Difference between revisions of "Change log/4.8"

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<h2>Notable features</h2>
+
== Notable features ==
  
<ul>
+
* Added Half-Life: Blue Shift co-op campaign.
<li>Added Half-Life: Blue Shift co-op campaign.</li>
+
* Added breakable functionality to all door types.
<li>Added breakable functionality to all door types.</li>
+
* Added RIPENT for Linux with campaign installation scripts, along with uninstallation scripts.
<li>Added RIPENT for Linux with campaign installation scripts, along with uninstallation scripts.</li>
+
* Improved compatibility with the SteamPipe update for Half-Life:
<li>Improved compatibility with the SteamPipe update for Half-Life:
+
** Added missing VGUI language lines.
<ul>
+
** Campaign installation scripts will now search the common account folder for official BSP's.
<li>Added missing VGUI language lines.</li>
+
** File system updates include reading files from various mod extension folders (like addon, downloads, and hd).
<li>Campaign installation scripts will now search the common account folder for official BSP's.</li>
+
** Fixed borderless window mode vastly shrinking the game window.
<li>File system updates include reading files from various mod extension folders (like addon, downloads, and hd).</li>
+
** Linux server binary renamed to '''hl.so'''.
<li>Fixed borderless window mode vastly shrinking the game window.</li>
 
<li>Linux server binary renamed to <strong>hl.so</strong>.</li>
 
</ul>
 
</li>
 
</ul>
 
  
<h2>Code changes</h2>
+
== Code changes ==
  
<h3>Core</h3>
+
=== Core ===
  
<ul>
+
* Added cheat command '''teleport''' expecting X, Y, and Z target co-ordinates to move the player to.
<li>Added cheat command <strong>teleport</strong> expecting X, Y, and Z target co-ordinates to move the player to.</li>
+
* Added client and server build numbers (with a compile time stamp) to help notice out of date clients/servers in future.
<li>Added client and server build numbers (with a compile time stamp) to help notice out of date clients/servers in future.</li>
+
* Added CVAR '''weaponmode_eagle''' to the map configuration, which will disable the desert eagle's laser sight.
<li>Added CVAR <strong>weaponmode_eagle</strong> to the map configuration, which will disable the desert eagle's laser sight.</li>
+
* Added CVAR '''weaponmode_rpg''' to the map configuration, which will disable the RPG's laser guide.
<li>Added CVAR <strong>weaponmode_rpg</strong> to the map configuration, which will disable the RPG's laser guide.</li>
+
* Added CVAR's '''sv_wateramp''' and '''sv_zmax''' to the map configuration commands.
<li>Added CVAR's <strong>sv_wateramp</strong> and <strong>sv_zmax</strong> to the map configuration commands.</li>
+
* Added key '''attackrange''' to both turrets and sentry types to determine their maximum firing range.
<li>Added key <strong>attackrange</strong> to both turrets and sentry types to determine their maximum firing range.</li>
+
* Added keys '''health''' and '''healthcap''' to '''item_battery''', which work in the same way as '''item_healthkit''' (using the same key names for consistency).
<li>Added keys <strong>health</strong> and <strong>healthcap</strong> to <strong>item_battery</strong>, which work in the same way as <strong>item_healthkit</strong> (using the same key names for consistency).</li>
+
* All read-only file operations will now scan for alternative mod folders ('''addons''', '''downloads''', and '''hd''') to be compatible with the SteamPipe update for Half-Life.
<li>All read-only file operations will now scan for alternative mod folders (<strong>addons</strong>, <strong>downloads</strong>, and <strong>hd</strong>) to be compatible with the SteamPipe update for Half-Life.</li>
+
* Changed NPC flag "Fade corpse" to "Don't fade corpse".
<li>Changed NPC flag "Fade corpse" to "Don't fade corpse".</li>
+
* Default heap size is now '''128MB''' from the default '''40MB'''. Servers will need to apply this manually in their command parameters.
<li>Default heap size is now <strong>128MB</strong> from the default <strong>40MB</strong>. Servers will need to apply this manually in their command parameters.</li>
+
* Default entity limit '''3072''' is now defined in '''liblist.gam''', supported by the SteamPipe update for Half-Life.
<li>Default entity limit <strong>3072</strong> is now defined in <strong>liblist.gam</strong>, supported by the SteamPipe update for Half-Life.</li>
+
* Fixed baby gargantuas only being able to bleed yellow, mappers can now set this to red.
<li>Fixed baby gargantuas only being able to bleed yellow, mappers can now set this to red.</li>
+
* Fixed bad (missing) messages being displayed when muting/unmuting players via the score board.
<li>Fixed bad (missing) messages being displayed when muting/unmuting players via the score board.</li>
+
* Fixed camera views limiting RGB values to 210 (caused a little bit of dimming).
<li>Fixed camera views limiting RGB values to 210 (caused a little bit of dimming).</li>
+
* Fixed certain players/servers being unable to retrieve player extras (donor/staff) features on-line due to a binary unsafe operation.
<li>Fixed certain players/servers being unable to retrieve player extras (donor/staff) features on-line due to a binary unsafe operation.</li>
+
* Fixed console spam '''ChangedTurret''' when using controllable turrets.
<li>Fixed console spam <strong>ChangedTurret</strong> when using controllable turrets.</li>
+
* Fixed flashlight sound cutting off medic and take cover voice calls.
<li>Fixed flashlight sound cutting off medic and take cover voice calls.</li>
+
* Fixed '''game_zone_player''' and '''trigger_entity_iterator''' counting disconnected players.
<li>Fixed <strong>game_zone_player</strong> and <strong>trigger_entity_iterator</strong> counting disconnected players.</li>
+
* Fixed incorrect 3rd person player animations when reloading certain weapons while already full.
<li>Fixed incorrect 3rd person player animations when reloading certain weapons while already full.</li>
+
* Fixed Linux server not being able to open map resource files due to case sensitivity.
<li>Fixed Linux server not being able to open map resource files due to case sensitivity.</li>
+
* Fixed M16 always firing 3 rounds even if there are only 1 or 2 rounds left.
<li>Fixed M16 always firing 3 rounds even if there are only 1 or 2 rounds left.</li>
+
* Fixed M16 to keep firing after reloading if reloaded during the middle of the 3-round burst.
<li>Fixed M16 to keep firing after reloading if reloaded during the middle of the 3-round burst.</li>
+
* Fixed many more potential crashes, memory leaks, and ancient programming techniques here and there.
<li>Fixed many more potential crashes, memory leaks, and ancient programming techniques here and there.</li>
+
* Fixed map cycle handling:
<li>Fixed map cycle handling:
+
** Added server console printouts if a map is missing, or players are too few/many.
<ul>
+
** Fixed infinite loop during the intermission if the next map becomes missing after a map has started.
<li>Added server console printouts if a map is missing, or players are too few/many.</li>
+
** Fixed map configuration commands start, weapon, ammo, item, and weaponmode claiming to be invalid.
<li>Fixed infinite loop during the intermission if the next map becomes missing after a map has started.</li>
+
** Fixed map cycle not always advancing if the next map string is shorter than the map preceding it.
<li>Fixed map configuration commands start, weapon, ammo, item, and weaponmode claiming to be invalid.</li>
+
** Fixed map cycle sometimes advancing two places each time.
<li>Fixed map cycle not always advancing if the next map string is shorter than the map preceding it.</li>
+
* Fixed map intermission handling:
<li>Fixed map cycle sometimes advancing two places each time.</li>
+
** CVAR '''mp_chattime'''<nowiki>: minimum time 8 seconds, maximum time 60 seconds.</nowiki>
</ul>
+
** Fixed map not changing until the maximum intermission time had been reached unless a player presses a key.
</li>
+
* Fixed Osprey initialization sometimes crashing Linux servers.
<li>Fixed map intermission handling:
+
* Fixed players being able to keep weapon zoom by changing weapons and zooming in on the same frame.
<ul>
+
* Fixed players being able to revive robots.
<li>CVAR <strong>mp_chattime</strong>: minimum time 8 seconds, maximum time 60 seconds.</li>
+
* Fixed players being able to switch weapons while dead.
<li>Fixed map not changing until the maximum intermission time had been reached unless a player presses a key.</li>
+
* Fixed players being able to use controllable tanks even after being disabled by a master entity.
</ul>
+
* Fixed players being able to use electric crowbars in water by holding primary attack before entering water.
</li>
+
* Fixed players dropping an oddly behaving shock rifle when they die while holding one.
<li>Fixed Osprey initialization sometimes crashing Linux servers.</li>
+
* Fixed players floating upwards into infinity if killed on a ladder.
<li>Fixed players being able to keep weapon zoom by changing weapons and zooming in on the same frame.</li>
+
* Fixed players losing their client flag on death.
<li>Fixed players being able to revive robots.</li>
+
* Fixed players not automatically switching weapon when ammo has been depleted.
<li>Fixed players being able to switch weapons while dead.</li>
+
* Fixed players not being able to damage tripmines when placed by other players, they now always take damage.
<li>Fixed players being able to use controllable tanks even after being disabled by a master entity.</li>
+
* Fixed players not being able to drop snark ammo if the player has less than 5 of them..
<li>Fixed players being able to use electric crowbars in water by holding primary attack before entering water.</li>
+
* Fixed players not being able to use picked up ammo where the ammo is the weapon (i.e. grenades).
<li>Fixed players dropping an oddly behaving shock rifle when they die while holding one.</li>
+
* Fixed players not having their rendering effects copied to their 1st person view-port model (glows, ghost, etc).
<li>Fixed players floating upwards into infinity if killed on a ladder.</li>
+
* Fixed players seeing a map MOTD even if it doesn't exist.
<li>Fixed players losing their client flag on death.</li>
+
* Fixed players seeing garbled ammo on their HUD when they have no weapon.
<li>Fixed players not automatically switching weapon when ammo has been depleted.</li>
+
* Fixed players seeing shock rifle in their weapon selection HUD if they had one while being revived.
<li>Fixed players not being able to damage tripmines when placed by other players, they now always take damage.</li>
+
* Fixed players sometimes getting skipped on actions/functions applied to all connected players.
<li>Fixed players not being able to drop snark ammo if the player has less than 5 of them..</li>
+
* Fixed players switching weapon after/during a camera sequence.
<li>Fixed players not being able to use picked up ammo where the ammo is the weapon (i.e. grenades).</li>
+
* Fixed players switching weapon while swing-charging a wrench.
<li>Fixed players not having their rendering effects copied to their 1st person view-port model (glows, ghost, etc).</li>
+
* Fixed players throwing a crowbar at a repairable breakable causing it to repair if the player switches to a wrench immediately.
<li>Fixed players seeing a map MOTD even if it doesn't exist.</li>
+
* Fixed potential crash caused by a child thread creating a network message when a message may already be in progress. Badly written plug-ins will still cause this crash though.
<li>Fixed players seeing garbled ammo on their HUD when they have no weapon.</li>
+
* Fixed rare crash '''"MSG_PVS with no origin"'''.
<li>Fixed players seeing shock rifle in their weapon selection HUD if they had one while being revived.</li>
+
* Fixed servers crashing when a platform trigger runs if their parent platform no longer exists.
<li>Fixed players sometimes getting skipped on actions/functions applied to all connected players.</li>
+
* Fixed servers crashing when a player connects while no spawn points can be used (all either filtered or deactivated).
<li>Fixed players switching weapon after/during a camera sequence.</li>
+
* Fixed servers crashing when a player picks up a minigun or shock rifle while holding no other weapons.
<li>Fixed players switching weapon while swing-charging a wrench.</li>
+
* Fixed servers crashing when a player uses the tertiary fire function on a shock rifle.
<li>Fixed players throwing a crowbar at a repairable breakable causing it to repair if the player switches to a wrench immediately.</li>
+
* Fixed servers generating excessive or no water splash particles from players.
<li>Fixed potential crash caused by a child thread creating a network message when a message may already be in progress. Badly written plug-ins will still cause this crash though.</li>
+
* Fixed servers not always loading configuration files from the correct mod folder (caused by SteamPipe).
<li>Fixed rare crash <strong>"MSG_PVS with no origin"</strong>.</li>
+
* Fixed servers not always writing error messages in full from the on-line player extras web server.
<li>Fixed servers crashing when a platform trigger runs if their parent platform no longer exists.</li>
+
* Fixed '''squadmaker''' entities with a target name using the cyclic AND start on flags to spawn children ignoring the cyclic flag (timer based).
<li>Fixed servers crashing when a player connects while no spawn points can be used (all either filtered or deactivated).</li>
+
* Fixed tank controller A.I. firing hundreds of projectiles at once if the target took cover then re-entered the line of sight quickly.
<li>Fixed servers crashing when a player picks up a minigun or shock rifle while holding no other weapons.</li>
+
* Fixed '''trigger_changemodel''' removing its' target's collision hull and breaking animations.
<li>Fixed servers crashing when a player uses the tertiary fire function on a shock rifle.</li>
+
* Fixed '''trigger_changevalue''' and '''trigger_copyvalue''' not being able to edit '''squadmaker''' monster count.
<li>Fixed servers generating excessive or no water splash particles from players.</li>
+
* Fixed '''trigger_setcvar''' not being able to edit '''mp_barnacle_paralyze''' and '''mp_disable_autoclimb'''.
<li>Fixed servers not always loading configuration files from the correct mod folder (caused by SteamPipe).</li>
+
* Fixed trip mines permanently glowing after being hit by a shock rifle projectile.
<li>Fixed servers not always writing error messages in full from the on-line player extras web server.</li>
+
* Fixed turret controls not responding to players while holding an RPG.
<li>Fixed <strong>squadmaker</strong> entities with a target name using the cyclic AND start on flags to spawn children ignoring the cyclic flag (timer based).</li>
+
* Fixed turrets taking a long time to repair while undeployed.
<li>Fixed tank controller A.I. firing hundreds of projectiles at once if the target took cover then re-entered the line of sight quickly.</li>
+
* Fixed turrets recovering only 1 hit point while broken.
<li>Fixed <strong>trigger_changemodel</strong> removing its' target's collision hull and breaking animations.</li>
+
* Fixed warning '''"Tried to stuff bad command npc_findcover"''' when using the '''grenade''' commnd.
<li>Fixed <strong>trigger_changevalue</strong> and <strong>trigger_copyvalue</strong> not being able to edit <strong>squadmaker</strong> monster count.</li>
+
* Fixed wrong messages when Linux servers create a default GMR/GSR folder for a map, and prevented these messages from behaving like an error.
<li>Fixed <strong>trigger_setcvar</strong> not being able to edit <strong>mp_barnacle_paralyze</strong> and <strong>mp_disable_autoclimb</strong>.</li>
+
* Improved '''cl_showstats''' output:
<li>Fixed trip mines permanently glowing after being hit by a shock rifle projectile.</li>
+
** Moved output upwards to 1 6th of the screen's height.
<li>Fixed turret controls not responding to players while holding an RPG.</li>
+
** Output is now in two distinct columns.
<li>Fixed turrets taking a long time to repair while undeployed.</li>
+
** Property column is tinted blue, value column is tinted red.
<li>Fixed turrets recovering only 1 hit point while broken.</li>
+
** Split client version/build and server version/build.
<li>Fixed warning <strong>"Tried to stuff bad command npc_findcover"</strong> when using the <strong>grenade</strong> commnd.</li>
+
* Improved console output for '''scripted_sequence''' when it is unable to play its' sequence on an NPC.
<li>Fixed wrong messages when Linux servers create a default GMR/GSR folder for a map, and prevented these messages from behaving like an error.</li>
+
* Improved server administrators feature:
<li>Improved <strong>cl_showstats</strong> output:
+
** Authentication ID's beginning with an asterisk '*' are marked as server owners, with their icon tinted gold in the score board. Players hosting a listen server will automatically be denoted as the server owner.
<ul>
+
** Fixed a range of minor issues with the administrator list file parser.
<li>Moved output upwards to 1 6th of the screen's height.</li>
+
** Fixed last administrator entry sometimes being ignored.
<li>Output is now in two distinct columns.</li>
+
** Fixed players hosting a listen server not getting the administrator icon if an administrator list file doesn't exist.
<li>Property column is tinted blue, value column is tinted red.</li>
+
** New command '''loadadminlist''' to reload the administrator list mid game (useful for external plug-ins/scripts writing the list on map start).
<li>Split client version/build and server version/build.</li>
+
** Placeholder functionality for future built-in administration commands.
</ul>
+
* Improved thread stability when attempting to search and download player extras information.
</li>
+
* Increased '''multi_manager''' and '''multisource''' target limit from 32 to 64. This will eventually be converted into a linked list.
<li>Improved console output for <strong>scripted_sequence</strong> when it is unable to play its' sequence on an NPC.</li>
+
* Prevented players using a controllable turret if they are holding a heavy weapon (minigun / shock rifle).
<li>Improved server administrators feature:
+
* Prevented entities '''monster_roach''' and '''monster_snark''' from moving a '''func_pushable'''.
<ul>
+
* Prevented entitiy classifications insect, alien bio weapon, and player bio weapon from moving a '''func_pushable'''.
<li>Authentication ID's beginning with an asterisk '*' are marked as server owners, with their icon tinted gold in the score board. Players hosting a listen server will automatically be denoted as the server owner.</li>
+
* Removed (the already ignored) '''size''' key for '''func_pushable''', replaced it for the more commonly used custom hull size keys.
<li>Fixed a range of minor issues with the administrator list file parser.</li>
+
* Restored suit voices for collecting a HEV suit and long jump.
<li>Fixed last administrator entry sometimes being ignored.</li>
+
* Server will now print a warning when '''trigger_save''' attempts (and fails) to write to a read-only file.
<li>Fixed players hosting a listen server not getting the administrator icon if an administrator list file doesn't exist.</li>
 
<li>New command <strong>loadadminlist</strong> to reload the administrator list mid game (useful for external plug-ins/scripts writing the list on map start).</li>
 
<li>Placeholder functionality for future built-in administration commands.</li>
 
</ul>
 
</li>
 
<li>Improved thread stability when attempting to search and download player extras information.</li>
 
<li>Increased <strong>multi_manager</strong> and <strong>multisource</strong> target limit from 32 to 64. This will eventually be converted into a linked list.</li>
 
<li>Prevented players using a controllable turret if they are holding a heavy weapon (minigun / shock rifle).</li>
 
<li>Prevented entities <strong>monster_roach</strong> and <strong>monster_snark</strong> from moving a <strong>func_pushable</strong>.</li>
 
<li>Prevented entitiy classifications insect, alien bio weapon, and player bio weapon from moving a <strong>func_pushable</strong>.</li>
 
<li>Removed (the already ignored) <strong>size</strong> key for <strong>func_pushable</strong>, replaced it for the more commonly used custom hull size keys.</li>
 
<li>Restored suit voices for collecting a HEV suit and long jump.</li>
 
<li>Server will now print a warning when <strong>trigger_save</strong> attempts (and fails) to write to a read-only file.</li>
 
</ul>
 
  
<h3>Sound engine</h3>
+
=== Sound engine ===
  
<ul>
+
* FMOD Ex updated to v4.44.14.
<li>FMOD Ex updated to v4.44.14.</li>
+
* '''Client'''<nowiki>: All cache files are now properly flushed from all mod folders (SteamPipe and language specific) when the game starts and closes.</nowiki>
<li><strong>Client</strong>: All cache files are now properly flushed from all mod folders (SteamPipe and language specific) when the game starts and closes.</li>
+
* '''Client'''<nowiki>: Fixed attenuation for 3D sounds causing them to be inaudible.</nowiki>
<li><strong>Client</strong>: Fixed attenuation for 3D sounds causing them to be inaudible.</li>
+
* '''Client'''<nowiki>: Improved players hearing sounds too closely from entities that are out of their PVS.</nowiki>
<li><strong>Client</strong>: Improved players hearing sounds too closely from entities that are out of their PVS.</li>
+
* '''Client'''<nowiki>: New CVAR </nowiki>'''cl_outline_sounds''' to display particles where sounds emit from.
<li><strong>Client</strong>: New CVAR <strong>cl_outline_sounds</strong> to display particles where sounds emit from.</li>
+
* '''Client'''<nowiki>: Sound list caches are now flushed when a player has finished loading a sound list (i.e. has joined the game).</nowiki>
<li><strong>Client</strong>: Sound list caches are now flushed when a player has finished loading a sound list (i.e. has joined the game).</li>
+
* Changed '''ambient_generic''' flag '''Play at user origin''' to play at all players if the activator isn't a player, or the '''Play everywhere''' flag is also used.
<li>Changed <strong>ambient_generic</strong> flag <strong>Play at user origin</strong> to play at all players if the activator isn't a player, or the <strong>Play everywhere</strong> flag is also used.</li>
+
* Explosions are now handled by the sound engine.
<li>Explosions are now handled by the sound engine.</li>
+
* Fixed '''ambient_generic''' crash when the '''Play at user origin''' flag is used when the activator isn't a player.
<li>Fixed <strong>ambient_generic</strong> crash when the <strong>Play at user origin</strong> flag is used when the activator isn't a player.</li>
+
* Fixed cached sound lists not being loaded or flushed from the '''downloads''' mod folder (caused by SteamPipe).
<li>Fixed cached sound lists not being loaded or flushed from the <strong>downloads</strong> mod folder (caused by SteamPipe).</li>
+
* Fixed sounds not being loaded from alternative mod folders, usually '''downloads''' for custom maps (caused by SteamPipe).
<li>Fixed sounds not being loaded from alternative mod folders, usually <strong>downloads</strong> for custom maps (caused by SteamPipe).</li>
+
* Increased maximum number of '''materials.txt''' entrties to '''2048'''.
<li>Increased maximum number of <strong>materials.txt</strong> entrties to <strong>2048</strong>.</li>
+
* Player footsteps are now all handled client side -- including for other players.
<li>Player footsteps are now all handled client side -- including for other players.</li>
 
</ul>
 
  
<h3>Non-playable characters</h3>
+
=== Non-playable characters ===
  
<ul>
+
* Fixed reviver NPCs reviving gibed players/NPCs.
<li>Fixed reviver NPCs reviving gibed players/NPCs.</li>
+
* '''Alien Slaves'''<nowiki>: Fixed refusal to revive other alien slaves that had the "Fade Corpse" flag enabled.</nowiki>
<li><strong>Alien Slaves</strong>: Fixed refusal to revive other alien slaves that had the "Fade Corpse" flag enabled.</li>
+
* '''Assassin'''<nowiki>: Reduced assassins' MP5 accuracy, now slightly better than grunts.</nowiki>
<li><strong>Assassin</strong>: Reduced assassins' MP5 accuracy, now slightly better than grunts.</li>
+
* '''Grunts'''<nowiki>: Reduced grunts' SAW accuracy.</nowiki>
<li><strong>Grunts</strong>: Reduced grunts' SAW accuracy.</li>
+
* '''Grunts'''<nowiki>: Restored Half-Life accuracy for grunts using pistols, MP5's, and shotguns.</nowiki>
<li><strong>Grunts</strong>: Restored Half-Life accuracy for grunts using pistols, MP5's, and shotguns.</li>
+
* '''Grunts (allied)'''<nowiki>: Fixed issue with use and un-use sentences being ignored for </nowiki>'''monster_human_grunt_ally''', '''monster_human_medic_ally''', and '''monster_human_torch_ally'''.
<li><strong>Grunts (allied)</strong>: Fixed issue with use and un-use sentences being ignored for <strong>monster_human_grunt_ally</strong>, <strong>monster_human_medic_ally</strong>, and <strong>monster_human_torch_ally</strong>.</li>
+
* '''Heavy weapons grunt'''<nowiki>: Added support to use pistols should the minigun be dropped/lost.</nowiki>
<li><strong>Heavy weapons grunt</strong>: Added support to use pistols should the minigun be dropped/lost.</li>
+
* '''Heavy weapons grunt'''<nowiki>: Fixed heavy weapons grunts not running away from grenades.</nowiki>
<li><strong>Heavy weapons grunt</strong>: Fixed heavy weapons grunts not running away from grenades.</li>
+
* '''Heavy weapons grunt'''<nowiki>: Grunt will drop his minigun after 50 points of blast damage (90% chance).</nowiki>
<li><strong>Heavy weapons grunt</strong>: Grunt will drop his minigun after 50 points of blast damage (90% chance).</li>
+
* '''Heavy weapons grunt'''<nowiki>: Grunt will look for his minigun and pick it up, or get out a pistol if it's gone/taken.</nowiki>
<li><strong>Heavy weapons grunt</strong>: Grunt will look for his minigun and pick it up, or get out a pistol if it's gone/taken.</li>
+
* '''Kingpin'''<nowiki>: Increased sound attenuation, greatly for death sound.</nowiki>
<li><strong>Kingpin</strong>: Increased sound attenuation, greatly for death sound.</li>
+
* '''Shock Roach'''<nowiki>: Fixed infinite life if jumping at a target while underwater.</nowiki>
<li><strong>Shock Roach</strong>: Fixed infinite life if jumping at a target while underwater.</li>
 
</ul>
 
  
 +
== Map changes ==
  
 +
* Included map '''_hlds_start''' intended for servers with plug-ins to prepare/load their external data on HLDS launch.
 +
** Automatically ends after 1 minute, the server map cycle will then begin.
 +
** Should it not end automatically a player spawning can press a button to end it.
  
<h2>Map changes</h2>
+
=== Activist ===
  
<ul>
+
* '''Part 2'''<nowiki>: Advanced spawn point when a player opens the wide glass laboratory doors (20 second delay).</nowiki>
<li>Included map <strong>_hlds_start</strong> intended for servers with plug-ins to prepare/load their external data on HLDS launch.
+
* '''Part 2'''<nowiki>: Fixed players spawning inside the back wall.</nowiki>
<ul>
+
* '''Part 3'''<nowiki>: Fixed lift button not responding at the start of the map if you haven't played part 2 first.</nowiki>
<li>Automatically ends after 1 minute, the server map cycle will then begin.</li>
+
* '''Part 3'''<nowiki>: Fixed monsters running under the giant lift players start descending on, they should avoid it now.</nowiki>
<li>Should it not end automatically a player spawning can press a button to end it.</li>
+
* '''Part 3'''<nowiki>: Fixed spawn point by the final battle being activated too early.</nowiki>
</ul>
 
</li>
 
</ul>
 
  
<h3>Activist</h3>
+
=== Escape Series ===
  
<ul>
+
* '''All'''<nowiki>: Fixed missing/0-byte sound files.</nowiki>
<li><strong>Part 2</strong>: Advanced spawn point when a player opens the wide glass laboratory doors (20 second delay).</li>
+
* '''All'''<nowiki>: Tidied up map configurations.</nowiki>
<li><strong>Part 2</strong>: Fixed players spawning inside the back wall.</li>
+
* '''All'''<nowiki>: Fixed various messages having corrupt characters on the end.</nowiki>
<li><strong>Part 3</strong>: Fixed lift button not responding at the start of the map if you haven't played part 2 first.</li>
+
* '''2A'''<nowiki>: Fixed floating headcrabs unable to attack players in a pipe after the acid drops.</nowiki>
<li><strong>Part 3</strong>: Fixed monsters running under the giant lift players start descending on, they should avoid it now.</li>
+
* '''2B'''<nowiki>: Fixed visible null textures underneath the drop-down helix stairs.</nowiki>
<li><strong>Part 3</strong>: Fixed spawn point by the final battle being activated too early.</li>
+
* '''2B'''<nowiki>: Tilted an unbreakable looking pane of glass to make it more obvious you break through it.</nowiki>
</ul>
+
* '''2B'''<nowiki>: Fixed one person being able to use the dual-player buttons after the big acid pool.</nowiki>
 +
* '''2C'''<nowiki>: Fixed one person being able to use the dual-player eye scanners after the underwater tunnel.</nowiki>
 +
* '''2D'''<nowiki>: Fixed players being able to block the first gate in the bridge brawl chapter.</nowiki>
 +
* '''2E'''<nowiki>: Fixed players spawning facing the wrong direction in the final boss chamber.</nowiki>
 +
* '''2E'''<nowiki>: Final boss is now a standard Gargantua.</nowiki>
 +
* '''2E'''<nowiki>: Replaced/added weapons suitable for defeating a standard Gargantua in the final boss chamber.</nowiki>
 +
* '''3A'''<nowiki>: Fixed null texture on a rock in the first shortcut.</nowiki>
 +
* '''3A'''<nowiki>: Fixed various outro messages having corrupt characters on the end.</nowiki>
 +
* '''3B'''<nowiki>: Fixed players being able to get stuck in the TNT plunger.</nowiki>
 +
* '''3C'''<nowiki>: Added advanced spawn point in the ventilation shaft once a player reaches it.</nowiki>
 +
* '''3C'''<nowiki>: Fixed null texture on the top of the fans.</nowiki>
 +
* '''3C'''<nowiki>: Fixed terrible physics when reaching the tops of the ladders.</nowiki>
 +
* '''3D''', '''3E'''<nowiki>: Fixed players not taking fall damage when falling down the cable trolley shaft.</nowiki>
 +
* '''3D''', '''3E'''<nowiki>: Implemented spawn points that follow the cable trolley.</nowiki>
 +
* '''3D''', '''3E'''<nowiki>: Made the lighting in the cable trolley a bit brighter.</nowiki>
 +
* '''3E'''<nowiki>: Moved Barney to be the train driver as it leaves.</nowiki>
 +
* '''3E'''<nowiki>: Players have 3 more seconds to get in the train before it leaves.</nowiki>
  
<h3>Escape Series</h3>
+
=== Half-Life campaign ===
  
<ul>
+
* '''All'''<nowiki>: Changed deprecated killnpc CVAR to mp_npckill.</nowiki>
<li><strong>All</strong>: Fixed missing/0-byte sound files.</li>
+
* '''C1A0D'''<nowiki>: Fixed the two additional HEV suits disappearing for no reason on dedicated servers.</nowiki>
<li><strong>All</strong>: Tidied up map configurations.</li>
+
* '''C1A1D'''<nowiki>: Fixed a spawn point being camped by a zombie.</nowiki>
<li><strong>All</strong>: Fixed various messages having corrupt characters on the end.</li>
+
* '''C1A2'''<nowiki>: Fixed zombie in store room not playing intended animation.</nowiki>
<li><strong>2A</strong>: Fixed floating headcrabs unable to attack players in a pipe after the acid drops.</li>
+
* '''C1A2A''', '''C1A2D''', '''C1A2E'''<nowiki>: Added a shotgun to the weapon configuration.</nowiki>
<li><strong>2B</strong>: Fixed visible null textures underneath the drop-down helix stairs.</li>
+
* '''C1A3''', '''C1A3A''', '''C1A3D'''<nowiki>: Fixed silent fire alarm sounds.</nowiki>
<li><strong>2B</strong>: Tilted an unbreakable looking pane of glass to make it more obvious you break through it.</li>
+
* '''C1A3''', '''C1A3A''', '''C1A3D'''<nowiki>: Re-added closing fire doors but made them breakable.</nowiki>
<li><strong>2B</strong>: Fixed one person being able to use the dual-player buttons after the big acid pool.</li>
+
* '''C1A4Z'''<nowiki>: Fixed acid pit not hurting players.</nowiki>
<li><strong>2C</strong>: Fixed one person being able to use the dual-player eye scanners after the underwater tunnel.</li>
+
* '''C1A4Z'''<nowiki>: Fixed overlapping door brush with door frame.</nowiki>
<li><strong>2D</strong>: Fixed players being able to block the first gate in the bridge brawl chapter.</li>
+
* '''C2A1'''<nowiki>: Fixed grunts fighting the Gargantua appearing as player allies.</nowiki>
<li><strong>2E</strong>: Fixed players spawning facing the wrong direction in the final boss chamber.</li>
+
* '''C2A3A'''<nowiki>: Fixed ichthyosaur not playing a script.</nowiki>
<li><strong>2E</strong>: Final boss is now a standard Gargantua.</li>
+
* '''C2A4E'''<nowiki>: Fixed scientists running into the operating machinary when hearing a distant explosion.</nowiki>
<li><strong>2E</strong>: Replaced/added weapons suitable for defeating a standard Gargantua in the final boss chamber.</li>
+
* '''C2A4H'''<nowiki>: Added electricity sprites to stairs to indicate harmful area.</nowiki>
<li><strong>3A</strong>: Fixed null texture on a rock in the first shortcut.</li>
+
* '''C2A5F'''<nowiki>: Fixed players being able to get stuck inside broken walls.</nowiki>
<li><strong>3A</strong>: Fixed various outro messages having corrupt characters on the end.</li>
+
* '''C2A5X'''<nowiki>: Added a second voltigore to make the area harder.</nowiki>
<li><strong>3B</strong>: Fixed players being able to get stuck in the TNT plunger.</li>
+
* '''C3A1'''<nowiki>: Restored the ceiling collapse sequence, adjusted spawn points to accommodate this.</nowiki>
<li><strong>3C</strong>: Added advanced spawn point in the ventilation shaft once a player reaches it.</li>
+
* '''C3A1B'''<nowiki>: Fixed some spawn points facing the wrong direction.</nowiki>
<li><strong>3C</strong>: Fixed null texture on the top of the fans.</li>
+
* '''C4A1B'''<nowiki>: Fixed missing pumping/mining blocks.</nowiki>
<li><strong>3C</strong>: Fixed terrible physics when reaching the tops of the ladders.</li>
+
* '''C4A1C'''<nowiki>: Fixed players being able to block the round elevator platforms.</nowiki>
<li><strong>3D</strong>, <strong>3E</strong>: Fixed players not taking fall damage when falling down the cable trolley shaft.</li>
+
* '''C4A2'''<nowiki>: Fixed hovering Xen plant.</nowiki>
<li><strong>3D</strong>, <strong>3E</strong>: Implemented spawn points that follow the cable trolley.</li>
 
<li><strong>3D</strong>, <strong>3E</strong>: Made the lighting in the cable trolley a bit brighter.</li>
 
<li><strong>3E</strong>: Moved Barney to be the train driver as it leaves.</li>
 
<li><strong>3E</strong>: Players have 3 more seconds to get in the train before it leaves.</li>
 
</ul>
 
  
<h3>Half-Life campaign</h3>
+
=== Half-Life: Opposing Force campaign ===
  
<ul>
+
* '''All'''<nowiki>: Changed deprecated killnpc CVAR to mp_npckill.</nowiki>
<li><strong>All</strong>: Changed deprecated killnpc CVAR to mp_npckill.</li>
+
* '''OF1A2'''<nowiki>: Advanced spawn point when a player passes the nose of the crashed Osprey.</nowiki>
<li><strong>C1A0D</strong>: Fixed the two additional HEV suits disappearing for no reason on dedicated servers.</li>
+
* '''OF1A2'''<nowiki>: Removed Gordon ghost.</nowiki>
<li><strong>C1A1D</strong>: Fixed a spawn point being camped by a zombie.</li>
+
* '''OF1A3'''<nowiki>: Advanced spawn point when a player enters the lower door of the catwalk.</nowiki>
<li><strong>C1A2</strong>: Fixed zombie in store room not playing intended animation.</li>
+
* '''OF2A2'''<nowiki>: Fixed players being able to push the box which may block an opening.</nowiki>
<li><strong>C1A2A</strong>, <strong>C1A2D</strong>, <strong>C1A2E</strong>: Added a shotgun to the weapon configuration.</li>
+
* '''OF2A3'''<nowiki>: Map deleted.</nowiki>
<li><strong>C1A3</strong>, <strong>C1A3A</strong>, <strong>C1A3D</strong>: Fixed silent fire alarm sounds.</li>
+
* '''OF2A5'''<nowiki>: Advanced spawn point when a player enters the broken vent near the medic.</nowiki>
<li><strong>C1A3</strong>, <strong>C1A3A</strong>, <strong>C1A3D</strong>: Re-added closing fire doors but made them breakable.</li>
+
* '''OF3A2'''<nowiki>: Fixed bad spawn positions.</nowiki>
<li><strong>C1A4Z</strong>: Fixed acid pit not hurting players.</li>
+
* '''OF3A2'''<nowiki>: Fixed monsters falling into the Xen void by using bounce pads.</nowiki>
<li><strong>C1A4Z</strong>: Fixed overlapping door brush with door frame.</li>
+
* '''OF3A2'''<nowiki>: Fixed players not spawning with low gravity.</nowiki>
<li><strong>C2A1</strong>: Fixed grunts fighting the Gargantua appearing as player allies.</li>
+
* '''OF4A2'''<nowiki>: Fixed players being able to block elevator doors.</nowiki>
<li><strong>C2A3A</strong>: Fixed ichthyosaur not playing a script.</li>
+
* '''OF4A3'''<nowiki>: Advanced spawn point when a player enters passes the biodome lift.</nowiki>
<li><strong>C2A4E</strong>: Fixed scientists running into the operating machinary when hearing a distant explosion.</li>
+
* '''OF5A1'''<nowiki>: Advanced spawn point when a player climbs the ladder to the surface.</nowiki>
<li><strong>C2A4H</strong>: Added electricity sprites to stairs to indicate harmful area.</li>
+
* '''OF5A1'''<nowiki>: Advanced spawn point (3rd) when a player crawls into the room with allied grunts.</nowiki>
<li><strong>C2A5F</strong>: Fixed players being able to get stuck inside broken walls.</li>
+
* '''OF5A3'''<nowiki>: Fixed players being able to skip half of the map using crates.</nowiki>
<li><strong>C2A5X</strong>: Added a second voltigore to make the area harder.</li>
+
* '''OF6A2'''<nowiki>: Fixed players being able to fall outside the map on top of the rocks.</nowiki>
<li><strong>C3A1</strong>: Restored the ceiling collapse sequence, adjusted spawn points to accommodate this.</li>
+
* '''OF6A2'''<nowiki>: Fixed visible barrel brush intended to block access, back to invisible.</nowiki>
<li><strong>C3A1B</strong>: Fixed some spawn points facing the wrong direction.</li>
+
* '''OF6A3'''<nowiki>: Added RPG and SAW to the weapon configuration.</nowiki>
<li><strong>C4A1B</strong>: Fixed missing pumping/mining blocks.</li>
+
* '''OF6A3'''<nowiki>: Advanced spawn point when a player climbs into the roof vent.</nowiki>
<li><strong>C4A1C</strong>: Fixed players being able to block the round elevator platforms.</li>
+
* '''OF6A4B'''<nowiki>: Removed RPG ammo.</nowiki>
<li><strong>C4A2</strong>: Fixed hovering Xen plant.</li>
+
* '''OF6A4B'''<nowiki>: Updated end game message.</nowiki>
</ul>
 
  
<h3>Half-Life: Opposing Force campaign</h3>
+
=== Half-Life: Uplink campaign ===
  
<ul>
+
* '''Part 2'''<nowiki>: Fixed players being able to skip to part 3 by boosting a player over a chain-link fence.</nowiki>
<li><strong>All</strong>: Changed deprecated killnpc CVAR to mp_npckill.</li>
 
<li><strong>OF1A2</strong>: Advanced spawn point when a player passes the nose of the crashed Osprey.</li>
 
<li><strong>OF1A2</strong>: Removed Gordon ghost.</li>
 
<li><strong>OF1A3</strong>: Advanced spawn point when a player enters the lower door of the catwalk.</li>
 
<li><strong>OF2A2</strong>: Fixed players being able to push the box which may block an opening.</li>
 
<li><strong>OF2A3</strong>: Map deleted.</li>
 
<li><strong>OF2A5</strong>: Advanced spawn point when a player enters the broken vent near the medic.</li>
 
<li><strong>OF3A2</strong>: Fixed bad spawn positions.</li>
 
<li><strong>OF3A2</strong>: Fixed monsters falling into the Xen void by using bounce pads.</li>
 
<li><strong>OF3A2</strong>: Fixed players not spawning with low gravity.</li>
 
<li><strong>OF4A2</strong>: Fixed players being able to block elevator doors.</li>
 
<li><strong>OF4A3</strong>: Advanced spawn point when a player enters passes the biodome lift.</li>
 
<li><strong>OF5A1</strong>: Advanced spawn point when a player climbs the ladder to the surface.</li>
 
<li><strong>OF5A1</strong>: Advanced spawn point (3rd) when a player crawls into the room with allied grunts.</li>
 
<li><strong>OF5A3</strong>: Fixed players being able to skip half of the map using crates.</li>
 
<li><strong>OF6A2</strong>: Fixed players being able to fall outside the map on top of the rocks.</li>
 
<li><strong>OF6A2</strong>: Fixed visible barrel brush intended to block access, back to invisible.</li>
 
<li><strong>OF6A3</strong>: Added RPG and SAW to the weapon configuration.</li>
 
<li><strong>OF6A3</strong>: Advanced spawn point when a player climbs into the roof vent.</li>
 
<li><strong>OF6A4B</strong>: Removed RPG ammo.</li>
 
<li><strong>OF6A4B</strong>: Updated end game message.</li>
 
</ul>
 
  
<h3>Half-Life: Uplink campaign</h3>
+
=== Hostile Planet ===
  
<ul>
+
* Fixed gigantic wood gibs produced from certain breakables.
<li><strong>Part 2</strong>: Fixed players being able to skip to part 3 by boosting a player over a chain-link fence.</li>
 
</ul>
 
  
<h3>Hostile Planet</h3>
+
=== Jumpers ===
  
<ul>
+
* Lightened glow effect on the jumper player to make the 1st person glow effect less annoying.
<li>Fixed gigantic wood gibs produced from certain breakables.</li>
 
</ul>
 
  
<h3>Jumpers</h3>
+
=== Osprey ===
  
<ul>
+
* Fixed gigantic wood gibs produced from certain breakables.
<li>Lightened glow effect on the jumper player to make the 1st person glow effect less annoying.</li>
 
</ul>
 
  
<h3>Osprey</h3>
+
=== Quarter ===
  
<ul>
+
* Changed time limit from infinite to 1 hour.
<li>Fixed gigantic wood gibs produced from certain breakables.</li>
 
</ul>
 
  
<h3>Quarter</h3>
+
=== Polar Rescue ===
  
<ul>
+
* Updated objective sprites.
<li>Changed time limit from infinite to 1 hour.</li>
 
</ul>
 
  
<h3>Polar Rescue</h3>
+
=== Psyko ===
  
<ul>
+
* Added a platform to the slime area so players that haven't died can get out.
<li>Updated objective sprites.</li>
+
* Added a back-up system for the volcano area: The symbol will become available after 5 minutes if no monsters are killed, so if the doors happen to get stuck players don't have to change map.
</ul>
+
* Added SAW, spore launcher, and spore plants to the boss fight.
 +
* Blue symbol now appears only after most of the monsters have been killed.
 +
* Icky in blue room should now be mad.
 +
* Made most of the symbols are now '''func_illusionary''' so there won't be bullet holes in them.
 +
* Pushable pigs now disappear after they have been used, though they can still be pushed to other rooms before they are used.
 +
* Reduced slime and final boss HP.
 +
* Reduced the breakables HP in the final fight and added HUD info for them.
  
<h3>Psyko</h3>
+
=== Sandstone ===
  
<ul>
+
* Changed setting '''mp_npckill''' to prevent players killing allied NPC's needed to complete the map.
<li>Added a platform to the slime area so players that haven't died can get out.</li>
 
<li>Added a back-up system for the volcano area: The symbol will become available after 5 minutes if no monsters are killed, so if the doors happen to get stuck players don't have to change map.</li>
 
<li>Added SAW, spore launcher, and spore plants to the boss fight.</li>
 
<li>Blue symbol now appears only after most of the monsters have been killed.</li>
 
<li>Icky in blue room should now be mad.</li>
 
<li>Made most of the symbols are now <strong>func_illusionary</strong> so there won't be bullet holes in them.</li>
 
<li>Pushable pigs now disappear after they have been used, though they can still be pushed to other rooms before they are used.</li>
 
<li>Reduced slime and final boss HP.</li>
 
<li>Reduced the breakables HP in the final fight and added HUD info for them.</li>
 
</ul>
 
  
<h3>Sandstone</h3>
+
=== Sector E ===
  
<ul>
+
* '''Part 1'''<nowiki>: Fixed being able to skip fighting the glass monster (should you summon it) by using the end map lift -- if it spawns, you must defeat it.</nowiki>
<li>Changed setting <strong>mp_npckill</strong> to prevent players killing allied NPC's needed to complete the map.</li>
+
* '''Part 1'''<nowiki>: Fixed dead grunt with his hand inside a wall.</nowiki>
</ul>
+
* '''Part 1'''<nowiki>: Fixed the king pin, glass monster, and other monsters being teleported away by a teleporter only meant for a scientist.</nowiki>
 +
* '''Part 2'''<nowiki>: Tweaked the long pushable machine so it gets stuck less.</nowiki>
 +
* '''Part 3'''<nowiki>: Fixed bad clipping on the floor of the blue horde battle area, mainly near Xen goo.</nowiki>
 +
* '''Part 3'''<nowiki>: Added extra task before the final vent to give players a chance to collect the final flower, before someone else rushes through preventing collection.</nowiki>
 +
* '''Part 3'''<nowiki>: Made the 15 flower bonus more worthwhile, providing a gold 357, Gluon gun, SAW, and 6 beefy ammo packs.</nowiki>
 +
* '''Part 3'''<nowiki>: Added bonus weapons to the Gordon boss room too.</nowiki>
 +
* '''Part 3'''<nowiki>: Added spore plants to the Gordon boss room.</nowiki>
 +
* '''Part 3'''<nowiki>: Added scripted sequence to raise the Gordon boss boss to an air node, which should make it a bit more active.</nowiki>
 +
* '''Part 3'''<nowiki>: Added 8 destinations for the Gordon boss to go to every 10-20 seconds after reaching the previous spot to make him move around more.</nowiki>
 +
* '''Part 3'''<nowiki>: Gordon boss is no longer laughably easy to defeat.</nowiki>
  
<h3>Sector E</h3>
+
=== Sven Co-op ===
  
<ul>
+
* '''Part 1'''<nowiki>: Fixed gigantic wood gibs produced from certain breakables.</nowiki>
<li><strong>Part 1</strong>: Fixed being able to skip fighting the glass monster (should you summon it) by using the end map lift -- if it spawns, you must defeat it.</li>
+
* '''Part 1'''<nowiki>: Fixed underground walls instantly springing back when reaching the wheel turn limit.</nowiki>
<li><strong>Part 1</strong>: Fixed dead grunt with his hand inside a wall.</li>
 
<li><strong>Part 1</strong>: Fixed the king pin, glass monster, and other monsters being teleported away by a teleporter only meant for a scientist.</li>
 
<li><strong>Part 2</strong>: Tweaked the long pushable machine so it gets stuck less.</li>
 
<li><strong>Part 3</strong>: Fixed bad clipping on the floor of the blue horde battle area, mainly near Xen goo.</li>
 
<li><strong>Part 3</strong>: Added extra task before the final vent to give players a chance to collect the final flower, before someone else rushes through preventing collection.</li>
 
<li><strong>Part 3</strong>: Made the 15 flower bonus more worthwhile, providing a gold 357, Gluon gun, SAW, and 6 beefy ammo packs.</li>
 
<li><strong>Part 3</strong>: Added bonus weapons to the Gordon boss room too.</li>
 
<li><strong>Part 3</strong>: Added spore plants to the Gordon boss room.</li>
 
<li><strong>Part 3</strong>: Added scripted sequence to raise the Gordon boss boss to an air node, which should make it a bit more active.</li>
 
<li><strong>Part 3</strong>: Added 8 destinations for the Gordon boss to go to every 10-20 seconds after reaching the previous spot to make him move around more.</li>
 
<li><strong>Part 3</strong>: Gordon boss is no longer laughably easy to defeat.</li>
 
</ul>
 
  
<h3>Sven Co-op</h3>
+
=== Tetris ===
  
<ul>
+
* Removed references to king pin models and replacements in the resource files.
<li><strong>Part 1</strong>: Fixed gigantic wood gibs produced from certain breakables.</li>
 
<li><strong>Part 1</strong>: Fixed underground walls instantly springing back when reaching the wheel turn limit.</li>
 
</ul>
 
  
<h3>Tetris</h3>
+
=== They Hunger ===
  
<ul>
+
* '''All of episode 1'''<nowiki>: Changed sv_maxspeed to 220 to match episode 2.</nowiki>
<li>Removed references to king pin models and replacements in the resource files.</li>
+
* '''They12'''<nowiki>: Fixed unexplained outward push from the dam's underwater window.</nowiki>
</ul>
+
* '''They15'''<nowiki>: Fixed second zombie getting stuck on the first zombie when completing the outro sequence, preventing the map from ending.</nowiki>
  
<h3>They Hunger</h3>
+
=== Toad Snatch ===
  
<ul>
+
* Added failsafe map ending system: Map will end if there are no non-ghost players outside the spawn area for longer than 2 minutes, with a warning after 1 minute.
<li><strong>All of episode 1</strong>: Changed sv_maxspeed to 220 to match episode 2.</li>
+
* Mentioned in MOTD that the buttons in the checkpoint supply rooms spawn friendly sentry turrets.
<li><strong>They12</strong>: Fixed unexplained outward push from the dam's underwater window.</li>
+
* Tweaked map ending system so players who are in a state of "dead, lying on the ground" no longer count as living players.
<li><strong>They15</strong>: Fixed second zombie getting stuck on the first zombie when completing the outro sequence, preventing the map from ending.</li>
 
</ul>
 
  
<h3>Toad Snatch</h3>
+
=== Toon Run ===
  
<ul>
+
* '''Part 2'''<nowiki>: Fixed blowtato platforms instantly springing back when reaching the wheel turn limit.</nowiki>
<li>Added failsafe map ending system: Map will end if there are no non-ghost players outside the spawn area for longer than 2 minutes, with a warning after 1 minute.</li>
 
<li>Mentioned in MOTD that the buttons in the checkpoint supply rooms spawn friendly sentry turrets.</li>
 
<li>Tweaked map ending system so players who are in a state of "dead, lying on the ground" no longer count as living players.</li>
 
</ul>
 
  
<h3>Toon Run</h3>
+
=== Yabma ===
  
<ul>
+
* Fixed players being able to get stuck in the pipes near the Barnacle.
<li><strong>Part 2</strong>: Fixed blowtato platforms instantly springing back when reaching the wheel turn limit.</li>
+
* Fixed key card in the cleansuit laboratory appearing as a HLDM ammo box.
</ul>
 
  
<h3>Yabma</h3>
+
== Model changes ==
  
<ul>
+
=== Player ===
<li>Fixed players being able to get stuck in the pipes near the Barnacle.</li>
 
<li>Fixed key card in the cleansuit laboratory appearing as a HLDM ammo box.</li>
 
</ul>
 
  
 +
* Models '''Beret''', '''Grunt''', '''Shepard''', and '''Tower''' now use the friendly green skins to lower confusion with the enemy white urban skin.
 +
* Removed official models having outdated animations.
  
 +
=== Non-playable characters ===
  
<h2>Model changes</h2>
+
* '''Zombie'''<nowiki>: Added external sequence for Blue Shift's high definition models.</nowiki>
  
<h3>Player</h3>
+
== Sound changes ==
  
<ul>
+
* Added '''Mistral''', '''Night Watch''', '''Night Watch Xeno''', '''Submerged''', and '''They Hunger''' textures to the global materials definition file for better footsteps.
<li>Models <strong>Beret</strong>, <strong>Grunt</strong>, <strong>Shepard</strong>, and <strong>Tower</strong> now use the friendly green skins to lower confusion with the enemy white urban skin.</li>
 
<li>Removed official models having outdated animations.</li>
 
</ul>
 
  
<h3>Non-playable characters</h3>
+
== Other changes ==
  
<ul>
+
* '''FGD'''<nowiki>: Fixed entity alphabetic ordering.</nowiki>
<li><strong>Zombie</strong>: Added external sequence for Blue Shift's high definition models.</li>
+
* '''FGD'''<nowiki>: Fixed model key present twice in </nowiki>'''item_generic'''.
</ul>
+
* '''FGD'''<nowiki>: Fixed spawn flag in func_pushable </nowiki>'''256 "1-hit break"''' not present.
 +
* '''FGD'''<nowiki>: Fixed types for models/sounds in </nowiki>'''custom_precache'''
 +
* '''FGD'''<nowiki>: Fixed typo in ambient_generic </nowiki>'''16: "15 - 4,096 units"'''.
 +
* '''FGD'''<nowiki>: Simplified ammo/item/weapon entities and their base classes.</nowiki>
 +
* '''FGD'''<nowiki>: New base class </nowiki>'''Ammo''' for ammo entities allows for custom models.
 +
* '''FGD'''<nowiki>: Removed </nowiki>'''size''' key from '''func_pushable''', added custom hull size keys.
 +
* '''Graphics'''<nowiki>: Improved zoomed sniper rifle crosshair so it can be seen in dark places.</nowiki>
 +
* '''Manual'''<nowiki>: Fixed incorrect pipe wrench setting.</nowiki>
 +
* '''Manual'''<nowiki>: Removed map CVAR's </nowiki>'''weaponmode_wrench''' and '''weaponmode_m16''' as they were never implemented.
  
 
+
[[Category:Game]]
 
+
[[Category:Change log]]
<h2>Sound changes</h2>
 
 
 
<ul>
 
<li>Added <strong>Mistral</strong>, <strong>Night Watch</strong>, <strong>Night Watch Xeno</strong>, <strong>Submerged</strong>, and <strong>They Hunger</strong> textures to the global materials definition file for better footsteps.</li>
 
</ul>
 
 
 
 
 
 
 
<h2>Other changes</h2>
 
 
 
<ul>
 
<li><strong>FGD</strong>: Fixed entity alphabetic ordering.</li>
 
<li><strong>FGD</strong>: Fixed model key present twice in <strong>item_generic</strong>.</li>
 
<li><strong>FGD</strong>: Fixed spawn flag in func_pushable <strong>256 "1-hit break"</strong> not present.</li>
 
<li><strong>FGD</strong>: Fixed types for models/sounds in <strong>custom_precache</strong></li>
 
<li><strong>FGD</strong>: Fixed typo in ambient_generic <strong>16: "15 - 4,096 units"</strong>.</li>
 
<li><strong>FGD</strong>: Simplified ammo/item/weapon entities and their base classes.</li>
 
<li><strong>FGD</strong>: New base class <strong>Ammo</strong> for ammo entities allows for custom models.</li>
 
<li><strong>FGD</strong>: Removed <strong>size</strong> key from <strong>func_pushable</strong>, added custom hull size keys.</li>
 
<li><strong>Graphics</strong>: Improved zoomed sniper rifle crosshair so it can be seen in dark places.</li>
 
<li><strong>Manual</strong>: Fixed incorrect pipe wrench setting.</li>
 
<li><strong>Manual</strong>: Removed map CVAR's <strong>weaponmode_wrench</strong> and <strong>weaponmode_m16</strong> as they were never implemented.</li>
 
</ul>
 

Latest revision as of 16:51, 12 December 2020

1 Notable features

  • Added Half-Life: Blue Shift co-op campaign.
  • Added breakable functionality to all door types.
  • Added RIPENT for Linux with campaign installation scripts, along with uninstallation scripts.
  • Improved compatibility with the SteamPipe update for Half-Life:
    • Added missing VGUI language lines.
    • Campaign installation scripts will now search the common account folder for official BSP's.
    • File system updates include reading files from various mod extension folders (like addon, downloads, and hd).
    • Fixed borderless window mode vastly shrinking the game window.
    • Linux server binary renamed to hl.so.

2 Code changes

2.1 Core

  • Added cheat command teleport expecting X, Y, and Z target co-ordinates to move the player to.
  • Added client and server build numbers (with a compile time stamp) to help notice out of date clients/servers in future.
  • Added CVAR weaponmode_eagle to the map configuration, which will disable the desert eagle's laser sight.
  • Added CVAR weaponmode_rpg to the map configuration, which will disable the RPG's laser guide.
  • Added CVAR's sv_wateramp and sv_zmax to the map configuration commands.
  • Added key attackrange to both turrets and sentry types to determine their maximum firing range.
  • Added keys health and healthcap to item_battery, which work in the same way as item_healthkit (using the same key names for consistency).
  • All read-only file operations will now scan for alternative mod folders (addons, downloads, and hd) to be compatible with the SteamPipe update for Half-Life.
  • Changed NPC flag "Fade corpse" to "Don't fade corpse".
  • Default heap size is now 128MB from the default 40MB. Servers will need to apply this manually in their command parameters.
  • Default entity limit 3072 is now defined in liblist.gam, supported by the SteamPipe update for Half-Life.
  • Fixed baby gargantuas only being able to bleed yellow, mappers can now set this to red.
  • Fixed bad (missing) messages being displayed when muting/unmuting players via the score board.
  • Fixed camera views limiting RGB values to 210 (caused a little bit of dimming).
  • Fixed certain players/servers being unable to retrieve player extras (donor/staff) features on-line due to a binary unsafe operation.
  • Fixed console spam ChangedTurret when using controllable turrets.
  • Fixed flashlight sound cutting off medic and take cover voice calls.
  • Fixed game_zone_player and trigger_entity_iterator counting disconnected players.
  • Fixed incorrect 3rd person player animations when reloading certain weapons while already full.
  • Fixed Linux server not being able to open map resource files due to case sensitivity.
  • Fixed M16 always firing 3 rounds even if there are only 1 or 2 rounds left.
  • Fixed M16 to keep firing after reloading if reloaded during the middle of the 3-round burst.
  • Fixed many more potential crashes, memory leaks, and ancient programming techniques here and there.
  • Fixed map cycle handling:
    • Added server console printouts if a map is missing, or players are too few/many.
    • Fixed infinite loop during the intermission if the next map becomes missing after a map has started.
    • Fixed map configuration commands start, weapon, ammo, item, and weaponmode claiming to be invalid.
    • Fixed map cycle not always advancing if the next map string is shorter than the map preceding it.
    • Fixed map cycle sometimes advancing two places each time.
  • Fixed map intermission handling:
    • CVAR mp_chattime: minimum time 8 seconds, maximum time 60 seconds.
    • Fixed map not changing until the maximum intermission time had been reached unless a player presses a key.
  • Fixed Osprey initialization sometimes crashing Linux servers.
  • Fixed players being able to keep weapon zoom by changing weapons and zooming in on the same frame.
  • Fixed players being able to revive robots.
  • Fixed players being able to switch weapons while dead.
  • Fixed players being able to use controllable tanks even after being disabled by a master entity.
  • Fixed players being able to use electric crowbars in water by holding primary attack before entering water.
  • Fixed players dropping an oddly behaving shock rifle when they die while holding one.
  • Fixed players floating upwards into infinity if killed on a ladder.
  • Fixed players losing their client flag on death.
  • Fixed players not automatically switching weapon when ammo has been depleted.
  • Fixed players not being able to damage tripmines when placed by other players, they now always take damage.
  • Fixed players not being able to drop snark ammo if the player has less than 5 of them..
  • Fixed players not being able to use picked up ammo where the ammo is the weapon (i.e. grenades).
  • Fixed players not having their rendering effects copied to their 1st person view-port model (glows, ghost, etc).
  • Fixed players seeing a map MOTD even if it doesn't exist.
  • Fixed players seeing garbled ammo on their HUD when they have no weapon.
  • Fixed players seeing shock rifle in their weapon selection HUD if they had one while being revived.
  • Fixed players sometimes getting skipped on actions/functions applied to all connected players.
  • Fixed players switching weapon after/during a camera sequence.
  • Fixed players switching weapon while swing-charging a wrench.
  • Fixed players throwing a crowbar at a repairable breakable causing it to repair if the player switches to a wrench immediately.
  • Fixed potential crash caused by a child thread creating a network message when a message may already be in progress. Badly written plug-ins will still cause this crash though.
  • Fixed rare crash "MSG_PVS with no origin".
  • Fixed servers crashing when a platform trigger runs if their parent platform no longer exists.
  • Fixed servers crashing when a player connects while no spawn points can be used (all either filtered or deactivated).
  • Fixed servers crashing when a player picks up a minigun or shock rifle while holding no other weapons.
  • Fixed servers crashing when a player uses the tertiary fire function on a shock rifle.
  • Fixed servers generating excessive or no water splash particles from players.
  • Fixed servers not always loading configuration files from the correct mod folder (caused by SteamPipe).
  • Fixed servers not always writing error messages in full from the on-line player extras web server.
  • Fixed squadmaker entities with a target name using the cyclic AND start on flags to spawn children ignoring the cyclic flag (timer based).
  • Fixed tank controller A.I. firing hundreds of projectiles at once if the target took cover then re-entered the line of sight quickly.
  • Fixed trigger_changemodel removing its' target's collision hull and breaking animations.
  • Fixed trigger_changevalue and trigger_copyvalue not being able to edit squadmaker monster count.
  • Fixed trigger_setcvar not being able to edit mp_barnacle_paralyze and mp_disable_autoclimb.
  • Fixed trip mines permanently glowing after being hit by a shock rifle projectile.
  • Fixed turret controls not responding to players while holding an RPG.
  • Fixed turrets taking a long time to repair while undeployed.
  • Fixed turrets recovering only 1 hit point while broken.
  • Fixed warning "Tried to stuff bad command npc_findcover" when using the grenade commnd.
  • Fixed wrong messages when Linux servers create a default GMR/GSR folder for a map, and prevented these messages from behaving like an error.
  • Improved cl_showstats output:
    • Moved output upwards to 1 6th of the screen's height.
    • Output is now in two distinct columns.
    • Property column is tinted blue, value column is tinted red.
    • Split client version/build and server version/build.
  • Improved console output for scripted_sequence when it is unable to play its' sequence on an NPC.
  • Improved server administrators feature:
    • Authentication ID's beginning with an asterisk '*' are marked as server owners, with their icon tinted gold in the score board. Players hosting a listen server will automatically be denoted as the server owner.
    • Fixed a range of minor issues with the administrator list file parser.
    • Fixed last administrator entry sometimes being ignored.
    • Fixed players hosting a listen server not getting the administrator icon if an administrator list file doesn't exist.
    • New command loadadminlist to reload the administrator list mid game (useful for external plug-ins/scripts writing the list on map start).
    • Placeholder functionality for future built-in administration commands.
  • Improved thread stability when attempting to search and download player extras information.
  • Increased multi_manager and multisource target limit from 32 to 64. This will eventually be converted into a linked list.
  • Prevented players using a controllable turret if they are holding a heavy weapon (minigun / shock rifle).
  • Prevented entities monster_roach and monster_snark from moving a func_pushable.
  • Prevented entitiy classifications insect, alien bio weapon, and player bio weapon from moving a func_pushable.
  • Removed (the already ignored) size key for func_pushable, replaced it for the more commonly used custom hull size keys.
  • Restored suit voices for collecting a HEV suit and long jump.
  • Server will now print a warning when trigger_save attempts (and fails) to write to a read-only file.

2.2 Sound engine

  • FMOD Ex updated to v4.44.14.
  • Client: All cache files are now properly flushed from all mod folders (SteamPipe and language specific) when the game starts and closes.
  • Client: Fixed attenuation for 3D sounds causing them to be inaudible.
  • Client: Improved players hearing sounds too closely from entities that are out of their PVS.
  • Client: New CVAR cl_outline_sounds to display particles where sounds emit from.
  • Client: Sound list caches are now flushed when a player has finished loading a sound list (i.e. has joined the game).
  • Changed ambient_generic flag Play at user origin to play at all players if the activator isn't a player, or the Play everywhere flag is also used.
  • Explosions are now handled by the sound engine.
  • Fixed ambient_generic crash when the Play at user origin flag is used when the activator isn't a player.
  • Fixed cached sound lists not being loaded or flushed from the downloads mod folder (caused by SteamPipe).
  • Fixed sounds not being loaded from alternative mod folders, usually downloads for custom maps (caused by SteamPipe).
  • Increased maximum number of materials.txt entrties to 2048.
  • Player footsteps are now all handled client side -- including for other players.

2.3 Non-playable characters

  • Fixed reviver NPCs reviving gibed players/NPCs.
  • Alien Slaves: Fixed refusal to revive other alien slaves that had the "Fade Corpse" flag enabled.
  • Assassin: Reduced assassins' MP5 accuracy, now slightly better than grunts.
  • Grunts: Reduced grunts' SAW accuracy.
  • Grunts: Restored Half-Life accuracy for grunts using pistols, MP5's, and shotguns.
  • Grunts (allied): Fixed issue with use and un-use sentences being ignored for monster_human_grunt_ally, monster_human_medic_ally, and monster_human_torch_ally.
  • Heavy weapons grunt: Added support to use pistols should the minigun be dropped/lost.
  • Heavy weapons grunt: Fixed heavy weapons grunts not running away from grenades.
  • Heavy weapons grunt: Grunt will drop his minigun after 50 points of blast damage (90% chance).
  • Heavy weapons grunt: Grunt will look for his minigun and pick it up, or get out a pistol if it's gone/taken.
  • Kingpin: Increased sound attenuation, greatly for death sound.
  • Shock Roach: Fixed infinite life if jumping at a target while underwater.

3 Map changes

  • Included map _hlds_start intended for servers with plug-ins to prepare/load their external data on HLDS launch.
    • Automatically ends after 1 minute, the server map cycle will then begin.
    • Should it not end automatically a player spawning can press a button to end it.

3.1 Activist

  • Part 2: Advanced spawn point when a player opens the wide glass laboratory doors (20 second delay).
  • Part 2: Fixed players spawning inside the back wall.
  • Part 3: Fixed lift button not responding at the start of the map if you haven't played part 2 first.
  • Part 3: Fixed monsters running under the giant lift players start descending on, they should avoid it now.
  • Part 3: Fixed spawn point by the final battle being activated too early.

3.2 Escape Series

  • All: Fixed missing/0-byte sound files.
  • All: Tidied up map configurations.
  • All: Fixed various messages having corrupt characters on the end.
  • 2A: Fixed floating headcrabs unable to attack players in a pipe after the acid drops.
  • 2B: Fixed visible null textures underneath the drop-down helix stairs.
  • 2B: Tilted an unbreakable looking pane of glass to make it more obvious you break through it.
  • 2B: Fixed one person being able to use the dual-player buttons after the big acid pool.
  • 2C: Fixed one person being able to use the dual-player eye scanners after the underwater tunnel.
  • 2D: Fixed players being able to block the first gate in the bridge brawl chapter.
  • 2E: Fixed players spawning facing the wrong direction in the final boss chamber.
  • 2E: Final boss is now a standard Gargantua.
  • 2E: Replaced/added weapons suitable for defeating a standard Gargantua in the final boss chamber.
  • 3A: Fixed null texture on a rock in the first shortcut.
  • 3A: Fixed various outro messages having corrupt characters on the end.
  • 3B: Fixed players being able to get stuck in the TNT plunger.
  • 3C: Added advanced spawn point in the ventilation shaft once a player reaches it.
  • 3C: Fixed null texture on the top of the fans.
  • 3C: Fixed terrible physics when reaching the tops of the ladders.
  • 3D, 3E: Fixed players not taking fall damage when falling down the cable trolley shaft.
  • 3D, 3E: Implemented spawn points that follow the cable trolley.
  • 3D, 3E: Made the lighting in the cable trolley a bit brighter.
  • 3E: Moved Barney to be the train driver as it leaves.
  • 3E: Players have 3 more seconds to get in the train before it leaves.

3.3 Half-Life campaign

  • All: Changed deprecated killnpc CVAR to mp_npckill.
  • C1A0D: Fixed the two additional HEV suits disappearing for no reason on dedicated servers.
  • C1A1D: Fixed a spawn point being camped by a zombie.
  • C1A2: Fixed zombie in store room not playing intended animation.
  • C1A2A, C1A2D, C1A2E: Added a shotgun to the weapon configuration.
  • C1A3, C1A3A, C1A3D: Fixed silent fire alarm sounds.
  • C1A3, C1A3A, C1A3D: Re-added closing fire doors but made them breakable.
  • C1A4Z: Fixed acid pit not hurting players.
  • C1A4Z: Fixed overlapping door brush with door frame.
  • C2A1: Fixed grunts fighting the Gargantua appearing as player allies.
  • C2A3A: Fixed ichthyosaur not playing a script.
  • C2A4E: Fixed scientists running into the operating machinary when hearing a distant explosion.
  • C2A4H: Added electricity sprites to stairs to indicate harmful area.
  • C2A5F: Fixed players being able to get stuck inside broken walls.
  • C2A5X: Added a second voltigore to make the area harder.
  • C3A1: Restored the ceiling collapse sequence, adjusted spawn points to accommodate this.
  • C3A1B: Fixed some spawn points facing the wrong direction.
  • C4A1B: Fixed missing pumping/mining blocks.
  • C4A1C: Fixed players being able to block the round elevator platforms.
  • C4A2: Fixed hovering Xen plant.

3.4 Half-Life: Opposing Force campaign

  • All: Changed deprecated killnpc CVAR to mp_npckill.
  • OF1A2: Advanced spawn point when a player passes the nose of the crashed Osprey.
  • OF1A2: Removed Gordon ghost.
  • OF1A3: Advanced spawn point when a player enters the lower door of the catwalk.
  • OF2A2: Fixed players being able to push the box which may block an opening.
  • OF2A3: Map deleted.
  • OF2A5: Advanced spawn point when a player enters the broken vent near the medic.
  • OF3A2: Fixed bad spawn positions.
  • OF3A2: Fixed monsters falling into the Xen void by using bounce pads.
  • OF3A2: Fixed players not spawning with low gravity.
  • OF4A2: Fixed players being able to block elevator doors.
  • OF4A3: Advanced spawn point when a player enters passes the biodome lift.
  • OF5A1: Advanced spawn point when a player climbs the ladder to the surface.
  • OF5A1: Advanced spawn point (3rd) when a player crawls into the room with allied grunts.
  • OF5A3: Fixed players being able to skip half of the map using crates.
  • OF6A2: Fixed players being able to fall outside the map on top of the rocks.
  • OF6A2: Fixed visible barrel brush intended to block access, back to invisible.
  • OF6A3: Added RPG and SAW to the weapon configuration.
  • OF6A3: Advanced spawn point when a player climbs into the roof vent.
  • OF6A4B: Removed RPG ammo.
  • OF6A4B: Updated end game message.

3.5 Half-Life: Uplink campaign

  • Part 2: Fixed players being able to skip to part 3 by boosting a player over a chain-link fence.

3.6 Hostile Planet

  • Fixed gigantic wood gibs produced from certain breakables.

3.7 Jumpers

  • Lightened glow effect on the jumper player to make the 1st person glow effect less annoying.

3.8 Osprey

  • Fixed gigantic wood gibs produced from certain breakables.

3.9 Quarter

  • Changed time limit from infinite to 1 hour.

3.10 Polar Rescue

  • Updated objective sprites.

3.11 Psyko

  • Added a platform to the slime area so players that haven't died can get out.
  • Added a back-up system for the volcano area: The symbol will become available after 5 minutes if no monsters are killed, so if the doors happen to get stuck players don't have to change map.
  • Added SAW, spore launcher, and spore plants to the boss fight.
  • Blue symbol now appears only after most of the monsters have been killed.
  • Icky in blue room should now be mad.
  • Made most of the symbols are now func_illusionary so there won't be bullet holes in them.
  • Pushable pigs now disappear after they have been used, though they can still be pushed to other rooms before they are used.
  • Reduced slime and final boss HP.
  • Reduced the breakables HP in the final fight and added HUD info for them.

3.12 Sandstone

  • Changed setting mp_npckill to prevent players killing allied NPC's needed to complete the map.

3.13 Sector E

  • Part 1: Fixed being able to skip fighting the glass monster (should you summon it) by using the end map lift -- if it spawns, you must defeat it.
  • Part 1: Fixed dead grunt with his hand inside a wall.
  • Part 1: Fixed the king pin, glass monster, and other monsters being teleported away by a teleporter only meant for a scientist.
  • Part 2: Tweaked the long pushable machine so it gets stuck less.
  • Part 3: Fixed bad clipping on the floor of the blue horde battle area, mainly near Xen goo.
  • Part 3: Added extra task before the final vent to give players a chance to collect the final flower, before someone else rushes through preventing collection.
  • Part 3: Made the 15 flower bonus more worthwhile, providing a gold 357, Gluon gun, SAW, and 6 beefy ammo packs.
  • Part 3: Added bonus weapons to the Gordon boss room too.
  • Part 3: Added spore plants to the Gordon boss room.
  • Part 3: Added scripted sequence to raise the Gordon boss boss to an air node, which should make it a bit more active.
  • Part 3: Added 8 destinations for the Gordon boss to go to every 10-20 seconds after reaching the previous spot to make him move around more.
  • Part 3: Gordon boss is no longer laughably easy to defeat.

3.14 Sven Co-op

  • Part 1: Fixed gigantic wood gibs produced from certain breakables.
  • Part 1: Fixed underground walls instantly springing back when reaching the wheel turn limit.

3.15 Tetris

  • Removed references to king pin models and replacements in the resource files.

3.16 They Hunger

  • All of episode 1: Changed sv_maxspeed to 220 to match episode 2.
  • They12: Fixed unexplained outward push from the dam's underwater window.
  • They15: Fixed second zombie getting stuck on the first zombie when completing the outro sequence, preventing the map from ending.

3.17 Toad Snatch

  • Added failsafe map ending system: Map will end if there are no non-ghost players outside the spawn area for longer than 2 minutes, with a warning after 1 minute.
  • Mentioned in MOTD that the buttons in the checkpoint supply rooms spawn friendly sentry turrets.
  • Tweaked map ending system so players who are in a state of "dead, lying on the ground" no longer count as living players.

3.18 Toon Run

  • Part 2: Fixed blowtato platforms instantly springing back when reaching the wheel turn limit.

3.19 Yabma

  • Fixed players being able to get stuck in the pipes near the Barnacle.
  • Fixed key card in the cleansuit laboratory appearing as a HLDM ammo box.

4 Model changes

4.1 Player

  • Models Beret, Grunt, Shepard, and Tower now use the friendly green skins to lower confusion with the enemy white urban skin.
  • Removed official models having outdated animations.

4.2 Non-playable characters

  • Zombie: Added external sequence for Blue Shift's high definition models.

5 Sound changes

  • Added Mistral, Night Watch, Night Watch Xeno, Submerged, and They Hunger textures to the global materials definition file for better footsteps.

6 Other changes

  • FGD: Fixed entity alphabetic ordering.
  • FGD: Fixed model key present twice in item_generic.
  • FGD: Fixed spawn flag in func_pushable 256 "1-hit break" not present.
  • FGD: Fixed types for models/sounds in custom_precache
  • FGD: Fixed typo in ambient_generic 16: "15 - 4,096 units".
  • FGD: Simplified ammo/item/weapon entities and their base classes.
  • FGD: New base class Ammo for ammo entities allows for custom models.
  • FGD: Removed size key from func_pushable, added custom hull size keys.
  • Graphics: Improved zoomed sniper rifle crosshair so it can be seen in dark places.
  • Manual: Fixed incorrect pipe wrench setting.
  • Manual: Removed map CVAR's weaponmode_wrench and weaponmode_m16 as they were never implemented.