Change log/4.8: Difference between revisions

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<h2>Notable features</h2>
== New features ==


<ul>
* Border-less window mode -- enable this with '''r_borderless 1''' (also in advanced options).
<li>Added Half-Life: Blue Shift co-op campaign.</li>
* Extra features for donors and staff is now received on-line, so new donors can enjoy our thank you features much sooner.
<li>Added breakable functionality to all door types.</li>
** HTTP connectivity to our game API server is required.
<li>Added RIPENT for Linux with campaign installation scripts, along with uninstallation scripts.</li>
** 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.
<li>Improved compatibility with the SteamPipe update for Half-Life:
* Linux server binary -- 100% native!
<ul>
** Fixed '''func_rotating''' visually stopping after it has rotated beyond 32,767 degrees.
<li>Added missing VGUI language lines.</li>
** Maps will need to have resource file names in the '''correct case''' or the Linux server will not find them and crash.
<li>Campaign installation scripts will now search the common account folder for official BSP's.</li>
* New map '''Quarter'''<nowiki>: A defensive map with multiple stages.</nowiki>
<li>File system updates include reading files from various mod extension folders (like addon, downloads, and hd).</li>
* Player spawn points are now selected at random (from those that are active) with no spawn-fragging.
<li>Fixed borderless window mode vastly shrinking the game window.</li>
<li>Linux server binary renamed to <strong>hl.so</strong>.</li>
</ul>
</li>
</ul>


<h2>Code changes</h2>
== Code changes ==


<h3>Core</h3>
=== Core ===


<ul>
* Added '''obey trigger mode''' property to '''func_train'''.
<li>Added cheat command <strong>teleport</strong> expecting X, Y, and Z target co-ordinates to move the player to.</li>
* Added entity alias '''trigger_create_entity''' for entity '''trigger_createentity'''.
<li>Added client and server build numbers (with a compile time stamp) to help notice out of date clients/servers in future.</li>
* Added '''ignore tiny monsters''' property to '''trigger_*''' entities, to ignore insects, hornets, and other very small monsters activating triggers.
<li>Added CVAR <strong>weaponmode_eagle</strong> to the map configuration, which will disable the desert eagle's laser sight.</li>
* 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.
<li>Added CVAR <strong>weaponmode_rpg</strong> to the map configuration, which will disable the RPG's laser guide.</li>
* Blood splat scale reduced.
<li>Added CVAR's <strong>sv_wateramp</strong> and <strong>sv_zmax</strong> to the map configuration commands.</li>
* Cheat commands:
<li>Added key <strong>attackrange</strong> to both turrets and sentry types to determine their maximum firing range.</li>
** All unsuccessful cheat commands are now logged on the server as warnings.
<li>Added keys <strong>health</strong> and <strong>healthcap</strong> to <strong>item_battery</strong>, which work in the same way as <strong>item_healthkit</strong> (using the same key names for consistency).</li>
** 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.
<li>All read-only file operations will now scan for alternative mod folders (<strong>addons</strong>, <strong>downloads</strong>, and <strong>hd</strong>) to be compatible with the SteamPipe update for Half-Life.</li>
** <span><font color="#FF8000">NEW</font></span><nowiki>: </nowiki>'''healme''' heals your health to the map defined limit.
<li>Changed NPC flag "Fade corpse" to "Don't fade corpse".</li>
** <span><font color="#FF8000">NEW</font></span><nowiki>: </nowiki>'''chargeme''' charges your HEV battery to the map defined limit.
<li>Default heap size is now <strong>128MB</strong> from the default <strong>40MB</strong>. Servers will need to apply this manually in their command parameters.</li>
** '''reviveme''' can no longer be used if you're alive.
<li>Default entity limit <strong>3072</strong> is now defined in <strong>liblist.gam</strong>, supported by the SteamPipe update for Half-Life.</li>
** <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).
<li>Fixed baby gargantuas only being able to bleed yellow, mappers can now set this to red.</li>
* Client commands:
<li>Fixed bad (missing) messages being displayed when muting/unmuting players via the score board.</li>
** All commands are now case insensitive.
<li>Fixed camera views limiting RGB values to 210 (caused a little bit of dimming).</li>
** 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.
<li>Fixed certain players/servers being unable to retrieve player extras (donor/staff) features on-line due to a binary unsafe operation.</li>
** All commands can be logged on the server by setting CVAR '''sv_log_client_commands''' to '''1''', though this can be quite spammy.
<li>Fixed console spam <strong>ChangedTurret</strong> when using controllable turrets.</li>
** '''grenade''' and '''stuck''' can't be used while the player is a Barnacle victim.
<li>Fixed flashlight sound cutting off medic and take cover voice calls.</li>
** '''grenade''' now executes '''npc_findcover''' automatically, so a dual-bind is not required.
<li>Fixed <strong>game_zone_player</strong> and <strong>trigger_entity_iterator</strong> counting disconnected players.</li>
** '''mapinfo''' formatting improved, also shows who can use cheats (off, on, or administrators only).
<li>Fixed incorrect 3rd person player animations when reloading certain weapons while already full.</li>
** '''medic''' now makes a strangle sound instead of a medic call for players that are Barnacle victims.
<li>Fixed Linux server not being able to open map resource files due to case sensitivity.</li>
** <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.
<li>Fixed M16 always firing 3 rounds even if there are only 1 or 2 rounds left.</li>
** <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''').
<li>Fixed M16 to keep firing after reloading if reloaded during the middle of the 3-round burst.</li>
** '''submitid''' no longer checks for a repeat delay if the player can't use the command anyway.
<li>Fixed many more potential crashes, memory leaks, and ancient programming techniques here and there.</li>
* Client will show an error message if the game is NOT using the '''OpenGL''' renderer.
<li>Fixed map cycle handling:
* CVAR '''mp_telefrag''' is now writable by maps (configuration and '''trigger_setcvar''').
<ul>
* Default maximum velocity increased from '''2,000''' units/second to '''4,096''' units/second.
<li>Added server console printouts if a map is missing, or players are too few/many.</li>
* Default maximum viewing distance increased from '''8,192''' units to '''32,768''' units.
<li>Fixed infinite loop during the intermission if the next map becomes missing after a map has started.</li>
* Default setting for detail textures is now '''enabled'''.
<li>Fixed map configuration commands start, weapon, ammo, item, and weaponmode claiming to be invalid.</li>
* Default skill level now '''1'''.
<li>Fixed map cycle not always advancing if the next map string is shorter than the map preceding it.</li>
* 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 ...
<li>Fixed map cycle sometimes advancing two places each time.</li>
* Fixed administrator list file requiring a new line after the last entry in the list.
</ul>
* Fixed crash during gun fire if players had '''mp_decals''' set to '''0'''.
</li>
* Fixed crash if the map voting list exceeded the stack size (moved to heap).
<li>Fixed map intermission handling:
* Fixed '''env_blood''' shooting white particles when red blood was specified.
<ul>
* Fixed '''func_tank''' eye positions, so it will work properly as the tank rotates.
<li>CVAR <strong>mp_chattime</strong>: minimum time 8 seconds, maximum time 60 seconds.</li>
* Fixed '''func_train''' dealing crush damage every frame.
<li>Fixed map not changing until the maximum intermission time had been reached unless a player presses a key.</li>
* Fixed maps with names longer than 23 characters causing a buffer overrun ('''32 characters''' is still the limit as dictated by the GoldSrc engine).
</ul>
* Fixed '''momentary_rot_button''' not obeying a master entity.
</li>
* Fixed '''monster_barnacle''' having inconsistent tongue lengths when multiple Barnacles grab the same victim.
<li>Fixed Osprey initialization sometimes crashing Linux servers.</li>
* Fixed '''monster_barnacle''' not always releasing players during a '''trigger_respawn'''.
<li>Fixed players being able to keep weapon zoom by changing weapons and zooming in on the same frame.</li>
* Fixed '''monster_barnacle''' possible crash with the prey entity referencing.
<li>Fixed players being able to revive robots.</li>
* 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).
<li>Fixed players being able to switch weapons while dead.</li>
* Fixed server lag from players having their donor/staff/administrator levels looked up every time they spawn or use a donor feature.
<li>Fixed players being able to use controllable tanks even after being disabled by a master entity.</li>
* Fixed '''squadmaker''' possible crash with the render override.
<li>Fixed players being able to use electric crowbars in water by holding primary attack before entering water.</li>
* Fixed '''squadmaker''' entities with names not starting automatically when the '''start on''' flag is defined.
<li>Fixed players dropping an oddly behaving shock rifle when they die while holding one.</li>
* Fixed '''trigger_condition''' comparing strings with non-strings.
<li>Fixed players floating upwards into infinity if killed on a ladder.</li>
* Fixed '''trigger_changevalue''' not setting hull sizes correctly (passes new size to the engine).
<li>Fixed players losing their client flag on death.</li>
* Gibs no longer use the reliable network channel, and move slower.
<li>Fixed players not automatically switching weapon when ammo has been depleted.</li>
* Log formatting cleaned up:
<li>Fixed players not being able to damage tripmines when placed by other players, they now always take damage.</li>
** Entity names.
<li>Fixed players not being able to drop snark ammo if the player has less than 5 of them..</li>
** '''NoAuthID''' instead of '''NoWonID'''.
<li>Fixed players not being able to use picked up ammo where the ammo is the weapon (i.e. grenades).</li>
** '''players''' instead of '''team1'''.
<li>Fixed players not having their rendering effects copied to their 1st person view-port model (glows, ghost, etc).</li>
* '''mp_pcbalancing''' description improved.
<li>Fixed players seeing a map MOTD even if it doesn't exist.</li>
* '''mp_pcbalancing_factorlist''' now has a default setting.
<li>Fixed players seeing garbled ammo on their HUD when they have no weapon.</li>
* '''mp_pcbalancing_factorlist''' will no longer print on map load, unless '''developer''' is at least '''2'''.
<li>Fixed players seeing shock rifle in their weapon selection HUD if they had one while being revived.</li>
* 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.
<li>Fixed players sometimes getting skipped on actions/functions applied to all connected players.</li>
* Server administrator list count is now unlimited, and will consume much less memory for servers with under 256 entries.
<li>Fixed players switching weapon after/during a camera sequence.</li>
* Skill configuration will no longer print on map load, unless '''developer''' is at least '''2'''.
<li>Fixed players switching weapon while swing-charging a wrench.</li>
* Spawn point handling:
<li>Fixed players throwing a crowbar at a repairable breakable causing it to repair if the player switches to a wrench immediately.</li>
** Spawn points are now chosen at random from any active point.
<li>Fixed potential crash caused by a child thread creating a network message when a message may already be in progress. Badly written plug-ins will still cause this crash though.</li>
** Collision detection to prevent spawn-fragging.
<li>Fixed rare crash <strong>"MSG_PVS with no origin"</strong>.</li>
** Only 1 type of spawn point entity will be used, depending on what is active at the time: '''_deathmatch''' then '''_dm2'''
<li>Fixed servers crashing when a platform trigger runs if their parent platform no longer exists.</li>
** If no '''_deathmatch''' or '''_dm2''' spawn point can be used, a '''_coop''' or '''_start''' point is used.
<li>Fixed servers crashing when a player connects while no spawn points can be used (all either filtered or deactivated).</li>
** If none of the spawn points can be used, players are made to wait until one is available.
<li>Fixed servers crashing when a player picks up a minigun or shock rifle while holding no other weapons.</li>
* '''trigger_changemodel''' now pre-caches the model it needs.
<li>Fixed servers crashing when a player uses the tertiary fire function on a shock rifle.</li>
* '''trigger_changemodel''' now supports '''<nowiki>!activator</nowiki>''' and '''<nowiki>!caller</nowiki>''' references.
<li>Fixed servers generating excessive or no water splash particles from players.</li>
* '''trigger_changemodel''' now supports changing player models, and remembers the player choice for when the map changes.
<li>Fixed servers not always loading configuration files from the correct mod folder (caused by SteamPipe).</li>
* '''trigger_changemodel''' now supports sub-model and skin detection.
<li>Fixed servers not always writing error messages in full from the on-line player extras web server.</li>
* '''trigger_condition''' now reports its' behaviour if CVAR '''developer''' is '''2''' or higher.
<li>Fixed <strong>squadmaker</strong> entities with a target name using the cyclic AND start on flags to spawn children ignoring the cyclic flag (timer based).</li>
* '''trigger_createentity''' now pre-caches the models and sounds it needs.
<li>Fixed tank controller A.I. firing hundreds of projectiles at once if the target took cover then re-entered the line of sight quickly.</li>
* '''trigger_load'''/'''trigger_save''' can load/save more data.
<li>Fixed <strong>trigger_changemodel</strong> removing its' target's collision hull and breaking animations.</li>
* '''trigger_load''' can now load entities from alternative file names.
<li>Fixed <strong>trigger_changevalue</strong> and <strong>trigger_copyvalue</strong> not being able to edit <strong>squadmaker</strong> monster count.</li>
* '''trigger_once''' can no longer be used repeatedly with the '''on enter''' and '''on exit''' flags.
<li>Fixed <strong>trigger_setcvar</strong> not being able to edit <strong>mp_barnacle_paralyze</strong> and <strong>mp_disable_autoclimb</strong>.</li>
* Updated VGUI from version '''2.3''' of the Half-Life SDK.
<li>Fixed trip mines permanently glowing after being hit by a shock rifle projectile.</li>
<li>Fixed turret controls not responding to players while holding an RPG.</li>
<li>Fixed turrets taking a long time to repair while undeployed.</li>
<li>Fixed turrets recovering only 1 hit point while broken.</li>
<li>Fixed warning <strong>"Tried to stuff bad command npc_findcover"</strong> when using the <strong>grenade</strong> commnd.</li>
<li>Fixed wrong messages when Linux servers create a default GMR/GSR folder for a map, and prevented these messages from behaving like an error.</li>
<li>Improved <strong>cl_showstats</strong> output:
<ul>
<li>Moved output upwards to 1 6th of the screen's height.</li>
<li>Output is now in two distinct columns.</li>
<li>Property column is tinted blue, value column is tinted red.</li>
<li>Split client version/build and server version/build.</li>
</ul>
</li>
<li>Improved console output for <strong>scripted_sequence</strong> when it is unable to play its' sequence on an NPC.</li>
<li>Improved server administrators feature:
<ul>
<li>Authentication ID's beginning with an asterisk '*' are marked as server owners, with their icon tinted gold in the score board. Players hosting a listen server will automatically be denoted as the server owner.</li>
<li>Fixed a range of minor issues with the administrator list file parser.</li>
<li>Fixed last administrator entry sometimes being ignored.</li>
<li>Fixed players hosting a listen server not getting the administrator icon if an administrator list file doesn't exist.</li>
<li>New command <strong>loadadminlist</strong> to reload the administrator list mid game (useful for external plug-ins/scripts writing the list on map start).</li>
<li>Placeholder functionality for future built-in administration commands.</li>
</ul>
</li>
<li>Improved thread stability when attempting to search and download player extras information.</li>
<li>Increased <strong>multi_manager</strong> and <strong>multisource</strong> target limit from 32 to 64. This will eventually be converted into a linked list.</li>
<li>Prevented players using a controllable turret if they are holding a heavy weapon (minigun / shock rifle).</li>
<li>Prevented entities <strong>monster_roach</strong> and <strong>monster_snark</strong> from moving a <strong>func_pushable</strong>.</li>
<li>Prevented entitiy classifications insect, alien bio weapon, and player bio weapon from moving a <strong>func_pushable</strong>.</li>
<li>Removed (the already ignored) <strong>size</strong> key for <strong>func_pushable</strong>, replaced it for the more commonly used custom hull size keys.</li>
<li>Restored suit voices for collecting a HEV suit and long jump.</li>
<li>Server will now print a warning when <strong>trigger_save</strong> attempts (and fails) to write to a read-only file.</li>
</ul>


<h3>Sound engine</h3>
=== Sound engine ===


<ul>
* '''ambient_generic''' can now play a sound to an individual client at their position, using flag '''user only''' (64).
<li>FMOD Ex updated to v4.44.14.</li>
* '''env_sound''' think delay reduced, so players are more likely to receive their effect.
<li><strong>Client</strong>: All cache files are now properly flushed from all mod folders (SteamPipe and language specific) when the game starts and closes.</li>
* Count of sounds successfully (and failed) loaded sounds displayed when a map starts.
<li><strong>Client</strong>: Fixed attenuation for 3D sounds causing them to be inaudible.</li>
* List of sounds successfully loaded displayed if CVAR '''developer''' is '''2''' or higher when a map starts.
<li><strong>Client</strong>: Improved players hearing sounds too closely from entities that are out of their PVS.</li>
* FMODEx initialization code cleaned up vastly.
<li><strong>Client</strong>: New CVAR <strong>cl_outline_sounds</strong> to display particles where sounds emit from.</li>
* FMODEx library no longer needs to be in the '''half-life''' folder, it is now loaded from the mod folder.
<li><strong>Client</strong>: Sound list caches are now flushed when a player has finished loading a sound list (i.e. has joined the game).</li>
* FMODEx library updated to '''4.40.03'''
<li>Changed <strong>ambient_generic</strong> flag <strong>Play at user origin</strong> to play at all players if the activator isn't a player, or the <strong>Play everywhere</strong> flag is also used.</li>
* Improved environment sound effects.
<li>Explosions are now handled by the sound engine.</li>
* Increased sound limit from '''2,048''' to '''4,096'''.
<li>Fixed <strong>ambient_generic</strong> crash when the <strong>Play at user origin</strong> flag is used when the activator isn't a player.</li>
* Pretty much every sound is now handled by FMODEx, only exception is explosions.
<li>Fixed cached sound lists not being loaded or flushed from the <strong>downloads</strong> mod folder (caused by SteamPipe).</li>
* Revolutionized speech sentence handling:
<li>Fixed sounds not being loaded from alternative mod folders, usually <strong>downloads</strong> for custom maps (caused by SteamPipe).</li>
** All sentences are now handled server side.
<li>Increased maximum number of <strong>materials.txt</strong> entrties to <strong>2048</strong>.</li>
** Clients play sentences through FMODEx.
<li>Player footsteps are now all handled client side -- including for other players.</li>
** Custom sentence file can now be specified in the map configuration or map properties.
</ul>
** 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'''


<h3>Non-playable characters</h3>
=== Non-playable characters ===


<ul>
* Alien grunts should no longer stare into space after being teleported in by Tor.
<li>Fixed reviver NPCs reviving gibed players/NPCs.</li>
* Barnacle tongue now drops 50% faster.
<li><strong>Alien Slaves</strong>: Fixed refusal to revive other alien slaves that had the "Fade Corpse" flag enabled.</li>
* Barnacles can no longer grab victims from on top of them.
<li><strong>Assassin</strong>: Reduced assassins' MP5 accuracy, now slightly better than grunts.</li>
* Barnacles have new bite damage handling:
<li><strong>Grunts</strong>: Reduced grunts' SAW accuracy.</li>
** Bites are every 1 to 1.5 seconds.
<li><strong>Grunts</strong>: Restored Half-Life accuracy for grunts using pistols, MP5's, and shotguns.</li>
** 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.
<li><strong>Grunts (allied)</strong>: Fixed issue with use and un-use sentences being ignored for <strong>monster_human_grunt_ally</strong>, <strong>monster_human_medic_ally</strong>, and <strong>monster_human_torch_ally</strong>.</li>
** 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.
<li><strong>Heavy weapons grunt</strong>: Added support to use pistols should the minigun be dropped/lost.</li>
* Furniture will no longer show monster info.
<li><strong>Heavy weapons grunt</strong>: Fixed heavy weapons grunts not running away from grenades.</li>
* Male assassins' flying kick angle fixed.
<li><strong>Heavy weapons grunt</strong>: Grunt will drop his minigun after 50 points of blast damage (90% chance).</li>
* Osprey rotor sound will always loop regardless of the sound format used.
<li><strong>Heavy weapons grunt</strong>: Grunt will look for his minigun and pick it up, or get out a pistol if it's gone/taken.</li>
* Tor's cannon sound radius is smaller.
<li><strong>Kingpin</strong>: Increased sound attenuation, greatly for death sound.</li>
* Tor's threat animation fixed.
<li><strong>Shock Roach</strong>: Fixed infinite life if jumping at a target while underwater.</li>
* Xen plant lights now implement classifications, and will only hide from enemy classes. They are alien passive by default.
</ul>


=== 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.


<h2>Map changes</h2>
== Map changes ==


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


<h3>Activist</h3>
* '''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>


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


<h3>Escape Series</h3>
* 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.


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


<h3>Half-Life campaign</h3>
* 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.


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


<h3>Half-Life: Opposing Force campaign</h3>
* '''Part 1'''<nowiki>: Fixed turrets not rising from the floor after the shark area.</nowiki>
* '''Part 2'''<nowiki>: Changed boss music.</nowiki>


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


<h3>Half-Life: Uplink campaign</h3>
* '''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>


<ul>
=== Half-Life campaign ===
<li><strong>Part 2</strong>: Fixed players being able to skip to part 3 by boosting a player over a chain-link fence.</li>
</ul>


<h3>Hostile Planet</h3>
* '''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>


<ul>
=== Half-Life: Opposing Force campaign ===
<li>Fixed gigantic wood gibs produced from certain breakables.</li>
</ul>


<h3>Jumpers</h3>
* '''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>


<ul>
=== Half-Life: Uplink campaign ===
<li>Lightened glow effect on the jumper player to make the 1st person glow effect less annoying.</li>
</ul>


<h3>Osprey</h3>
* Fixed finale always changing to map '''C1A0''' instead of the servers' next map.


<ul>
=== Infested ===
<li>Fixed gigantic wood gibs produced from certain breakables.</li>
</ul>


<h3>Quarter</h3>
* '''Part 2'''<nowiki>: Prevented subway exit door being closed with +use.</nowiki>


<ul>
=== Intruder ===
<li>Changed time limit from infinite to 1 hour.</li>
</ul>


<h3>Polar Rescue</h3>
* Removed secret bestiality porn for some silly drawings of faces.


<ul>
=== Jumpers ===
<li>Updated objective sprites.</li>
</ul>


<h3>Psyko</h3>
* 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".


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


<h3>Sandstone</h3>
* Map resource files included.
* New songs.


<ul>
=== Murks ===
<li>Changed setting <strong>mp_npckill</strong> to prevent players killing allied NPC's needed to complete the map.</li>
</ul>


<h3>Sector E</h3>
* Fixed floating battery by moving it on the floor.


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


<h3>Sven Co-op</h3>
* '''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>


<ul>
=== Persia ===
<li><strong>Part 1</strong>: Fixed gigantic wood gibs produced from certain breakables.</li>
<li><strong>Part 1</strong>: Fixed underground walls instantly springing back when reaching the wheel turn limit.</li>
</ul>


<h3>Tetris</h3>
* Added diagonal building brush to stop you getting stuck on the building down a cliff (just ahead of the start).


<ul>
=== Royals ===
<li>Removed references to king pin models and replacements in the resource files.</li>
</ul>


<h3>They Hunger</h3>
* '''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>


<ul>
=== Sector E ===
<li><strong>All of episode 1</strong>: Changed sv_maxspeed to 220 to match episode 2.</li>
<li><strong>They12</strong>: Fixed unexplained outward push from the dam's underwater window.</li>
<li><strong>They15</strong>: Fixed second zombie getting stuck on the first zombie when completing the outro sequence, preventing the map from ending.</li>
</ul>


<h3>Toad Snatch</h3>
* '''Part 2'''<nowiki>: Office after the force field: Added collapsed table to break up the dodgy clip nodes.</nowiki>


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


<h3>Toon Run</h3>
* 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.


<ul>
=== Shattered ===
<li><strong>Part 2</strong>: Fixed blowtato platforms instantly springing back when reaching the wheel turn limit.</li>
</ul>


<h3>Yabma</h3>
* 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.


<ul>
=== Sven Co-op ===
<li>Fixed players being able to get stuck in the pipes near the Barnacle.</li>
<li>Fixed key card in the cleansuit laboratory appearing as a HLDM ammo box.</li>
</ul>


* 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 ===


<h2>Model changes</h2>
* '''All'''<nowiki>: Updated player model list.</nowiki>
* '''They15'''<nowiki>: Fixed zombies walking though doors to scientists.</nowiki>


<h3>Player</h3>
=== Toad Snatch ===


<ul>
* Difficulty re-balanced.
<li>Models <strong>Beret</strong>, <strong>Grunt</strong>, <strong>Shepard</strong>, and <strong>Tower</strong> now use the friendly green skins to lower confusion with the enemy white urban skin.</li>
* Difficulty toughened for XP mod servers.
<li>Removed official models having outdated animations.</li>
* Decreased wrench damage.
</ul>
* 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.


<h3>Non-playable characters</h3>
=== VGER ===


<ul>
* 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...
<li><strong>Zombie</strong>: Added external sequence for Blue Shift's high definition models.</li>
</ul>


=== 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.


<h2>Sound changes</h2>
== Model changes ==


<ul>
=== Player ===
<li>Added <strong>Mistral</strong>, <strong>Night Watch</strong>, <strong>Night Watch Xeno</strong>, <strong>Submerged</strong>, and <strong>They Hunger</strong> textures to the global materials definition file for better footsteps.</li>
</ul>


* 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 ===


<h2>Other changes</h2>
* Body guard now has correct animations/sequences for Minigun.


<ul>
== Sound changes ==
<li><strong>FGD</strong>: Fixed entity alphabetic ordering.</li>
 
<li><strong>FGD</strong>: Fixed model key present twice in <strong>item_generic</strong>.</li>
=== Bodyguard ===
<li><strong>FGD</strong>: Fixed spawn flag in func_pushable <strong>256 "1-hit break"</strong> not present.</li>
 
<li><strong>FGD</strong>: Fixed types for models/sounds in <strong>custom_precache</strong></li>
* Brand new high quality sounds, no longer just re-pitched Barney sounds.
<li><strong>FGD</strong>: Fixed typo in ambient_generic <strong>16: "15 - 4,096 units"</strong>.</li>
* Remove unused sound '''"attack2.wav"'''.
<li><strong>FGD</strong>: Simplified ammo/item/weapon entities and their base classes.</li>
 
<li><strong>FGD</strong>: New base class <strong>Ammo</strong> for ammo entities allows for custom models.</li>
=== Other ===
<li><strong>FGD</strong>: Removed <strong>size</strong> key from <strong>func_pushable</strong>, added custom hull size keys.</li>
 
<li><strong>Graphics</strong>: Improved zoomed sniper rifle crosshair so it can be seen in dark places.</li>
* Added new blip sound for mappers to use, works well with text messages using the scan out effect.
<li><strong>Manual</strong>: Fixed incorrect pipe wrench setting.</li>
* Loader robot no longer complains about missing '''"wood2.wav"'''.
<li><strong>Manual</strong>: Removed map CVAR's <strong>weaponmode_wrench</strong> and <strong>weaponmode_m16</strong> as they were never implemented.</li>
 
</ul>
== 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.
  • 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.