Change log/4.8: Difference between revisions
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== New features == | |||
* Border-less window mode -- enable this with '''r_borderless 1''' (also in advanced options). | |||
* Extra features for donors and staff is now received on-line, so new donors can enjoy our thank you features much sooner. | |||
** HTTP connectivity to our game API server is required. | |||
** If the on-line database is unavailable to the game server the hard-coded list in the server binaries is used instead. Only donors after release will be unable to get their extra features in this situation. | |||
* Linux server binary -- 100% native! | |||
** Fixed '''func_rotating''' visually stopping after it has rotated beyond 32,767 degrees. | |||
** Maps will need to have resource file names in the '''correct case''' or the Linux server will not find them and crash. | |||
* New map '''Quarter'''<nowiki>: A defensive map with multiple stages.</nowiki> | |||
* Player spawn points are now selected at random (from those that are active) with no spawn-fragging. | |||
== Code changes == | |||
=== Core === | |||
* Added '''obey trigger mode''' property to '''func_train'''. | |||
* Added entity alias '''trigger_create_entity''' for entity '''trigger_createentity'''. | |||
* Added '''ignore tiny monsters''' property to '''trigger_*''' entities, to ignore insects, hornets, and other very small monsters activating triggers. | |||
* All '''item_''' entities use a specific hull size very close to the default model size rather than being too big, (mostly) fixes items disappearing inside walls. | |||
* Blood splat scale reduced. | |||
* Cheat commands: | |||
** All unsuccessful cheat commands are now logged on the server as warnings. | |||
** If '''sv_cheats''' is '''2''' only server administrators can use cheat commands. Designed for map authors to test their map with others in a controlled way. Players can always check who cheats are available to if they care with the '''mapinfo''' command. | |||
** <span><font color="#FF8000">NEW</font></span><nowiki>: </nowiki>'''healme''' heals your health to the map defined limit. | |||
** <span><font color="#FF8000">NEW</font></span><nowiki>: </nowiki>'''chargeme''' charges your HEV battery to the map defined limit. | |||
** '''reviveme''' can no longer be used if you're alive. | |||
** <span><font color="#FF8000">NEW</font></span><nowiki>: </nowiki>'''trigger''' remotely trigger an entity (first parameter is the entity name, second optional parameter passes a numeric value to the entity). | |||
* Client commands: | |||
** All commands are now case insensitive. | |||
** All commands with a repeat delay now share the same reset timer, reset in 4 seconds, and shows the exact time left to 1 decimal point. | |||
** All commands can be logged on the server by setting CVAR '''sv_log_client_commands''' to '''1''', though this can be quite spammy. | |||
** '''grenade''' and '''stuck''' can't be used while the player is a Barnacle victim. | |||
** '''grenade''' now executes '''npc_findcover''' automatically, so a dual-bind is not required. | |||
** '''mapinfo''' formatting improved, also shows who can use cheats (off, on, or administrators only). | |||
** '''medic''' now makes a strangle sound instead of a medic call for players that are Barnacle victims. | |||
** <span><font color="#FF8000">NEW</font></span><nowiki>: </nowiki>'''myinfo''' displays your target name and model, this will be expanded to show more properties about you in the future. | |||
** <span><font color="#FF8000">NEW</font></span><nowiki>: </nowiki>'''stuck''' moves players into free space should they become stuck in a wall or anything else solid (limited to 48 units, alias '''unstuck'''). | |||
** '''submitid''' no longer checks for a repeat delay if the player can't use the command anyway. | |||
* Client will show an error message if the game is NOT using the '''OpenGL''' renderer. | |||
* CVAR '''mp_telefrag''' is now writable by maps (configuration and '''trigger_setcvar'''). | |||
* Default maximum velocity increased from '''2,000''' units/second to '''4,096''' units/second. | |||
* Default maximum viewing distance increased from '''8,192''' units to '''32,768''' units. | |||
* Default setting for detail textures is now '''enabled'''. | |||
* Default skill level now '''1'''. | |||
* Fixed a ton of possible crashes/freezes caused by buffer overflows, memory leaks, and uninitialized memory across the entire game. Oh the joy of many programmers over the years ... | |||
* Fixed administrator list file requiring a new line after the last entry in the list. | |||
* Fixed crash during gun fire if players had '''mp_decals''' set to '''0'''. | |||
* Fixed crash if the map voting list exceeded the stack size (moved to heap). | |||
* Fixed '''env_blood''' shooting white particles when red blood was specified. | |||
* Fixed '''func_tank''' eye positions, so it will work properly as the tank rotates. | |||
* Fixed '''func_train''' dealing crush damage every frame. | |||
* Fixed maps with names longer than 23 characters causing a buffer overrun ('''32 characters''' is still the limit as dictated by the GoldSrc engine). | |||
* Fixed '''momentary_rot_button''' not obeying a master entity. | |||
* Fixed '''monster_barnacle''' having inconsistent tongue lengths when multiple Barnacles grab the same victim. | |||
* Fixed '''monster_barnacle''' not always releasing players during a '''trigger_respawn'''. | |||
* Fixed '''monster_barnacle''' possible crash with the prey entity referencing. | |||
* Fixed '''monster_barnacle''' victims rising infinitely if they end up above the Barnacle (often by multiple barnacles grabbing the same victim, or the victim walking on top of a Barnacle). | |||
* Fixed server lag from players having their donor/staff/administrator levels looked up every time they spawn or use a donor feature. | |||
* Fixed '''squadmaker''' possible crash with the render override. | |||
* Fixed '''squadmaker''' entities with names not starting automatically when the '''start on''' flag is defined. | |||
* Fixed '''trigger_condition''' comparing strings with non-strings. | |||
* Fixed '''trigger_changevalue''' not setting hull sizes correctly (passes new size to the engine). | |||
* Gibs no longer use the reliable network channel, and move slower. | |||
* Log formatting cleaned up: | |||
** Entity names. | |||
** '''NoAuthID''' instead of '''NoWonID'''. | |||
** '''players''' instead of '''team1'''. | |||
* '''mp_pcbalancing''' description improved. | |||
* '''mp_pcbalancing_factorlist''' now has a default setting. | |||
* '''mp_pcbalancing_factorlist''' will no longer print on map load, unless '''developer''' is at least '''2'''. | |||
* Replaced warning "'''Master was null or not a master!'''" to specify if it existed or not, can't be used as a master or not, and the attempted name used. | |||
* Server administrator list count is now unlimited, and will consume much less memory for servers with under 256 entries. | |||
* Skill configuration will no longer print on map load, unless '''developer''' is at least '''2'''. | |||
* Spawn point handling: | |||
** Spawn points are now chosen at random from any active point. | |||
** Collision detection to prevent spawn-fragging. | |||
** Only 1 type of spawn point entity will be used, depending on what is active at the time: '''_deathmatch''' then '''_dm2''' | |||
** If no '''_deathmatch''' or '''_dm2''' spawn point can be used, a '''_coop''' or '''_start''' point is used. | |||
** If none of the spawn points can be used, players are made to wait until one is available. | |||
* '''trigger_changemodel''' now pre-caches the model it needs. | |||
* '''trigger_changemodel''' now supports '''<nowiki>!activator</nowiki>''' and '''<nowiki>!caller</nowiki>''' references. | |||
* '''trigger_changemodel''' now supports changing player models, and remembers the player choice for when the map changes. | |||
* '''trigger_changemodel''' now supports sub-model and skin detection. | |||
* '''trigger_condition''' now reports its' behaviour if CVAR '''developer''' is '''2''' or higher. | |||
* '''trigger_createentity''' now pre-caches the models and sounds it needs. | |||
* '''trigger_load'''/'''trigger_save''' can load/save more data. | |||
* '''trigger_load''' can now load entities from alternative file names. | |||
* '''trigger_once''' can no longer be used repeatedly with the '''on enter''' and '''on exit''' flags. | |||
* Updated VGUI from version '''2.3''' of the Half-Life SDK. | |||
=== Sound engine === | |||
* '''ambient_generic''' can now play a sound to an individual client at their position, using flag '''user only''' (64). | |||
* '''env_sound''' think delay reduced, so players are more likely to receive their effect. | |||
* Count of sounds successfully (and failed) loaded sounds displayed when a map starts. | |||
* List of sounds successfully loaded displayed if CVAR '''developer''' is '''2''' or higher when a map starts. | |||
* FMODEx initialization code cleaned up vastly. | |||
* FMODEx library no longer needs to be in the '''half-life''' folder, it is now loaded from the mod folder. | |||
* FMODEx library updated to '''4.40.03''' | |||
* Improved environment sound effects. | |||
* Increased sound limit from '''2,048''' to '''4,096'''. | |||
* Pretty much every sound is now handled by FMODEx, only exception is explosions. | |||
* Revolutionized speech sentence handling: | |||
** All sentences are now handled server side. | |||
** Clients play sentences through FMODEx. | |||
** Custom sentence file can now be specified in the map configuration or map properties. | |||
</ | ** Doors can now use custom sentences (locked/unlocked voices). | ||
** Fixed attenuation value of 0 not playing a sentence everywhere. | |||
** Fixed parsing issue when loading sentences. | |||
** Improved lip sync code for human NPC's, fixes gaping mouth problem. | |||
** Increased sentence limit from '''1,536''' to '''2,048'''. | |||
** Increased sentences group limit from '''384''' to '''512'''. | |||
** Increased sentences per group limit from '''32''' to '''64'''. | |||
** '''SCRIPT_EVENT_SOUND_VOICE'''<nowiki>: Sounds which start with a '*' (specified inside many Half-Life models) are now played on CHAN_STREAM rather than CHAN_VOICE for full compatibility with the old Half-Life sound engine.</nowiki> | |||
** Sentences are now case insensitive. | |||
** Sentences can now be in alternative formats if a '''WAV''' file is not found (in order): '''MP3'''<nowiki>; </nowiki>'''MP2'''<nowiki>; </nowiki>'''OGG'''<nowiki>; </nowiki>'''OGA'''<nowiki>; </nowiki>'''FLAC'''<nowiki>; </nowiki>'''WMA'''<nowiki>; </nowiki>'''AAC'''<nowiki>; </nowiki>'''FSB''' | |||
** Widened sentence support to: '''alien slaves'''<nowiki>; </nowiki>'''human grunts''' (both types); '''heavy weapons grunt'''<nowiki>; </nowiki>'''male assassins'''<nowiki>; </nowiki>'''players'''<nowiki>; </nowiki>'''robot grunts'''<nowiki>; </nowiki>'''scientists'''<nowiki>; </nowiki>'''shock troopers'''<nowiki>; </nowiki>'''sentence_script_events''' | |||
=== Non-playable characters === | |||
* Alien grunts should no longer stare into space after being teleported in by Tor. | |||
* Barnacle tongue now drops 50% faster. | |||
* Barnacles can no longer grab victims from on top of them. | |||
* Barnacles have new bite damage handling: | |||
** Bites are every 1 to 1.5 seconds. | |||
** Bite damage is either skill entry '''sk_barnacle_bite*''', or the combined health and armor divided by 9 of the victim at the time of reaching the Barnacle's mouth -- whichever is higher. | |||
** Victims should generally be eaten within 10 to 15 seconds of reaching the Barnacle's mouth, though multiple Barnacles grabbing the same victim will multiply the eating speed. | |||
* Furniture will no longer show monster info. | |||
* Male assassins' flying kick angle fixed. | |||
* Osprey rotor sound will always loop regardless of the sound format used. | |||
* Tor's cannon sound radius is smaller. | |||
* Tor's threat animation fixed. | |||
* Xen plant lights now implement classifications, and will only hide from enemy classes. They are alien passive by default. | |||
=== Weapons === | |||
* Fixed Barnacle grapple still latching on to dead and disconnected players. | |||
* Fixed Barnacle grapple reducing player velocity if they were grappling downwards. | |||
* Fixed M134 Minigun name, as it's actually based on a XM214 Microgun. | |||
* Fixed player medkit not being able to heal if there is less than 10 points left. | |||
== Map changes == | |||
=== Afrika Korps === | |||
< | * '''All'''<nowiki>: Difficulty no longer limited to easy.</nowiki> | ||
* '''All'''<nowiki>: Improved level changing behaviour.</nowiki> | |||
* '''All'''<nowiki>: Text messages raised away from the crosshair.</nowiki> | |||
* '''All'''<nowiki>: Time limit is now 60 minutes.</nowiki> | |||
* '''Part 3'''<nowiki>: Next level is now the bonus mission, ending text message adapted.</nowiki> | |||
* '''Bonus'''<nowiki>: Changed ending text message to "Mission complete".</nowiki> | |||
=== Auspices === | |||
* Made it much more difficult for the Gargantua to block the teleporter exit in the boss room. | |||
* Moved teleporter exit in the boss room up along with fall damage compensation. | |||
=== Black Mesa EPF === | |||
* Dual Uzi's allowed to account for increased map difficulty. | |||
* Fixed a Barney spawning as friendly. | |||
* Fixed air strikes happening constantly. | |||
* Fixed air strikes happening the same time as grunts spawn. | |||
* Fixed aliens spawning endlessly. | |||
* Fixed exploit allowing players to finish the map very early. | |||
* Fixed players being able to skip the lasers. | |||
* Fixed solid corpse blocking players in downstairs warehouse on Mission 2, next to voltigore. | |||
* Fixed corpse being a target for monsters'. | |||
* Laser puzzle easier. | |||
* Map difficulty increased. | |||
* Map time limit is now 99 minutes. | |||
* Moved light from above ladder to doorway. Mission 4, just before they push the button to extend bridge. | |||
* Optimized model count. | |||
* Random monsters now spawn less frequently. | |||
* Removed spawn point from the laser room. | |||
* Security guards room (behind reception desk) had door which opened upwards, making extend through floor. Now opens downwards. | |||
* Slowed down alien spawns. | |||
* Sliding doors replaced for simpler doors that shouldn't disappear. | |||
* Varied grunt drops. | |||
=== Crystal === | |||
< | * '''Part 1'''<nowiki>: Fixed turrets not rising from the floor after the shark area.</nowiki> | ||
* '''Part 2'''<nowiki>: Changed boss music.</nowiki> | |||
=== Escape Series === | |||
< | * '''All of series 2 and 3'''<nowiki>: All maps have AAATRIGGER textures replaced for NULL to improve rendering performance.</nowiki> | ||
* '''2A'''<nowiki>: Fixed players being able to activate the camera sequence using the coded panel more than once.</nowiki> | |||
* '''2A'''<nowiki>: Fixed players being able to jump through the horizontal lasers if many of them piled through quickly enough.</nowiki> | |||
* '''2B'''<nowiki>: Fixed a single player being able to activate the dual-player buttons after the large slime pit / pipe crawling.</nowiki> | |||
* '''2C'''<nowiki>: Added clip brush in the base of the rail gauge to prevent you falling through to the void.</nowiki> | |||
* '''2C'''<nowiki>: Fixed NULL texture on the corner sections of the rail gauge.</nowiki> | |||
* '''2D'''<nowiki>: Fixed door gates being blockable by players.</nowiki> | |||
* '''3B'''<nowiki>: Fixed short time slot of no spawn points being available after the barnacle water cavern (caused you to spawn at 0,0,0).</nowiki> | |||
* '''3C'''<nowiki>: Fixed getting stuck in a crate at the start.</nowiki> | |||
* '''3C'''<nowiki>: Fixed NULL texture around the brown water during the hallucination.</nowiki> | |||
* '''3D'''<nowiki>: Fixed possibility of spawning inside a control panel in the giant elevator shaft.</nowiki> | |||
* '''3D/E'''<nowiki>: Normalized all of Barney's speech sounds to fix his fully open mouth, processed out the rumbles and popping too.</nowiki> | |||
* '''3E'''<nowiki>: Fixed rendering glitch through the first door.</nowiki> | |||
* '''3E'''<nowiki>: Fixed batteries getting stuck on the floor by making them liftable.</nowiki> | |||
* '''3E'''<nowiki>: Fixed possibility of getting stuck behind the generator, there are now small crates to climb on to get out.</nowiki> | |||
* '''3E'''<nowiki>: Re-built the train so it should be impossible to break into segments in a comical fashion.</nowiki> | |||
* '''3E'''<nowiki>: Fixed rendering glitch through the first door.</nowiki> | |||
=== Half-Life campaign === | |||
< | * '''C0A0C/C0A0D'''<nowiki>: Removed display name for the Loader robot.</nowiki> | ||
* '''C0A0C'''<nowiki>: Fixed tram doors moving the wrong direction.</nowiki> | |||
* '''C1A1'''<nowiki>: Dead grunts that should have been holding a gun now do, and those that shouldn't have now don't.</nowiki> | |||
* '''C1A1'''<nowiki>: Fixed angle and body on the Military suit item to match the original game.</nowiki> | |||
* '''C1A1'''<nowiki>: Time limit is 60 minutes for consistency with other maps.</nowiki> | |||
* '''C1A1F'''<nowiki>: Fixed dangling scientist falling too soon / disappearing (over the tram stop).</nowiki> | |||
* '''C1A3A'''<nowiki>: Fixed soldiers using Opposing Force chat.</nowiki> | |||
* '''C1A3C'''<nowiki>: Fixed Osprey being destroyed by friendly fire.</nowiki> | |||
* '''C1A6'''<nowiki>: The commander now has the correct model.</nowiki> | |||
* '''C2A4B'''<nowiki>: Fixed invisible brush blocking players.</nowiki> | |||
* '''C2A4C'''<nowiki>: Fixed chomper sometimes going out of sync by not doing enough damage.</nowiki> | |||
* '''C2A4C'''<nowiki>: Restored the 6 barnacles above the slime pit.</nowiki> | |||
* '''C2A4E'''<nowiki>: Fixed zap machine killing players after it has shut down.</nowiki> | |||
* '''C2A5A'''<nowiki>: Fixed being able to slide down 2 giant vertical pipes.</nowiki> | |||
* '''C2A5F'''<nowiki>: Fixed becoming stuck behind some broken wall.</nowiki> | |||
* '''C2A5G'''<nowiki>: Fixed grunts already being dead behind the car in which a Gargantua pushes to crush them against the car park wall.</nowiki> | |||
* '''C2A5G'''<nowiki>: Voltigore can no longer use bounce pads.</nowiki> | |||
* '''C3A1B'''<nowiki>: Fixed medic and grunt staring at the walls.</nowiki> | |||
* '''C3A2C'''<nowiki>: Fixed getting stuck inside a valve.</nowiki> | |||
* '''C4A1B'''<nowiki>: Fixed players being able to climb up into the sky.</nowiki> | |||
* '''C4A1C/C4A1D/C4A1E/C4A1F'''<nowiki>: Added map change sprite.</nowiki> | |||
=== Half-Life: Opposing Force campaign === | |||
< | * '''OF1A2'''<nowiki>: Alien grunts replaced for alien slaves.</nowiki> | ||
* '''OF1A4B'''<nowiki>: Removed display name for the Loader robot.</nowiki> | |||
* '''OF1A6'''<nowiki>: Added crowbar (knife) to map configuration.</nowiki> | |||
* '''OF2A4'''<nowiki>: Added crowbar (knife) to map configuration.</nowiki> | |||
* '''OF2A2'''<nowiki>: Added anti-spam to the elevator.</nowiki> | |||
* '''OF2A2'''<nowiki>: Added sky name.</nowiki> | |||
* '''OF2A2'''<nowiki>: Added sparks in the electrified water.</nowiki> | |||
* '''OF2A2'''<nowiki>: Fixed soldier positions during their sequence.</nowiki> | |||
* '''OF2A2'''<nowiki>: Anti-rush for the elevator.</nowiki> | |||
* '''OF2A3'''<nowiki>: Map merged into OF2A2.</nowiki> | |||
* '''OF3A5/OF5A4'''<nowiki>: Added map change sprite.</nowiki> | |||
* '''OF5A1'''<nowiki>: Blocked a hole.</nowiki> | |||
* '''OF5A2'''<nowiki>: Blocked a hole.</nowiki> | |||
* '''OF4A2'''<nowiki>: Lift doors now crush obstructions properly.</nowiki> | |||
* '''OF6A2'''<nowiki>: Blocked a hole.</nowiki> | |||
* '''OF6A3'''<nowiki>: Blocked a hole.</nowiki> | |||
=== Half-Life: Uplink campaign === | |||
* Fixed finale always changing to map '''C1A0''' instead of the servers' next map. | |||
=== Infested === | |||
< | * '''Part 2'''<nowiki>: Prevented subway exit door being closed with +use.</nowiki> | ||
=== Intruder === | |||
* Removed secret bestiality porn for some silly drawings of faces. | |||
=== Jumpers === | |||
* Fixed crate falling through the floor. | |||
* Fixed game not ending when the point man respawns. | |||
* Fixed text messages. | |||
* Player "the jumper" is now referred to as the "Point Man". | |||
=== Kyper Kuuito === | |||
* Map resource files included. | |||
* New songs. | |||
=== Murks === | |||
* Fixed floating battery by moving it on the floor. | |||
=== New Hope's Last Stand === | |||
< | * '''Part 3'''<nowiki>: Barrels in the crystal crusher room are no longer stuck.</nowiki> | ||
* '''Part 3'''<nowiki>: Fixed cave teleporters not working (couldn't change map).</nowiki> | |||
* '''Part 4'''<nowiki>: Fixed a bunch of null textures.</nowiki> | |||
* '''Part 4'''<nowiki>: Fixed Ion cannon not killing everything it should.</nowiki> | |||
* '''Part 4'''<nowiki>: Fixed robot generator pushing players away before it has even been built.</nowiki> | |||
* '''Part 4'''<nowiki>: Fixed Voltigores getting stuck on spawn.</nowiki> | |||
=== Persia === | |||
* Added diagonal building brush to stop you getting stuck on the building down a cliff (just ahead of the start). | |||
=== Royals === | |||
< | * '''Part 4'''<nowiki>: Fixed central area and pyramid not being visible from each other (increased maximum viewing distance).</nowiki> | ||
* '''Part 4'''<nowiki>: Fixed players being able to evade the boss monsters by standing on wall candles.</nowiki> | |||
* '''Part 4'''<nowiki>: Fixed shortcut to the pyramid turning itself off instead of on.</nowiki> | |||
* '''Part 4'''<nowiki>: Replaced copyright music.</nowiki> | |||
=== Sector E === | |||
< | * '''Part 2'''<nowiki>: Office after the force field: Added collapsed table to break up the dodgy clip nodes.</nowiki> | ||
=== Sand Stone === | |||
* Added blip sound to text messages to ensure they get noticed. | |||
* Added sprites to show which bombs have been destroyed already on the map. | |||
* All text messages moved away from the crosshair. | |||
* All grunts are named "Terrorist Guard" or "Terrorist Sniper". | |||
* Allied NPC's can now be hurt by players. | |||
* Allied NPC's now spawn-frag things in their way. | |||
* Boss grunts are named "Terrorist Elite Guard" and are tougher. | |||
* Boss spawns using the bodyguard class, with akimbo Uzi's. | |||
* Difficulty no longer limited to easy. | |||
* Fixed ambient sounds not playing. | |||
* Fixed bad lighting compile (incorrect shadows). | |||
* Fixed being able to get stuck in the mounted machine guns. | |||
* Fixed boss sequence taking so long. | |||
* Fixed engineer sometimes getting stuck up narrow steps. | |||
* Fixed delayed flight of the extraction Apache. | |||
* Fixed grunt doors opening the wrong way. | |||
* Fixed grunts facing the wrong way when they come out of doors. | |||
* Fixed grunts not spawning with their relative bomb area, and stopped them spawning when the bomb is destroyed. | |||
* If the player count is >10 grunts spawn more often, and a tough grunt (sniper or heavy) will spawn somewhere every minute. | |||
* New fancy sky map. | |||
=== Shattered === | |||
* Tweaked spawn point positions as one would sometimes spawn you inside a crate. | |||
* Added 2 more batteries to the hidden section at the start so 2 players can fully charge. | |||
* Fixed explosive barrels in the canal area from being stuck in the ground. | |||
=== Sven Co-op === | |||
* Fixed Chubby not being able to die due to a server's default '''mp_npckill''' setting. | |||
* Fixed path names for some sprites to be compatible with the Linux server binary (case sensitive). | |||
=== They Hunger campaign === | |||
< | * '''All'''<nowiki>: Updated player model list.</nowiki> | ||
* '''They15'''<nowiki>: Fixed zombies walking though doors to scientists.</nowiki> | |||
=== Toad Snatch === | |||
* Difficulty re-balanced. | |||
* Difficulty toughened for XP mod servers. | |||
* Decreased wrench damage. | |||
* Entering the ceiling tunnels as a ghost now pushes you out rather than kills the player. | |||
* Fixed being able to lose the map after winning. | |||
* Fixed monster spawn frequencies not being set. | |||
* Fixed some spore plant positions. | |||
* Fixed vote messages. | |||
* Improved ending sequence. | |||
* Improved life system. | |||
* Increased delay before difficulty can be selected. | |||
* Removed some assault rifle grenades. | |||
* Tor spawns with a sprite. | |||
=== VGER === | |||
* Added sprite on the blue Turret System screen instructing players how to activate the defence turrets, as you all still don't get how this works after 10 damn years... | |||
=== YABMA === | |||
* Fixed 3 bottomless pits not killing anything (1 in the cave by the start voltigore, 2 in the pipes area). | |||
* Fixed being able to get stuck in some places in the pipes area. | |||
* Fixed being able to skip past the steam after the pipes area with high health from an XP modification. | |||
* Fixed powerful laser not shutting off when it destroys the wall. | |||
* Fixed shortcut teleporter in the garage turning itself off instead of on. | |||
* Prevented players from climbing onto the roof and into the sky when leaving the reception area. | |||
== Model changes == | |||
=== Player === | |||
* All low definition Valve HLDM models now have a '''dm_''' prefix. | |||
* All high definition remakes of HLDM models don't have a '''dm_''' prefix. | |||
* New player model '''mad scientist'''. | |||
* Player command menu updated with all the current model choices. | |||
=== Non-playable characters === | |||
* Body guard now has correct animations/sequences for Minigun. | |||
== Sound changes == | |||
=== Bodyguard === | |||
* Brand new high quality sounds, no longer just re-pitched Barney sounds. | |||
* Remove unused sound '''"attack2.wav"'''. | |||
=== Other === | |||
* Added new blip sound for mappers to use, works well with text messages using the scan out effect. | |||
* Loader robot no longer complains about missing '''"wood2.wav"'''. | |||
== Other changes == | |||
* Fixed '''trigger_changemodel''' not showing up in Hammer. | |||
* Loads of tweaks to the FGD (size/colour changes). | |||
* Made '''trigger_teleport''' flag '''2,048''' (ignore delays) show up in Hammer. | |||
* Manual credits now links to forum profiles for many more people. | |||
* Manual credits now lists all mappers. | |||
* Removed redundant sentences file. | |||
Revision as of 18:22, 7 October 2018
New features
- Border-less window mode -- enable this with r_borderless 1 (also in advanced options).
- Extra features for donors and staff is now received on-line, so new donors can enjoy our thank you features much sooner.
- HTTP connectivity to our game API server is required.
- If the on-line database is unavailable to the game server the hard-coded list in the server binaries is used instead. Only donors after release will be unable to get their extra features in this situation.
- Linux server binary -- 100% native!
- Fixed func_rotating visually stopping after it has rotated beyond 32,767 degrees.
- Maps will need to have resource file names in the correct case or the Linux server will not find them and crash.
- New map Quarter: A defensive map with multiple stages.
- Player spawn points are now selected at random (from those that are active) with no spawn-fragging.
Code changes
Core
- Added obey trigger mode property to func_train.
- Added entity alias trigger_create_entity for entity trigger_createentity.
- Added ignore tiny monsters property to trigger_* entities, to ignore insects, hornets, and other very small monsters activating triggers.
- All item_ entities use a specific hull size very close to the default model size rather than being too big, (mostly) fixes items disappearing inside walls.
- Blood splat scale reduced.
- Cheat commands:
- All unsuccessful cheat commands are now logged on the server as warnings.
- If sv_cheats is 2 only server administrators can use cheat commands. Designed for map authors to test their map with others in a controlled way. Players can always check who cheats are available to if they care with the mapinfo command.
- NEW: healme heals your health to the map defined limit.
- NEW: chargeme charges your HEV battery to the map defined limit.
- reviveme can no longer be used if you're alive.
- NEW: trigger remotely trigger an entity (first parameter is the entity name, second optional parameter passes a numeric value to the entity).
- Client commands:
- All commands are now case insensitive.
- All commands with a repeat delay now share the same reset timer, reset in 4 seconds, and shows the exact time left to 1 decimal point.
- All commands can be logged on the server by setting CVAR sv_log_client_commands to 1, though this can be quite spammy.
- grenade and stuck can't be used while the player is a Barnacle victim.
- grenade now executes npc_findcover automatically, so a dual-bind is not required.
- mapinfo formatting improved, also shows who can use cheats (off, on, or administrators only).
- medic now makes a strangle sound instead of a medic call for players that are Barnacle victims.
- NEW: myinfo displays your target name and model, this will be expanded to show more properties about you in the future.
- NEW: stuck moves players into free space should they become stuck in a wall or anything else solid (limited to 48 units, alias unstuck).
- submitid no longer checks for a repeat delay if the player can't use the command anyway.
- Client will show an error message if the game is NOT using the OpenGL renderer.
- CVAR mp_telefrag is now writable by maps (configuration and trigger_setcvar).
- Default maximum velocity increased from 2,000 units/second to 4,096 units/second.
- Default maximum viewing distance increased from 8,192 units to 32,768 units.
- Default setting for detail textures is now enabled.
- Default skill level now 1.
- Fixed a ton of possible crashes/freezes caused by buffer overflows, memory leaks, and uninitialized memory across the entire game. Oh the joy of many programmers over the years ...
- Fixed administrator list file requiring a new line after the last entry in the list.
- Fixed crash during gun fire if players had mp_decals set to 0.
- Fixed crash if the map voting list exceeded the stack size (moved to heap).
- Fixed env_blood shooting white particles when red blood was specified.
- Fixed func_tank eye positions, so it will work properly as the tank rotates.
- Fixed func_train dealing crush damage every frame.
- Fixed maps with names longer than 23 characters causing a buffer overrun (32 characters is still the limit as dictated by the GoldSrc engine).
- Fixed momentary_rot_button not obeying a master entity.
- Fixed monster_barnacle having inconsistent tongue lengths when multiple Barnacles grab the same victim.
- Fixed monster_barnacle not always releasing players during a trigger_respawn.
- Fixed monster_barnacle possible crash with the prey entity referencing.
- Fixed monster_barnacle victims rising infinitely if they end up above the Barnacle (often by multiple barnacles grabbing the same victim, or the victim walking on top of a Barnacle).
- Fixed server lag from players having their donor/staff/administrator levels looked up every time they spawn or use a donor feature.
- Fixed squadmaker possible crash with the render override.
- Fixed squadmaker entities with names not starting automatically when the start on flag is defined.
- Fixed trigger_condition comparing strings with non-strings.
- Fixed trigger_changevalue not setting hull sizes correctly (passes new size to the engine).
- Gibs no longer use the reliable network channel, and move slower.
- Log formatting cleaned up:
- Entity names.
- NoAuthID instead of NoWonID.
- players instead of team1.
- mp_pcbalancing description improved.
- mp_pcbalancing_factorlist now has a default setting.
- mp_pcbalancing_factorlist will no longer print on map load, unless developer is at least 2.
- Replaced warning "Master was null or not a master!" to specify if it existed or not, can't be used as a master or not, and the attempted name used.
- Server administrator list count is now unlimited, and will consume much less memory for servers with under 256 entries.
- Skill configuration will no longer print on map load, unless developer is at least 2.
- Spawn point handling:
- Spawn points are now chosen at random from any active point.
- Collision detection to prevent spawn-fragging.
- Only 1 type of spawn point entity will be used, depending on what is active at the time: _deathmatch then _dm2
- If no _deathmatch or _dm2 spawn point can be used, a _coop or _start point is used.
- If none of the spawn points can be used, players are made to wait until one is available.
- trigger_changemodel now pre-caches the model it needs.
- trigger_changemodel now supports !activator and !caller references.
- trigger_changemodel now supports changing player models, and remembers the player choice for when the map changes.
- trigger_changemodel now supports sub-model and skin detection.
- trigger_condition now reports its' behaviour if CVAR developer is 2 or higher.
- trigger_createentity now pre-caches the models and sounds it needs.
- trigger_load/trigger_save can load/save more data.
- trigger_load can now load entities from alternative file names.
- trigger_once can no longer be used repeatedly with the on enter and on exit flags.
- Updated VGUI from version 2.3 of the Half-Life SDK.
Sound engine
- ambient_generic can now play a sound to an individual client at their position, using flag user only (64).
- env_sound think delay reduced, so players are more likely to receive their effect.
- Count of sounds successfully (and failed) loaded sounds displayed when a map starts.
- List of sounds successfully loaded displayed if CVAR developer is 2 or higher when a map starts.
- FMODEx initialization code cleaned up vastly.
- FMODEx library no longer needs to be in the half-life folder, it is now loaded from the mod folder.
- FMODEx library updated to 4.40.03
- Improved environment sound effects.
- Increased sound limit from 2,048 to 4,096.
- Pretty much every sound is now handled by FMODEx, only exception is explosions.
- Revolutionized speech sentence handling:
- All sentences are now handled server side.
- Clients play sentences through FMODEx.
- Custom sentence file can now be specified in the map configuration or map properties.
- Doors can now use custom sentences (locked/unlocked voices).
- Fixed attenuation value of 0 not playing a sentence everywhere.
- Fixed parsing issue when loading sentences.
- Improved lip sync code for human NPC's, fixes gaping mouth problem.
- Increased sentence limit from 1,536 to 2,048.
- Increased sentences group limit from 384 to 512.
- Increased sentences per group limit from 32 to 64.
- SCRIPT_EVENT_SOUND_VOICE: Sounds which start with a '*' (specified inside many Half-Life models) are now played on CHAN_STREAM rather than CHAN_VOICE for full compatibility with the old Half-Life sound engine.
- Sentences are now case insensitive.
- Sentences can now be in alternative formats if a WAV file is not found (in order): MP3; MP2; OGG; OGA; FLAC; WMA; AAC; FSB
- Widened sentence support to: alien slaves; human grunts (both types); heavy weapons grunt; male assassins; players; robot grunts; scientists; shock troopers; sentence_script_events
Non-playable characters
- Alien grunts should no longer stare into space after being teleported in by Tor.
- Barnacle tongue now drops 50% faster.
- Barnacles can no longer grab victims from on top of them.
- Barnacles have new bite damage handling:
- Bites are every 1 to 1.5 seconds.
- Bite damage is either skill entry sk_barnacle_bite*, or the combined health and armor divided by 9 of the victim at the time of reaching the Barnacle's mouth -- whichever is higher.
- Victims should generally be eaten within 10 to 15 seconds of reaching the Barnacle's mouth, though multiple Barnacles grabbing the same victim will multiply the eating speed.
- Furniture will no longer show monster info.
- Male assassins' flying kick angle fixed.
- Osprey rotor sound will always loop regardless of the sound format used.
- Tor's cannon sound radius is smaller.
- Tor's threat animation fixed.
- Xen plant lights now implement classifications, and will only hide from enemy classes. They are alien passive by default.
Weapons
- Fixed Barnacle grapple still latching on to dead and disconnected players.
- Fixed Barnacle grapple reducing player velocity if they were grappling downwards.
- Fixed M134 Minigun name, as it's actually based on a XM214 Microgun.
- Fixed player medkit not being able to heal if there is less than 10 points left.
Map changes
Afrika Korps
- All: Difficulty no longer limited to easy.
- All: Improved level changing behaviour.
- All: Text messages raised away from the crosshair.
- All: Time limit is now 60 minutes.
- Part 3: Next level is now the bonus mission, ending text message adapted.
- Bonus: Changed ending text message to "Mission complete".
Auspices
- Made it much more difficult for the Gargantua to block the teleporter exit in the boss room.
- Moved teleporter exit in the boss room up along with fall damage compensation.
Black Mesa EPF
- Dual Uzi's allowed to account for increased map difficulty.
- Fixed a Barney spawning as friendly.
- Fixed air strikes happening constantly.
- Fixed air strikes happening the same time as grunts spawn.
- Fixed aliens spawning endlessly.
- Fixed exploit allowing players to finish the map very early.
- Fixed players being able to skip the lasers.
- Fixed solid corpse blocking players in downstairs warehouse on Mission 2, next to voltigore.
- Fixed corpse being a target for monsters'.
- Laser puzzle easier.
- Map difficulty increased.
- Map time limit is now 99 minutes.
- Moved light from above ladder to doorway. Mission 4, just before they push the button to extend bridge.
- Optimized model count.
- Random monsters now spawn less frequently.
- Removed spawn point from the laser room.
- Security guards room (behind reception desk) had door which opened upwards, making extend through floor. Now opens downwards.
- Slowed down alien spawns.
- Sliding doors replaced for simpler doors that shouldn't disappear.
- Varied grunt drops.
Crystal
- Part 1: Fixed turrets not rising from the floor after the shark area.
- Part 2: Changed boss music.
Escape Series
- All of series 2 and 3: All maps have AAATRIGGER textures replaced for NULL to improve rendering performance.
- 2A: Fixed players being able to activate the camera sequence using the coded panel more than once.
- 2A: Fixed players being able to jump through the horizontal lasers if many of them piled through quickly enough.
- 2B: Fixed a single player being able to activate the dual-player buttons after the large slime pit / pipe crawling.
- 2C: Added clip brush in the base of the rail gauge to prevent you falling through to the void.
- 2C: Fixed NULL texture on the corner sections of the rail gauge.
- 2D: Fixed door gates being blockable by players.
- 3B: Fixed short time slot of no spawn points being available after the barnacle water cavern (caused you to spawn at 0,0,0).
- 3C: Fixed getting stuck in a crate at the start.
- 3C: Fixed NULL texture around the brown water during the hallucination.
- 3D: Fixed possibility of spawning inside a control panel in the giant elevator shaft.
- 3D/E: Normalized all of Barney's speech sounds to fix his fully open mouth, processed out the rumbles and popping too.
- 3E: Fixed rendering glitch through the first door.
- 3E: Fixed batteries getting stuck on the floor by making them liftable.
- 3E: Fixed possibility of getting stuck behind the generator, there are now small crates to climb on to get out.
- 3E: Re-built the train so it should be impossible to break into segments in a comical fashion.
- 3E: Fixed rendering glitch through the first door.
Half-Life campaign
- C0A0C/C0A0D: Removed display name for the Loader robot.
- C0A0C: Fixed tram doors moving the wrong direction.
- C1A1: Dead grunts that should have been holding a gun now do, and those that shouldn't have now don't.
- C1A1: Fixed angle and body on the Military suit item to match the original game.
- C1A1: Time limit is 60 minutes for consistency with other maps.
- C1A1F: Fixed dangling scientist falling too soon / disappearing (over the tram stop).
- C1A3A: Fixed soldiers using Opposing Force chat.
- C1A3C: Fixed Osprey being destroyed by friendly fire.
- C1A6: The commander now has the correct model.
- C2A4B: Fixed invisible brush blocking players.
- C2A4C: Fixed chomper sometimes going out of sync by not doing enough damage.
- C2A4C: Restored the 6 barnacles above the slime pit.
- C2A4E: Fixed zap machine killing players after it has shut down.
- C2A5A: Fixed being able to slide down 2 giant vertical pipes.
- C2A5F: Fixed becoming stuck behind some broken wall.
- C2A5G: Fixed grunts already being dead behind the car in which a Gargantua pushes to crush them against the car park wall.
- C2A5G: Voltigore can no longer use bounce pads.
- C3A1B: Fixed medic and grunt staring at the walls.
- C3A2C: Fixed getting stuck inside a valve.
- C4A1B: Fixed players being able to climb up into the sky.
- C4A1C/C4A1D/C4A1E/C4A1F: Added map change sprite.
Half-Life: Opposing Force campaign
- OF1A2: Alien grunts replaced for alien slaves.
- OF1A4B: Removed display name for the Loader robot.
- OF1A6: Added crowbar (knife) to map configuration.
- OF2A4: Added crowbar (knife) to map configuration.
- OF2A2: Added anti-spam to the elevator.
- OF2A2: Added sky name.
- OF2A2: Added sparks in the electrified water.
- OF2A2: Fixed soldier positions during their sequence.
- OF2A2: Anti-rush for the elevator.
- OF2A3: Map merged into OF2A2.
- OF3A5/OF5A4: Added map change sprite.
- OF5A1: Blocked a hole.
- OF5A2: Blocked a hole.
- OF4A2: Lift doors now crush obstructions properly.
- OF6A2: Blocked a hole.
- OF6A3: Blocked a hole.
Half-Life: Uplink campaign
- Fixed finale always changing to map C1A0 instead of the servers' next map.
Infested
- Part 2: Prevented subway exit door being closed with +use.
Intruder
- Removed secret bestiality porn for some silly drawings of faces.
Jumpers
- Fixed crate falling through the floor.
- Fixed game not ending when the point man respawns.
- Fixed text messages.
- Player "the jumper" is now referred to as the "Point Man".
Kyper Kuuito
- Map resource files included.
- New songs.
Murks
- Fixed floating battery by moving it on the floor.
New Hope's Last Stand
- Part 3: Barrels in the crystal crusher room are no longer stuck.
- Part 3: Fixed cave teleporters not working (couldn't change map).
- Part 4: Fixed a bunch of null textures.
- Part 4: Fixed Ion cannon not killing everything it should.
- Part 4: Fixed robot generator pushing players away before it has even been built.
- Part 4: Fixed Voltigores getting stuck on spawn.
Persia
- Added diagonal building brush to stop you getting stuck on the building down a cliff (just ahead of the start).
Royals
- Part 4: Fixed central area and pyramid not being visible from each other (increased maximum viewing distance).
- Part 4: Fixed players being able to evade the boss monsters by standing on wall candles.
- Part 4: Fixed shortcut to the pyramid turning itself off instead of on.
- Part 4: Replaced copyright music.
Sector E
- Part 2: Office after the force field: Added collapsed table to break up the dodgy clip nodes.
Sand Stone
- Added blip sound to text messages to ensure they get noticed.
- Added sprites to show which bombs have been destroyed already on the map.
- All text messages moved away from the crosshair.
- All grunts are named "Terrorist Guard" or "Terrorist Sniper".
- Allied NPC's can now be hurt by players.
- Allied NPC's now spawn-frag things in their way.
- Boss grunts are named "Terrorist Elite Guard" and are tougher.
- Boss spawns using the bodyguard class, with akimbo Uzi's.
- Difficulty no longer limited to easy.
- Fixed ambient sounds not playing.
- Fixed bad lighting compile (incorrect shadows).
- Fixed being able to get stuck in the mounted machine guns.
- Fixed boss sequence taking so long.
- Fixed engineer sometimes getting stuck up narrow steps.
- Fixed delayed flight of the extraction Apache.
- Fixed grunt doors opening the wrong way.
- Fixed grunts facing the wrong way when they come out of doors.
- Fixed grunts not spawning with their relative bomb area, and stopped them spawning when the bomb is destroyed.
- If the player count is >10 grunts spawn more often, and a tough grunt (sniper or heavy) will spawn somewhere every minute.
- New fancy sky map.
Shattered
- Tweaked spawn point positions as one would sometimes spawn you inside a crate.
- Added 2 more batteries to the hidden section at the start so 2 players can fully charge.
- Fixed explosive barrels in the canal area from being stuck in the ground.
Sven Co-op
- Fixed Chubby not being able to die due to a server's default mp_npckill setting.
- Fixed path names for some sprites to be compatible with the Linux server binary (case sensitive).
They Hunger campaign
- All: Updated player model list.
- They15: Fixed zombies walking though doors to scientists.
Toad Snatch
- Difficulty re-balanced.
- Difficulty toughened for XP mod servers.
- Decreased wrench damage.
- Entering the ceiling tunnels as a ghost now pushes you out rather than kills the player.
- Fixed being able to lose the map after winning.
- Fixed monster spawn frequencies not being set.
- Fixed some spore plant positions.
- Fixed vote messages.
- Improved ending sequence.
- Improved life system.
- Increased delay before difficulty can be selected.
- Removed some assault rifle grenades.
- Tor spawns with a sprite.
VGER
- Added sprite on the blue Turret System screen instructing players how to activate the defence turrets, as you all still don't get how this works after 10 damn years...
YABMA
- Fixed 3 bottomless pits not killing anything (1 in the cave by the start voltigore, 2 in the pipes area).
- Fixed being able to get stuck in some places in the pipes area.
- Fixed being able to skip past the steam after the pipes area with high health from an XP modification.
- Fixed powerful laser not shutting off when it destroys the wall.
- Fixed shortcut teleporter in the garage turning itself off instead of on.
- Prevented players from climbing onto the roof and into the sky when leaving the reception area.
Model changes
Player
- All low definition Valve HLDM models now have a dm_ prefix.
- All high definition remakes of HLDM models don't have a dm_ prefix.
- New player model mad scientist.
- Player command menu updated with all the current model choices.
Non-playable characters
- Body guard now has correct animations/sequences for Minigun.
Sound changes
Bodyguard
- Brand new high quality sounds, no longer just re-pitched Barney sounds.
- Remove unused sound "attack2.wav".
Other
- Added new blip sound for mappers to use, works well with text messages using the scan out effect.
- Loader robot no longer complains about missing "wood2.wav".
Other changes
- Fixed trigger_changemodel not showing up in Hammer.
- Loads of tweaks to the FGD (size/colour changes).
- Made trigger_teleport flag 2,048 (ignore delays) show up in Hammer.
- Manual credits now links to forum profiles for many more people.
- Manual credits now lists all mappers.
- Removed redundant sentences file.