Difference between revisions of "Change log/4.8"
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− | == | + | == 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. |
− | ** Fixed | + | ** 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'''. | |
== Code changes == | == Code changes == | ||
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=== Core === | === Core === | ||
− | * Added ''' | + | * Added cheat command '''teleport''' expecting X, Y, and Z target co-ordinates to move the player to. |
− | * Added | + | * Added client and server build numbers (with a compile time stamp) to help notice out of date clients/servers in future. |
− | * Added ''' | + | * 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 | + | * Fixed map intermission handling: |
− | * Fixed | + | ** CVAR '''mp_chattime'''<nowiki>: minimum time 8 seconds, maximum time 60 seconds.</nowiki> |
− | * Fixed | + | ** Fixed map not changing until the maximum intermission time had been reached unless a player presses a key. |
− | * Fixed | + | * Fixed Osprey initialization sometimes crashing Linux servers. |
− | * Fixed | + | * Fixed players being able to keep weapon zoom by changing weapons and zooming in on the same frame. |
− | * Fixed | + | * Fixed players being able to revive robots. |
− | * Fixed | + | * Fixed players being able to switch weapons while dead. |
− | * Fixed | + | * Fixed players being able to use controllable tanks even after being disabled by a master entity. |
− | * Fixed ' | + | * Fixed players being able to use electric crowbars in water by holding primary attack before entering water. |
− | * Fixed | + | * Fixed players dropping an oddly behaving shock rifle when they die while holding one. |
− | * Fixed | + | * Fixed players floating upwards into infinity if killed on a ladder. |
− | * Fixed | + | * Fixed players losing their client flag on death. |
− | * Fixed | + | * Fixed players not automatically switching weapon when ammo has been depleted. |
− | * Fixed | + | * Fixed players not being able to damage tripmines when placed by other players, they now always take damage. |
− | * Fixed | + | * Fixed players not being able to drop snark ammo if the player has less than 5 of them.. |
− | * Fixed ''' | + | * Fixed players not being able to use picked up ammo where the ammo is the weapon (i.e. grenades). |
− | * Fixed | + | * Fixed players not having their rendering effects copied to their 1st person view-port model (glows, ghost, etc). |
− | * Fixed | + | * 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. | ||
=== Sound engine === | === Sound engine === | ||
− | * | + | * FMOD Ex updated to v4.44.14. |
− | + | * '''Client'''<nowiki>: All cache files are now properly flushed from all mod folders (SteamPipe and language specific) when the game starts and closes.</nowiki> | |
− | + | * '''Client'''<nowiki>: Fixed attenuation for 3D sounds causing them to be inaudible.</nowiki> | |
− | + | * '''Client'''<nowiki>: Improved players hearing sounds too closely from entities that are out of their PVS.</nowiki> | |
− | + | * '''Client'''<nowiki>: New CVAR </nowiki>'''cl_outline_sounds''' to display particles where sounds emit from. | |
− | + | * '''Client'''<nowiki>: Sound list caches are now flushed when a player has finished loading a sound list (i.e. has joined the game).</nowiki> | |
− | + | * 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. | |
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=== Non-playable characters === | === Non-playable characters === | ||
− | * | + | * Fixed reviver NPCs reviving gibed players/NPCs. |
− | * | + | * '''Alien Slaves'''<nowiki>: Fixed refusal to revive other alien slaves that had the "Fade Corpse" flag enabled.</nowiki> |
− | * | + | * '''Assassin'''<nowiki>: Reduced assassins' MP5 accuracy, now slightly better than grunts.</nowiki> |
− | * | + | * '''Grunts'''<nowiki>: Reduced grunts' SAW accuracy.</nowiki> |
− | + | * '''Grunts'''<nowiki>: Restored Half-Life accuracy for grunts using pistols, MP5's, and shotguns.</nowiki> | |
− | * | + | * '''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'''. |
− | * | + | * '''Heavy weapons grunt'''<nowiki>: Added support to use pistols should the minigun be dropped/lost.</nowiki> |
− | * | + | * '''Heavy weapons grunt'''<nowiki>: Fixed heavy weapons grunts not running away from grenades.</nowiki> |
− | * | + | * '''Heavy weapons grunt'''<nowiki>: Grunt will drop his minigun after 50 points of blast damage (90% chance).</nowiki> |
− | * | + | * '''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> |
− | * | + | * '''Kingpin'''<nowiki>: Increased sound attenuation, greatly for death sound.</nowiki> |
− | + | * '''Shock Roach'''<nowiki>: Fixed infinite life if jumping at a target while underwater.</nowiki> | |
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== Map changes == | == 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. |
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− | === | + | === Activist === |
− | * '''Part | + | * '''Part 2'''<nowiki>: Advanced spawn point when a player opens the wide glass laboratory doors (20 second delay).</nowiki> |
− | * '''Part | + | * '''Part 2'''<nowiki>: Fixed players spawning inside the back wall.</nowiki> |
+ | * '''Part 3'''<nowiki>: Fixed lift button not responding at the start of the map if you haven't played part 2 first.</nowiki> | ||
+ | * '''Part 3'''<nowiki>: Fixed monsters running under the giant lift players start descending on, they should avoid it now.</nowiki> | ||
+ | * '''Part 3'''<nowiki>: Fixed spawn point by the final battle being activated too early.</nowiki> | ||
=== Escape Series === | === Escape Series === | ||
− | * '''All | + | * '''All'''<nowiki>: Fixed missing/0-byte sound files.</nowiki> |
− | * '''2A'''<nowiki>: Fixed players | + | * '''All'''<nowiki>: Tidied up map configurations.</nowiki> |
− | * ''' | + | * '''All'''<nowiki>: Fixed various messages having corrupt characters on the end.</nowiki> |
− | * '''2B'''<nowiki>: Fixed | + | * '''2A'''<nowiki>: Fixed floating headcrabs unable to attack players in a pipe after the acid drops.</nowiki> |
− | * '''2C'''<nowiki>: | + | * '''2B'''<nowiki>: Fixed visible null textures underneath the drop-down helix stairs.</nowiki> |
− | * ''' | + | * '''2B'''<nowiki>: Tilted an unbreakable looking pane of glass to make it more obvious you break through it.</nowiki> |
− | * ''' | + | * '''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> |
− | * '''3C'''<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> |
− | * '''3E'''<nowiki>: Fixed | + | * '''3A'''<nowiki>: Fixed null texture on a rock in the first shortcut.</nowiki> |
− | * '''3E'''<nowiki>: | + | * '''3A'''<nowiki>: Fixed various outro messages having corrupt characters on the end.</nowiki> |
− | * '''3E'''<nowiki>: | + | * '''3B'''<nowiki>: Fixed players being able to get stuck in the TNT plunger.</nowiki> |
− | * '''3E'''<nowiki>: | + | * '''3C'''<nowiki>: Added advanced spawn point in the ventilation shaft once a player reaches it.</nowiki> |
− | * '''3E'''<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> | ||
=== Half-Life campaign === | === Half-Life campaign === | ||
− | * ''' | + | * '''All'''<nowiki>: Changed deprecated killnpc CVAR to mp_npckill.</nowiki> |
− | * ''' | + | * '''C1A0D'''<nowiki>: Fixed the two additional HEV suits disappearing for no reason on dedicated servers.</nowiki> |
− | * ''' | + | * '''C1A1D'''<nowiki>: Fixed a spawn point being camped by a zombie.</nowiki> |
− | * ''' | + | * '''C1A2'''<nowiki>: Fixed zombie in store room not playing intended animation.</nowiki> |
− | * ''' | + | * '''C1A2A''', '''C1A2D''', '''C1A2E'''<nowiki>: Added a shotgun to the weapon configuration.</nowiki> |
− | + | * '''C1A3''', '''C1A3A''', '''C1A3D'''<nowiki>: Fixed silent fire alarm sounds.</nowiki> | |
− | * '''C1A3A'''<nowiki>: Fixed | + | * '''C1A3''', '''C1A3A''', '''C1A3D'''<nowiki>: Re-added closing fire doors but made them breakable.</nowiki> |
− | * ''' | + | * '''C1A4Z'''<nowiki>: Fixed acid pit not hurting players.</nowiki> |
− | * ''' | + | * '''C1A4Z'''<nowiki>: Fixed overlapping door brush with door frame.</nowiki> |
− | * ''' | + | * '''C2A1'''<nowiki>: Fixed grunts fighting the Gargantua appearing as player allies.</nowiki> |
− | * ''' | + | * '''C2A3A'''<nowiki>: Fixed ichthyosaur not playing a script.</nowiki> |
− | * ''' | + | * '''C2A4E'''<nowiki>: Fixed scientists running into the operating machinary when hearing a distant explosion.</nowiki> |
− | * '''C2A4E'''<nowiki>: Fixed | + | * '''C2A4H'''<nowiki>: Added electricity sprites to stairs to indicate harmful area.</nowiki> |
− | * ''' | + | * '''C2A5F'''<nowiki>: Fixed players being able to get stuck inside broken walls.</nowiki> |
− | * '''C2A5F'''<nowiki>: Fixed | + | * '''C2A5X'''<nowiki>: Added a second voltigore to make the area harder.</nowiki> |
− | * ''' | + | * '''C3A1'''<nowiki>: Restored the ceiling collapse sequence, adjusted spawn points to accommodate this.</nowiki> |
− | * ''' | + | * '''C3A1B'''<nowiki>: Fixed some spawn points facing the wrong direction.</nowiki> |
− | * '''C3A1B'''<nowiki>: Fixed | + | * '''C4A1B'''<nowiki>: Fixed missing pumping/mining blocks.</nowiki> |
− | * ''' | + | * '''C4A1C'''<nowiki>: Fixed players being able to block the round elevator platforms.</nowiki> |
− | * ''' | + | * '''C4A2'''<nowiki>: Fixed hovering Xen plant.</nowiki> |
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=== Half-Life: Opposing Force campaign === | === Half-Life: Opposing Force campaign === | ||
− | * ''' | + | * '''All'''<nowiki>: Changed deprecated killnpc CVAR to mp_npckill.</nowiki> |
− | * ''' | + | * '''OF1A2'''<nowiki>: Advanced spawn point when a player passes the nose of the crashed Osprey.</nowiki> |
− | * ''' | + | * '''OF1A2'''<nowiki>: Removed Gordon ghost.</nowiki> |
− | * ''' | + | * '''OF1A3'''<nowiki>: Advanced spawn point when a player enters the lower door of the catwalk.</nowiki> |
− | * '''OF2A2'''<nowiki>: | + | * '''OF2A2'''<nowiki>: Fixed players being able to push the box which may block an opening.</nowiki> |
− | * ''' | + | * '''OF2A3'''<nowiki>: Map deleted.</nowiki> |
− | * ''' | + | * '''OF2A5'''<nowiki>: Advanced spawn point when a player enters the broken vent near the medic.</nowiki> |
− | * ''' | + | * '''OF3A2'''<nowiki>: Fixed bad spawn positions.</nowiki> |
− | * ''' | + | * '''OF3A2'''<nowiki>: Fixed monsters falling into the Xen void by using bounce pads.</nowiki> |
− | * ''' | + | * '''OF3A2'''<nowiki>: Fixed players not spawning with low gravity.</nowiki> |
− | * ''' | + | * '''OF4A2'''<nowiki>: Fixed players being able to block elevator doors.</nowiki> |
− | * '''OF5A1'''<nowiki>: | + | * '''OF4A3'''<nowiki>: Advanced spawn point when a player enters passes the biodome lift.</nowiki> |
− | * ''' | + | * '''OF5A1'''<nowiki>: Advanced spawn point when a player climbs the ladder to the surface.</nowiki> |
− | * ''' | + | * '''OF5A1'''<nowiki>: Advanced spawn point (3rd) when a player crawls into the room with allied grunts.</nowiki> |
− | * '''OF6A2'''<nowiki>: | + | * '''OF5A3'''<nowiki>: Fixed players being able to skip half of the map using crates.</nowiki> |
− | * '''OF6A3'''<nowiki>: | + | * '''OF6A2'''<nowiki>: Fixed players being able to fall outside the map on top of the rocks.</nowiki> |
+ | * '''OF6A2'''<nowiki>: Fixed visible barrel brush intended to block access, back to invisible.</nowiki> | ||
+ | * '''OF6A3'''<nowiki>: Added RPG and SAW to the weapon configuration.</nowiki> | ||
+ | * '''OF6A3'''<nowiki>: Advanced spawn point when a player climbs into the roof vent.</nowiki> | ||
+ | * '''OF6A4B'''<nowiki>: Removed RPG ammo.</nowiki> | ||
+ | * '''OF6A4B'''<nowiki>: Updated end game message.</nowiki> | ||
=== Half-Life: Uplink campaign === | === Half-Life: Uplink campaign === | ||
− | + | * '''Part 2'''<nowiki>: Fixed players being able to skip to part 3 by boosting a player over a chain-link fence.</nowiki> | |
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− | * '''Part 2'''<nowiki>: | ||
− | === | + | === Hostile Planet === |
− | * | + | * Fixed gigantic wood gibs produced from certain breakables. |
=== Jumpers === | === Jumpers === | ||
− | * | + | * Lightened glow effect on the jumper player to make the 1st person glow effect less annoying. |
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− | === | + | === Osprey === |
− | * | + | * Fixed gigantic wood gibs produced from certain breakables. |
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− | === | + | === Quarter === |
− | * | + | * Changed time limit from infinite to 1 hour. |
− | === | + | === Polar Rescue === |
− | * | + | * Updated objective sprites. |
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− | === | + | === Psyko === |
− | * Added | + | * 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. | ||
− | === | + | === Sandstone === |
− | * ''' | + | * Changed setting '''mp_npckill''' to prevent players killing allied NPC's needed to complete the map. |
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=== Sector E === | === Sector E === | ||
− | * '''Part 2'''<nowiki>: | + | * '''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> |
+ | * '''Part 1'''<nowiki>: Fixed dead grunt with his hand inside a wall.</nowiki> | ||
+ | * '''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> | ||
− | === | + | === Sven Co-op === |
− | |||
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− | * | + | * '''Part 1'''<nowiki>: Fixed gigantic wood gibs produced from certain breakables.</nowiki> |
− | + | * '''Part 1'''<nowiki>: Fixed underground walls instantly springing back when reaching the wheel turn limit.</nowiki> | |
− | * Fixed | ||
− | === | + | === Tetris === |
− | * | + | * Removed references to king pin models and replacements in the resource files. |
− | |||
− | === They Hunger | + | === They Hunger === |
− | * '''All'''<nowiki>: | + | * '''All of episode 1'''<nowiki>: Changed sv_maxspeed to 220 to match episode 2.</nowiki> |
− | * '''They15'''<nowiki>: Fixed | + | * '''They12'''<nowiki>: Fixed unexplained outward push from the dam's underwater window.</nowiki> |
+ | * '''They15'''<nowiki>: Fixed second zombie getting stuck on the first zombie when completing the outro sequence, preventing the map from ending.</nowiki> | ||
=== Toad Snatch === | === 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. | |
− | * | ||
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− | === | + | === Toon Run === |
− | * | + | * '''Part 2'''<nowiki>: Fixed blowtato platforms instantly springing back when reaching the wheel turn limit.</nowiki> |
− | === | + | === Yabma === |
− | * Fixed | + | * 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. | |
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− | * Fixed | ||
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== Model changes == | == Model changes == | ||
Line 372: | Line 317: | ||
=== Player === | === 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. | |
− | |||
− | * | ||
=== Non-playable characters === | === Non-playable characters === | ||
− | * | + | * '''Zombie'''<nowiki>: Added external sequence for Blue Shift's high definition models.</nowiki> |
== Sound changes == | == Sound changes == | ||
− | + | * Added '''Mistral''', '''Night Watch''', '''Night Watch Xeno''', '''Submerged''', and '''They Hunger''' textures to the global materials definition file for better footsteps. | |
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− | * | ||
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== Other changes == | == Other changes == | ||
− | * Fixed ''' | + | * '''FGD'''<nowiki>: Fixed entity alphabetic ordering.</nowiki> |
− | * | + | * '''FGD'''<nowiki>: Fixed model key present twice in </nowiki>'''item_generic'''. |
− | * | + | * '''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''' |
− | * Manual | + | * '''FGD'''<nowiki>: Fixed typo in ambient_generic </nowiki>'''16: "15 - 4,096 units"'''. |
− | * Removed | + | * '''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. |
Revision as of 18:22, 7 October 2018
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.