player's max speed before slowdown from landing as a non-recon
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* Grenade behavior is now closer to original NEOTOKYO°
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* Jitte hip fire spread has been fixed, the maximum hip spread has been decreased from 10 degrees to 7 degrees
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* Killfeed has been reworked to use weapon specific icons (icons for explosive and headshot kills are still used)
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* Camera fade to black after dying has been fixed
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* Corpses do not A-pose anymore
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* Penetration and damage for slugs have been fixed
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* Fixed a case where two bullets were fired in the same frame
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* Fixed vision modes on maps that use colour correction and/or HDR
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* Walk key can now be toggled
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* Fixed grenades to not cause the player's screen to shake as it was not parity
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* General movement fixes to more resemble the movement in original NEOTOKYO° (do note that there are still minor changes to be made to reach movement parity)
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* Player camera does not stay leaned anymore after death
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* Fixed the ghost not playing beeps for nearby enemies when picked up
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* Leaning whilst sprinting has been disabled
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* Fixed players being able to respawn during the round
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* Fixed the ghost distance marker being displayed whilst a player was using the ghost
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* Fixed the player's viewmodel disappearing whilst rapidly switching/dropping guns
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* Several fixes to cloak and cloak mechanics
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## UI changes
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* The main menu has been changed to a more presentable one
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* Added more background options for the main menu, the background can be changed in the options menu
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## General fixes/changes
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* Fixed friendly markers not showing up after using X-ray mode in spectator
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* Added a min and max to cl_showfps
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* Added a filter for player classes
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* Changed the way how weapon shadows are drawn to use EF_NOSHADOW
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* Changed game_text to be consistent with HUD font
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* Fixed steam avatars not displaying properly
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* Added a material proxy for getting the team of the entity the material is attached to
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* Added an input for setting custom player models
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* Refactored the glow effect for spectated players
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* Fixed the map preview camera position height
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* Fixed the [game_score](https://developer.valvesoftware.com/wiki/Game_score) entity to function like how it does in OGNT
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* Changed the scope color to the correct color for scoped weapons
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* Added neo\_bloom\_controller for backwards compatibility with older maps
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* Fixed the FOV and viewmodel offset of the unsilenced MPN

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