Difference between revisions of "Change log/4.8"

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(My PC is being such a dick today.)
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== New features ==
+
== Notable features ==
  
* Border-less window mode -- enable this with '''r_borderless 1''' (also in advanced options).
+
* Added Half-Life: Blue Shift co-op campaign.
* Extra features for donors and staff is now received on-line, so new donors can enjoy our thank you features much sooner.
+
* Added breakable functionality to all door types.
** HTTP connectivity to our game API server is required.
+
* Added RIPENT for Linux with campaign installation scripts, along with uninstallation scripts.
** 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.
+
* Improved compatibility with the SteamPipe update for Half-Life:
* Linux server binary -- 100% native!
+
** Added missing VGUI language lines.
** Fixed '''func_rotating''' visually stopping after it has rotated beyond 32,767 degrees.
+
** Campaign installation scripts will now search the common account folder for official BSP's.
** Maps will need to have resource file names in the '''correct case''' or the Linux server will not find them and crash.
+
** File system updates include reading files from various mod extension folders (like addon, downloads, and hd).
* New map '''Quarter'''<nowiki>: A defensive map with multiple stages.</nowiki>
+
** Fixed borderless window mode vastly shrinking the game window.
* Player spawn points are now selected at random (from those that are active) with no spawn-fragging.
+
** Linux server binary renamed to '''hl.so'''.
  
 
== Code changes ==
 
== Code changes ==
Line 15: Line 15:
 
=== Core ===
 
=== Core ===
  
* Added '''obey trigger mode''' property to '''func_train'''.
+
* Added cheat command '''teleport''' expecting X, Y, and Z target co-ordinates to move the player to.
* Added entity alias '''trigger_create_entity''' for entity '''trigger_createentity'''.
+
* Added client and server build numbers (with a compile time stamp) to help notice out of date clients/servers in future.
* Added '''ignore tiny monsters''' property to '''trigger_*''' entities, to ignore insects, hornets, and other very small monsters activating triggers.
+
* Added CVAR '''weaponmode_eagle''' to the map configuration, which will disable the desert eagle's laser sight.
* 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.
+
* Added CVAR '''weaponmode_rpg''' to the map configuration, which will disable the RPG's laser guide.
* Blood splat scale reduced.
+
* Added CVAR's '''sv_wateramp''' and '''sv_zmax''' to the map configuration commands.
* Cheat commands:
+
* Added key '''attackrange''' to both turrets and sentry types to determine their maximum firing range.
** All unsuccessful cheat commands are now logged on the server as warnings.
+
* Added keys '''health''' and '''healthcap''' to '''item_battery''', which work in the same way as '''item_healthkit''' (using the same key names for consistency).
** 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.
+
* All read-only file operations will now scan for alternative mod folders ('''addons''', '''downloads''', and '''hd''') to be compatible with the SteamPipe update for Half-Life.
** <span><font color="#FF8000">NEW</font></span><nowiki>: </nowiki>'''healme''' heals your health to the map defined limit.
+
* Changed NPC flag "Fade corpse" to "Don't fade corpse".
** <span><font color="#FF8000">NEW</font></span><nowiki>: </nowiki>'''chargeme''' charges your HEV battery to the map defined limit.
+
* Default heap size is now '''128MB''' from the default '''40MB'''. Servers will need to apply this manually in their command parameters.
** '''reviveme''' can no longer be used if you're alive.
+
* Default entity limit '''3072''' is now defined in '''liblist.gam''', supported by the SteamPipe update for Half-Life.
** <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).
+
* Fixed baby gargantuas only being able to bleed yellow, mappers can now set this to red.
* Client commands:
+
* Fixed bad (missing) messages being displayed when muting/unmuting players via the score board.
** All commands are now case insensitive.
+
* Fixed camera views limiting RGB values to 210 (caused a little bit of dimming).
** 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.
+
* Fixed certain players/servers being unable to retrieve player extras (donor/staff) features on-line due to a binary unsafe operation.
** All commands can be logged on the server by setting CVAR '''sv_log_client_commands''' to '''1''', though this can be quite spammy.
+
* Fixed console spam '''ChangedTurret''' when using controllable turrets.
** '''grenade''' and '''stuck''' can't be used while the player is a Barnacle victim.
+
* Fixed flashlight sound cutting off medic and take cover voice calls.
** '''grenade''' now executes '''npc_findcover''' automatically, so a dual-bind is not required.
+
* Fixed '''game_zone_player''' and '''trigger_entity_iterator''' counting disconnected players.
** '''mapinfo''' formatting improved, also shows who can use cheats (off, on, or administrators only).
+
* Fixed incorrect 3rd person player animations when reloading certain weapons while already full.
** '''medic''' now makes a strangle sound instead of a medic call for players that are Barnacle victims.
+
* Fixed Linux server not being able to open map resource files due to case sensitivity.
** <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.
+
* Fixed M16 always firing 3 rounds even if there are only 1 or 2 rounds left.
** <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''').
+
* Fixed M16 to keep firing after reloading if reloaded during the middle of the 3-round burst.
** '''submitid''' no longer checks for a repeat delay if the player can't use the command anyway.
+
* Fixed many more potential crashes, memory leaks, and ancient programming techniques here and there.
* Client will show an error message if the game is NOT using the '''OpenGL''' renderer.
+
* Fixed map cycle handling:
* CVAR '''mp_telefrag''' is now writable by maps (configuration and '''trigger_setcvar''').
+
** Added server console printouts if a map is missing, or players are too few/many.
* Default maximum velocity increased from '''2,000''' units/second to '''4,096''' units/second.
+
** Fixed infinite loop during the intermission if the next map becomes missing after a map has started.
* Default maximum viewing distance increased from '''8,192''' units to '''32,768''' units.
+
** Fixed map configuration commands start, weapon, ammo, item, and weaponmode claiming to be invalid.
* Default setting for detail textures is now '''enabled'''.
+
** Fixed map cycle not always advancing if the next map string is shorter than the map preceding it.
* Default skill level now '''1'''.
+
** Fixed map cycle sometimes advancing two places each time.
* 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 map intermission handling:
* Fixed administrator list file requiring a new line after the last entry in the list.
+
** CVAR '''mp_chattime'''<nowiki>: minimum time 8 seconds, maximum time 60 seconds.</nowiki>
* Fixed crash during gun fire if players had '''mp_decals''' set to '''0'''.
+
** Fixed map not changing until the maximum intermission time had been reached unless a player presses a key.
* Fixed crash if the map voting list exceeded the stack size (moved to heap).
+
* Fixed Osprey initialization sometimes crashing Linux servers.
* Fixed '''env_blood''' shooting white particles when red blood was specified.
+
* Fixed players being able to keep weapon zoom by changing weapons and zooming in on the same frame.
* Fixed '''func_tank''' eye positions, so it will work properly as the tank rotates.
+
* Fixed players being able to revive robots.
* Fixed '''func_train''' dealing crush damage every frame.
+
* Fixed players being able to switch weapons while dead.
* 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 players being able to use controllable tanks even after being disabled by a master entity.
* Fixed '''momentary_rot_button''' not obeying a master entity.
+
* Fixed players being able to use electric crowbars in water by holding primary attack before entering water.
* Fixed '''monster_barnacle''' having inconsistent tongue lengths when multiple Barnacles grab the same victim.
+
* Fixed players dropping an oddly behaving shock rifle when they die while holding one.
* Fixed '''monster_barnacle''' not always releasing players during a '''trigger_respawn'''.
+
* Fixed players floating upwards into infinity if killed on a ladder.
* Fixed '''monster_barnacle''' possible crash with the prey entity referencing.
+
* Fixed players losing their client flag on death.
* 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 players not automatically switching weapon when ammo has been depleted.
* Fixed server lag from players having their donor/staff/administrator levels looked up every time they spawn or use a donor feature.
+
* Fixed players not being able to damage tripmines when placed by other players, they now always take damage.
* Fixed '''squadmaker''' possible crash with the render override.
+
* Fixed players not being able to drop snark ammo if the player has less than 5 of them..
* Fixed '''squadmaker''' entities with names not starting automatically when the '''start on''' flag is defined.
+
* Fixed players not being able to use picked up ammo where the ammo is the weapon (i.e. grenades).
* Fixed '''trigger_condition''' comparing strings with non-strings.
+
* Fixed players not having their rendering effects copied to their 1st person view-port model (glows, ghost, etc).
* Fixed '''trigger_changevalue''' not setting hull sizes correctly (passes new size to the engine).
+
* Fixed players seeing a map MOTD even if it doesn't exist.
* Gibs no longer use the reliable network channel, and move slower.
+
* Fixed players seeing garbled ammo on their HUD when they have no weapon.
* Log formatting cleaned up:
+
* Fixed players seeing shock rifle in their weapon selection HUD if they had one while being revived.
** Entity names.
+
* Fixed players sometimes getting skipped on actions/functions applied to all connected players.
** '''NoAuthID''' instead of '''NoWonID'''.
+
* Fixed players switching weapon after/during a camera sequence.
** '''players''' instead of '''team1'''.
+
* Fixed players switching weapon while swing-charging a wrench.
* '''mp_pcbalancing''' description improved.
+
* Fixed players throwing a crowbar at a repairable breakable causing it to repair if the player switches to a wrench immediately.
* '''mp_pcbalancing_factorlist''' now has a default setting.
+
* 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.
* '''mp_pcbalancing_factorlist''' will no longer print on map load, unless '''developer''' is at least '''2'''.
+
* Fixed rare crash '''"MSG_PVS with no origin"'''.
* 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.
+
* Fixed servers crashing when a platform trigger runs if their parent platform no longer exists.
* Server administrator list count is now unlimited, and will consume much less memory for servers with under 256 entries.
+
* Fixed servers crashing when a player connects while no spawn points can be used (all either filtered or deactivated).
* Skill configuration will no longer print on map load, unless '''developer''' is at least '''2'''.
+
* Fixed servers crashing when a player picks up a minigun or shock rifle while holding no other weapons.
* Spawn point handling:
+
* Fixed servers crashing when a player uses the tertiary fire function on a shock rifle.
** Spawn points are now chosen at random from any active point.
+
* Fixed servers generating excessive or no water splash particles from players.
** Collision detection to prevent spawn-fragging.
+
* Fixed servers not always loading configuration files from the correct mod folder (caused by SteamPipe).
** Only 1 type of spawn point entity will be used, depending on what is active at the time: '''_deathmatch''' then '''_dm2'''
+
* Fixed servers not always writing error messages in full from the on-line player extras web server.
** If no '''_deathmatch''' or '''_dm2''' spawn point can be used, a '''_coop''' or '''_start''' point is used.
+
* Fixed '''squadmaker''' entities with a target name using the cyclic AND start on flags to spawn children ignoring the cyclic flag (timer based).
** If none of the spawn points can be used, players are made to wait until one is available.
+
* Fixed tank controller A.I. firing hundreds of projectiles at once if the target took cover then re-entered the line of sight quickly.
* '''trigger_changemodel''' now pre-caches the model it needs.
+
* Fixed '''trigger_changemodel''' removing its' target's collision hull and breaking animations.
* '''trigger_changemodel''' now supports '''<nowiki>!activator</nowiki>''' and '''<nowiki>!caller</nowiki>''' references.
+
* Fixed '''trigger_changevalue''' and '''trigger_copyvalue''' not being able to edit '''squadmaker''' monster count.
* '''trigger_changemodel''' now supports changing player models, and remembers the player choice for when the map changes.
+
* Fixed '''trigger_setcvar''' not being able to edit '''mp_barnacle_paralyze''' and '''mp_disable_autoclimb'''.
* '''trigger_changemodel''' now supports sub-model and skin detection.
+
* Fixed trip mines permanently glowing after being hit by a shock rifle projectile.
* '''trigger_condition''' now reports its' behaviour if CVAR '''developer''' is '''2''' or higher.
+
* Fixed turret controls not responding to players while holding an RPG.
* '''trigger_createentity''' now pre-caches the models and sounds it needs.
+
* Fixed turrets taking a long time to repair while undeployed.
* '''trigger_load'''/'''trigger_save''' can load/save more data.
+
* Fixed turrets recovering only 1 hit point while broken.
* '''trigger_load''' can now load entities from alternative file names.
+
* Fixed warning '''"Tried to stuff bad command npc_findcover"''' when using the '''grenade''' commnd.
* '''trigger_once''' can no longer be used repeatedly with the '''on enter''' and '''on exit''' flags.
+
* Fixed wrong messages when Linux servers create a default GMR/GSR folder for a map, and prevented these messages from behaving like an error.
* Updated VGUI from version '''2.3''' of the Half-Life SDK.
+
* Improved '''cl_showstats''' output:
 +
** Moved output upwards to 1 6th of the screen's height.
 +
** Output is now in two distinct columns.
 +
** Property column is tinted blue, value column is tinted red.
 +
** Split client version/build and server version/build.
 +
* Improved console output for '''scripted_sequence''' when it is unable to play its' sequence on an NPC.
 +
* Improved server administrators feature:
 +
** Authentication ID's beginning with an asterisk '*' are marked as server owners, with their icon tinted gold in the score board. Players hosting a listen server will automatically be denoted as the server owner.
 +
** Fixed a range of minor issues with the administrator list file parser.
 +
** Fixed last administrator entry sometimes being ignored.
 +
** Fixed players hosting a listen server not getting the administrator icon if an administrator list file doesn't exist.
 +
** New command '''loadadminlist''' to reload the administrator list mid game (useful for external plug-ins/scripts writing the list on map start).
 +
** Placeholder functionality for future built-in administration commands.
 +
* Improved thread stability when attempting to search and download player extras information.
 +
* Increased '''multi_manager''' and '''multisource''' target limit from 32 to 64. This will eventually be converted into a linked list.
 +
* Prevented players using a controllable turret if they are holding a heavy weapon (minigun / shock rifle).
 +
* Prevented entities '''monster_roach''' and '''monster_snark''' from moving a '''func_pushable'''.
 +
* Prevented entitiy classifications insect, alien bio weapon, and player bio weapon from moving a '''func_pushable'''.
 +
* Removed (the already ignored) '''size''' key for '''func_pushable''', replaced it for the more commonly used custom hull size keys.
 +
* Restored suit voices for collecting a HEV suit and long jump.
 +
* Server will now print a warning when '''trigger_save''' attempts (and fails) to write to a read-only file.
  
 
=== Sound engine ===
 
=== Sound engine ===
  
* '''ambient_generic''' can now play a sound to an individual client at their position, using flag '''user only''' (64).
+
* FMOD Ex updated to v4.44.14.
* '''env_sound''' think delay reduced, so players are more likely to receive their effect.
+
* '''Client'''<nowiki>: All cache files are now properly flushed from all mod folders (SteamPipe and language specific) when the game starts and closes.</nowiki>
* Count of sounds successfully (and failed) loaded sounds displayed when a map starts.
+
* '''Client'''<nowiki>: Fixed attenuation for 3D sounds causing them to be inaudible.</nowiki>
* List of sounds successfully loaded displayed if CVAR '''developer''' is '''2''' or higher when a map starts.
+
* '''Client'''<nowiki>: Improved players hearing sounds too closely from entities that are out of their PVS.</nowiki>
* FMODEx initialization code cleaned up vastly.
+
* '''Client'''<nowiki>: New CVAR </nowiki>'''cl_outline_sounds''' to display particles where sounds emit from.
* FMODEx library no longer needs to be in the '''half-life''' folder, it is now loaded from the mod folder.
+
* '''Client'''<nowiki>: Sound list caches are now flushed when a player has finished loading a sound list (i.e. has joined the game).</nowiki>
* FMODEx library updated to '''4.40.03'''
+
* Changed '''ambient_generic''' flag '''Play at user origin''' to play at all players if the activator isn't a player, or the '''Play everywhere''' flag is also used.
* Improved environment sound effects.
+
* Explosions are now handled by the sound engine.
* Increased sound limit from '''2,048''' to '''4,096'''.
+
* Fixed '''ambient_generic''' crash when the '''Play at user origin''' flag is used when the activator isn't a player.
* Pretty much every sound is now handled by FMODEx, only exception is explosions.
+
* Fixed cached sound lists not being loaded or flushed from the '''downloads''' mod folder (caused by SteamPipe).
* Revolutionized speech sentence handling:
+
* Fixed sounds not being loaded from alternative mod folders, usually '''downloads''' for custom maps (caused by SteamPipe).
** All sentences are now handled server side.
+
* Increased maximum number of '''materials.txt''' entrties to '''2048'''.
** Clients play sentences through FMODEx.
+
* Player footsteps are now all handled client side -- including for other players.
** 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 ===
 
=== Non-playable characters ===
  
* Alien grunts should no longer stare into space after being teleported in by Tor.
+
* Fixed reviver NPCs reviving gibed players/NPCs.
* Barnacle tongue now drops 50% faster.
+
* '''Alien Slaves'''<nowiki>: Fixed refusal to revive other alien slaves that had the "Fade Corpse" flag enabled.</nowiki>
* Barnacles can no longer grab victims from on top of them.
+
* '''Assassin'''<nowiki>: Reduced assassins' MP5 accuracy, now slightly better than grunts.</nowiki>
* Barnacles have new bite damage handling:
+
* '''Grunts'''<nowiki>: Reduced grunts' SAW accuracy.</nowiki>
** Bites are every 1 to 1.5 seconds.
+
* '''Grunts'''<nowiki>: Restored Half-Life accuracy for grunts using pistols, MP5's, and shotguns.</nowiki>
** 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.
+
* '''Grunts (allied)'''<nowiki>: Fixed issue with use and un-use sentences being ignored for </nowiki>'''monster_human_grunt_ally''', '''monster_human_medic_ally''', and '''monster_human_torch_ally'''.
** 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.
+
* '''Heavy weapons grunt'''<nowiki>: Added support to use pistols should the minigun be dropped/lost.</nowiki>
* Furniture will no longer show monster info.
+
* '''Heavy weapons grunt'''<nowiki>: Fixed heavy weapons grunts not running away from grenades.</nowiki>
* Male assassins' flying kick angle fixed.
+
* '''Heavy weapons grunt'''<nowiki>: Grunt will drop his minigun after 50 points of blast damage (90% chance).</nowiki>
* Osprey rotor sound will always loop regardless of the sound format used.
+
* '''Heavy weapons grunt'''<nowiki>: Grunt will look for his minigun and pick it up, or get out a pistol if it's gone/taken.</nowiki>
* Tor's cannon sound radius is smaller.
+
* '''Kingpin'''<nowiki>: Increased sound attenuation, greatly for death sound.</nowiki>
* Tor's threat animation fixed.
+
* '''Shock Roach'''<nowiki>: Fixed infinite life if jumping at a target while underwater.</nowiki>
* 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 ==
 
== Map changes ==
  
=== Afrika Korps ===
+
* Included map '''_hlds_start''' intended for servers with plug-ins to prepare/load their external data on HLDS launch.
 
+
** Automatically ends after 1 minute, the server map cycle will then begin.
* '''All'''<nowiki>: Difficulty no longer limited to easy.</nowiki>
+
** Should it not end automatically a player spawning can press a button to end it.
* '''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 ===
+
=== Activist ===
  
* '''Part 1'''<nowiki>: Fixed turrets not rising from the floor after the shark area.</nowiki>
+
* '''Part 2'''<nowiki>: Advanced spawn point when a player opens the wide glass laboratory doors (20 second delay).</nowiki>
* '''Part 2'''<nowiki>: Changed boss music.</nowiki>
+
* '''Part 2'''<nowiki>: Fixed players spawning inside the back wall.</nowiki>
 +
* '''Part 3'''<nowiki>: Fixed lift button not responding at the start of the map if you haven't played part 2 first.</nowiki>
 +
* '''Part 3'''<nowiki>: Fixed monsters running under the giant lift players start descending on, they should avoid it now.</nowiki>
 +
* '''Part 3'''<nowiki>: Fixed spawn point by the final battle being activated too early.</nowiki>
  
 
=== Escape Series ===
 
=== Escape Series ===
  
* '''All of series 2 and 3'''<nowiki>: All maps have AAATRIGGER textures replaced for NULL to improve rendering performance.</nowiki>
+
* '''All'''<nowiki>: Fixed missing/0-byte sound files.</nowiki>
* '''2A'''<nowiki>: Fixed players being able to activate the camera sequence using the coded panel more than once.</nowiki>
+
* '''All'''<nowiki>: Tidied up map configurations.</nowiki>
* '''2A'''<nowiki>: Fixed players being able to jump through the horizontal lasers if many of them piled through quickly enough.</nowiki>
+
* '''All'''<nowiki>: Fixed various messages having corrupt characters on the end.</nowiki>
* '''2B'''<nowiki>: Fixed a single player being able to activate the dual-player buttons after the large slime pit / pipe crawling.</nowiki>
+
* '''2A'''<nowiki>: Fixed floating headcrabs unable to attack players in a pipe after the acid drops.</nowiki>
* '''2C'''<nowiki>: Added clip brush in the base of the rail gauge to prevent you falling through to the void.</nowiki>
+
* '''2B'''<nowiki>: Fixed visible null textures underneath the drop-down helix stairs.</nowiki>
* '''2C'''<nowiki>: Fixed NULL texture on the corner sections of the rail gauge.</nowiki>
+
* '''2B'''<nowiki>: Tilted an unbreakable looking pane of glass to make it more obvious you break through it.</nowiki>
* '''2D'''<nowiki>: Fixed door gates being blockable by players.</nowiki>
+
* '''2B'''<nowiki>: Fixed one person being able to use the dual-player buttons after the big acid pool.</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>
+
* '''2C'''<nowiki>: Fixed one person being able to use the dual-player eye scanners after the underwater tunnel.</nowiki>
* '''3C'''<nowiki>: Fixed getting stuck in a crate at the start.</nowiki>
+
* '''2D'''<nowiki>: Fixed players being able to block the first gate in the bridge brawl chapter.</nowiki>
* '''3C'''<nowiki>: Fixed NULL texture around the brown water during the hallucination.</nowiki>
+
* '''2E'''<nowiki>: Fixed players spawning facing the wrong direction in the final boss chamber.</nowiki>
* '''3D'''<nowiki>: Fixed possibility of spawning inside a control panel in the giant elevator shaft.</nowiki>
+
* '''2E'''<nowiki>: Final boss is now a standard Gargantua.</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>
+
* '''2E'''<nowiki>: Replaced/added weapons suitable for defeating a standard Gargantua in the final boss chamber.</nowiki>
* '''3E'''<nowiki>: Fixed rendering glitch through the first door.</nowiki>
+
* '''3A'''<nowiki>: Fixed null texture on a rock in the first shortcut.</nowiki>
* '''3E'''<nowiki>: Fixed batteries getting stuck on the floor by making them liftable.</nowiki>
+
* '''3A'''<nowiki>: Fixed various outro messages having corrupt characters on the end.</nowiki>
* '''3E'''<nowiki>: Fixed possibility of getting stuck behind the generator, there are now small crates to climb on to get out.</nowiki>
+
* '''3B'''<nowiki>: Fixed players being able to get stuck in the TNT plunger.</nowiki>
* '''3E'''<nowiki>: Re-built the train so it should be impossible to break into segments in a comical fashion.</nowiki>
+
* '''3C'''<nowiki>: Added advanced spawn point in the ventilation shaft once a player reaches it.</nowiki>
* '''3E'''<nowiki>: Fixed rendering glitch through the first door.</nowiki>
+
* '''3C'''<nowiki>: Fixed null texture on the top of the fans.</nowiki>
 +
* '''3C'''<nowiki>: Fixed terrible physics when reaching the tops of the ladders.</nowiki>
 +
* '''3D''', '''3E'''<nowiki>: Fixed players not taking fall damage when falling down the cable trolley shaft.</nowiki>
 +
* '''3D''', '''3E'''<nowiki>: Implemented spawn points that follow the cable trolley.</nowiki>
 +
* '''3D''', '''3E'''<nowiki>: Made the lighting in the cable trolley a bit brighter.</nowiki>
 +
* '''3E'''<nowiki>: Moved Barney to be the train driver as it leaves.</nowiki>
 +
* '''3E'''<nowiki>: Players have 3 more seconds to get in the train before it leaves.</nowiki>
  
 
=== Half-Life campaign ===
 
=== Half-Life campaign ===
  
* '''C0A0C/C0A0D'''<nowiki>: Removed display name for the Loader robot.</nowiki>
+
* '''All'''<nowiki>: Changed deprecated killnpc CVAR to mp_npckill.</nowiki>
* '''C0A0C'''<nowiki>: Fixed tram doors moving the wrong direction.</nowiki>
+
* '''C1A0D'''<nowiki>: Fixed the two additional HEV suits disappearing for no reason on dedicated servers.</nowiki>
* '''C1A1'''<nowiki>: Dead grunts that should have been holding a gun now do, and those that shouldn't have now don't.</nowiki>
+
* '''C1A1D'''<nowiki>: Fixed a spawn point being camped by a zombie.</nowiki>
* '''C1A1'''<nowiki>: Fixed angle and body on the Military suit item to match the original game.</nowiki>
+
* '''C1A2'''<nowiki>: Fixed zombie in store room not playing intended animation.</nowiki>
* '''C1A1'''<nowiki>: Time limit is 60 minutes for consistency with other maps.</nowiki>
+
* '''C1A2A''', '''C1A2D''', '''C1A2E'''<nowiki>: Added a shotgun to the weapon configuration.</nowiki>
* '''C1A1F'''<nowiki>: Fixed dangling scientist falling too soon / disappearing (over the tram stop).</nowiki>
+
* '''C1A3''', '''C1A3A''', '''C1A3D'''<nowiki>: Fixed silent fire alarm sounds.</nowiki>
* '''C1A3A'''<nowiki>: Fixed soldiers using Opposing Force chat.</nowiki>
+
* '''C1A3''', '''C1A3A''', '''C1A3D'''<nowiki>: Re-added closing fire doors but made them breakable.</nowiki>
* '''C1A3C'''<nowiki>: Fixed Osprey being destroyed by friendly fire.</nowiki>
+
* '''C1A4Z'''<nowiki>: Fixed acid pit not hurting players.</nowiki>
* '''C1A6'''<nowiki>: The commander now has the correct model.</nowiki>
+
* '''C1A4Z'''<nowiki>: Fixed overlapping door brush with door frame.</nowiki>
* '''C2A4B'''<nowiki>: Fixed invisible brush blocking players.</nowiki>
+
* '''C2A1'''<nowiki>: Fixed grunts fighting the Gargantua appearing as player allies.</nowiki>
* '''C2A4C'''<nowiki>: Fixed chomper sometimes going out of sync by not doing enough damage.</nowiki>
+
* '''C2A3A'''<nowiki>: Fixed ichthyosaur not playing a script.</nowiki>
* '''C2A4C'''<nowiki>: Restored the 6 barnacles above the slime pit.</nowiki>
+
* '''C2A4E'''<nowiki>: Fixed scientists running into the operating machinary when hearing a distant explosion.</nowiki>
* '''C2A4E'''<nowiki>: Fixed zap machine killing players after it has shut down.</nowiki>
+
* '''C2A4H'''<nowiki>: Added electricity sprites to stairs to indicate harmful area.</nowiki>
* '''C2A5A'''<nowiki>: Fixed being able to slide down 2 giant vertical pipes.</nowiki>
+
* '''C2A5F'''<nowiki>: Fixed players being able to get stuck inside broken walls.</nowiki>
* '''C2A5F'''<nowiki>: Fixed becoming stuck behind some broken wall.</nowiki>
+
* '''C2A5X'''<nowiki>: Added a second voltigore to make the area harder.</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>
+
* '''C3A1'''<nowiki>: Restored the ceiling collapse sequence, adjusted spawn points to accommodate this.</nowiki>
* '''C2A5G'''<nowiki>: Voltigore can no longer use bounce pads.</nowiki>
+
* '''C3A1B'''<nowiki>: Fixed some spawn points facing the wrong direction.</nowiki>
* '''C3A1B'''<nowiki>: Fixed medic and grunt staring at the walls.</nowiki>
+
* '''C4A1B'''<nowiki>: Fixed missing pumping/mining blocks.</nowiki>
* '''C3A2C'''<nowiki>: Fixed getting stuck inside a valve.</nowiki>
+
* '''C4A1C'''<nowiki>: Fixed players being able to block the round elevator platforms.</nowiki>
* '''C4A1B'''<nowiki>: Fixed players being able to climb up into the sky.</nowiki>
+
* '''C4A2'''<nowiki>: Fixed hovering Xen plant.</nowiki>
* '''C4A1C/C4A1D/C4A1E/C4A1F'''<nowiki>: Added map change sprite.</nowiki>
 
  
 
=== Half-Life: Opposing Force campaign ===
 
=== Half-Life: Opposing Force campaign ===
  
* '''OF1A2'''<nowiki>: Alien grunts replaced for alien slaves.</nowiki>
+
* '''All'''<nowiki>: Changed deprecated killnpc CVAR to mp_npckill.</nowiki>
* '''OF1A4B'''<nowiki>: Removed display name for the Loader robot.</nowiki>
+
* '''OF1A2'''<nowiki>: Advanced spawn point when a player passes the nose of the crashed Osprey.</nowiki>
* '''OF1A6'''<nowiki>: Added crowbar (knife) to map configuration.</nowiki>
+
* '''OF1A2'''<nowiki>: Removed Gordon ghost.</nowiki>
* '''OF2A4'''<nowiki>: Added crowbar (knife) to map configuration.</nowiki>
+
* '''OF1A3'''<nowiki>: Advanced spawn point when a player enters the lower door of the catwalk.</nowiki>
* '''OF2A2'''<nowiki>: Added anti-spam to the elevator.</nowiki>
+
* '''OF2A2'''<nowiki>: Fixed players being able to push the box which may block an opening.</nowiki>
* '''OF2A2'''<nowiki>: Added sky name.</nowiki>
+
* '''OF2A3'''<nowiki>: Map deleted.</nowiki>
* '''OF2A2'''<nowiki>: Added sparks in the electrified water.</nowiki>
+
* '''OF2A5'''<nowiki>: Advanced spawn point when a player enters the broken vent near the medic.</nowiki>
* '''OF2A2'''<nowiki>: Fixed soldier positions during their sequence.</nowiki>
+
* '''OF3A2'''<nowiki>: Fixed bad spawn positions.</nowiki>
* '''OF2A2'''<nowiki>: Anti-rush for the elevator.</nowiki>
+
* '''OF3A2'''<nowiki>: Fixed monsters falling into the Xen void by using bounce pads.</nowiki>
* '''OF2A3'''<nowiki>: Map merged into OF2A2.</nowiki>
+
* '''OF3A2'''<nowiki>: Fixed players not spawning with low gravity.</nowiki>
* '''OF3A5/OF5A4'''<nowiki>: Added map change sprite.</nowiki>
+
* '''OF4A2'''<nowiki>: Fixed players being able to block elevator doors.</nowiki>
* '''OF5A1'''<nowiki>: Blocked a hole.</nowiki>
+
* '''OF4A3'''<nowiki>: Advanced spawn point when a player enters passes the biodome lift.</nowiki>
* '''OF5A2'''<nowiki>: Blocked a hole.</nowiki>
+
* '''OF5A1'''<nowiki>: Advanced spawn point when a player climbs the ladder to the surface.</nowiki>
* '''OF4A2'''<nowiki>: Lift doors now crush obstructions properly.</nowiki>
+
* '''OF5A1'''<nowiki>: Advanced spawn point (3rd) when a player crawls into the room with allied grunts.</nowiki>
* '''OF6A2'''<nowiki>: Blocked a hole.</nowiki>
+
* '''OF5A3'''<nowiki>: Fixed players being able to skip half of the map using crates.</nowiki>
* '''OF6A3'''<nowiki>: Blocked a hole.</nowiki>
+
* '''OF6A2'''<nowiki>: Fixed players being able to fall outside the map on top of the rocks.</nowiki>
 +
* '''OF6A2'''<nowiki>: Fixed visible barrel brush intended to block access, back to invisible.</nowiki>
 +
* '''OF6A3'''<nowiki>: Added RPG and SAW to the weapon configuration.</nowiki>
 +
* '''OF6A3'''<nowiki>: Advanced spawn point when a player climbs into the roof vent.</nowiki>
 +
* '''OF6A4B'''<nowiki>: Removed RPG ammo.</nowiki>
 +
* '''OF6A4B'''<nowiki>: Updated end game message.</nowiki>
  
 
=== Half-Life: Uplink campaign ===
 
=== Half-Life: Uplink campaign ===
  
* Fixed finale always changing to map '''C1A0''' instead of the servers' next map.
+
* '''Part 2'''<nowiki>: Fixed players being able to skip to part 3 by boosting a player over a chain-link fence.</nowiki>
 
 
=== Infested ===
 
 
 
* '''Part 2'''<nowiki>: Prevented subway exit door being closed with +use.</nowiki>
 
  
=== Intruder ===
+
=== Hostile Planet ===
  
* Removed secret bestiality porn for some silly drawings of faces.
+
* Fixed gigantic wood gibs produced from certain breakables.
  
 
=== Jumpers ===
 
=== Jumpers ===
  
* Fixed crate falling through the floor.
+
* Lightened glow effect on the jumper player to make the 1st person glow effect less annoying.
* 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 ===
+
=== Osprey ===
  
* Map resource files included.
+
* Fixed gigantic wood gibs produced from certain breakables.
* New songs.
 
  
=== Murks ===
+
=== Quarter ===
  
* Fixed floating battery by moving it on the floor.
+
* Changed time limit from infinite to 1 hour.
  
=== New Hope's Last Stand ===
+
=== Polar Rescue ===
  
* '''Part 3'''<nowiki>: Barrels in the crystal crusher room are no longer stuck.</nowiki>
+
* Updated objective sprites.
* '''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 ===
+
=== Psyko ===
  
* Added diagonal building brush to stop you getting stuck on the building down a cliff (just ahead of the start).
+
* Added a platform to the slime area so players that haven't died can get out.
 +
* Added a back-up system for the volcano area: The symbol will become available after 5 minutes if no monsters are killed, so if the doors happen to get stuck players don't have to change map.
 +
* Added SAW, spore launcher, and spore plants to the boss fight.
 +
* Blue symbol now appears only after most of the monsters have been killed.
 +
* Icky in blue room should now be mad.
 +
* Made most of the symbols are now '''func_illusionary''' so there won't be bullet holes in them.
 +
* Pushable pigs now disappear after they have been used, though they can still be pushed to other rooms before they are used.
 +
* Reduced slime and final boss HP.
 +
* Reduced the breakables HP in the final fight and added HUD info for them.
  
=== Royals ===
+
=== Sandstone ===
  
* '''Part 4'''<nowiki>: Fixed central area and pyramid not being visible from each other (increased maximum viewing distance).</nowiki>
+
* Changed setting '''mp_npckill''' to prevent players killing allied NPC's needed to complete the map.
* '''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 ===
 
=== Sector E ===
  
* '''Part 2'''<nowiki>: Office after the force field: Added collapsed table to break up the dodgy clip nodes.</nowiki>
+
* '''Part 1'''<nowiki>: Fixed being able to skip fighting the glass monster (should you summon it) by using the end map lift -- if it spawns, you must defeat it.</nowiki>
 +
* '''Part 1'''<nowiki>: Fixed dead grunt with his hand inside a wall.</nowiki>
 +
* '''Part 1'''<nowiki>: Fixed the king pin, glass monster, and other monsters being teleported away by a teleporter only meant for a scientist.</nowiki>
 +
* '''Part 2'''<nowiki>: Tweaked the long pushable machine so it gets stuck less.</nowiki>
 +
* '''Part 3'''<nowiki>: Fixed bad clipping on the floor of the blue horde battle area, mainly near Xen goo.</nowiki>
 +
* '''Part 3'''<nowiki>: Added extra task before the final vent to give players a chance to collect the final flower, before someone else rushes through preventing collection.</nowiki>
 +
* '''Part 3'''<nowiki>: Made the 15 flower bonus more worthwhile, providing a gold 357, Gluon gun, SAW, and 6 beefy ammo packs.</nowiki>
 +
* '''Part 3'''<nowiki>: Added bonus weapons to the Gordon boss room too.</nowiki>
 +
* '''Part 3'''<nowiki>: Added spore plants to the Gordon boss room.</nowiki>
 +
* '''Part 3'''<nowiki>: Added scripted sequence to raise the Gordon boss boss to an air node, which should make it a bit more active.</nowiki>
 +
* '''Part 3'''<nowiki>: Added 8 destinations for the Gordon boss to go to every 10-20 seconds after reaching the previous spot to make him move around more.</nowiki>
 +
* '''Part 3'''<nowiki>: Gordon boss is no longer laughably easy to defeat.</nowiki>
  
=== Sand Stone ===
+
=== Sven Co-op ===
 
 
* 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.
+
* '''Part 1'''<nowiki>: Fixed gigantic wood gibs produced from certain breakables.</nowiki>
* Added 2 more batteries to the hidden section at the start so 2 players can fully charge.
+
* '''Part 1'''<nowiki>: Fixed underground walls instantly springing back when reaching the wheel turn limit.</nowiki>
* Fixed explosive barrels in the canal area from being stuck in the ground.
 
  
=== Sven Co-op ===
+
=== Tetris ===
  
* Fixed Chubby not being able to die due to a server's default '''mp_npckill''' setting.
+
* Removed references to king pin models and replacements in the resource files.
* Fixed path names for some sprites to be compatible with the Linux server binary (case sensitive).
 
  
=== They Hunger campaign ===
+
=== They Hunger ===
  
* '''All'''<nowiki>: Updated player model list.</nowiki>
+
* '''All of episode 1'''<nowiki>: Changed sv_maxspeed to 220 to match episode 2.</nowiki>
* '''They15'''<nowiki>: Fixed zombies walking though doors to scientists.</nowiki>
+
* '''They12'''<nowiki>: Fixed unexplained outward push from the dam's underwater window.</nowiki>
 +
* '''They15'''<nowiki>: Fixed second zombie getting stuck on the first zombie when completing the outro sequence, preventing the map from ending.</nowiki>
  
 
=== Toad Snatch ===
 
=== Toad Snatch ===
  
* Difficulty re-balanced.
+
* 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.
* Difficulty toughened for XP mod servers.
+
* Mentioned in MOTD that the buttons in the checkpoint supply rooms spawn friendly sentry turrets.
* Decreased wrench damage.
+
* Tweaked map ending system so players who are in a state of "dead, lying on the ground" no longer count as living players.
* 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 ===
+
=== Toon Run ===
  
* 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...
+
* '''Part 2'''<nowiki>: Fixed blowtato platforms instantly springing back when reaching the wheel turn limit.</nowiki>
  
=== YABMA ===
+
=== Yabma ===
  
* Fixed 3 bottomless pits not killing anything (1 in the cave by the start voltigore, 2 in the pipes area).
+
* Fixed players being able to get stuck in the pipes near the Barnacle.
* Fixed being able to get stuck in some places in the pipes area.
+
* Fixed key card in the cleansuit laboratory appearing as a HLDM ammo box.
* 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 ==
 
== Model changes ==
Line 372: Line 317:
 
=== Player ===
 
=== Player ===
  
* All low definition Valve HLDM models now have a '''dm_''' prefix.
+
* Models '''Beret''', '''Grunt''', '''Shepard''', and '''Tower''' now use the friendly green skins to lower confusion with the enemy white urban skin.
* All high definition remakes of HLDM models don't have a '''dm_''' prefix.
+
* Removed official models having outdated animations.
* New player model '''mad scientist'''.
 
* Player command menu updated with all the current model choices.
 
  
 
=== Non-playable characters ===
 
=== Non-playable characters ===
  
* Body guard now has correct animations/sequences for Minigun.
+
* '''Zombie'''<nowiki>: Added external sequence for Blue Shift's high definition models.</nowiki>
  
 
== Sound changes ==
 
== Sound changes ==
  
=== Bodyguard ===
+
* Added '''Mistral''', '''Night Watch''', '''Night Watch Xeno''', '''Submerged''', and '''They Hunger''' textures to the global materials definition file for better footsteps.
 
 
* 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 ==
 
== Other changes ==
  
* Fixed '''trigger_changemodel''' not showing up in Hammer.
+
* '''FGD'''<nowiki>: Fixed entity alphabetic ordering.</nowiki>
* Loads of tweaks to the FGD (size/colour changes).
+
* '''FGD'''<nowiki>: Fixed model key present twice in </nowiki>'''item_generic'''.
* Made '''trigger_teleport''' flag '''2,048''' (ignore delays) show up in Hammer.
+
* '''FGD'''<nowiki>: Fixed spawn flag in func_pushable </nowiki>'''256 "1-hit break"''' not present.
* Manual credits now links to forum profiles for many more people.
+
* '''FGD'''<nowiki>: Fixed types for models/sounds in </nowiki>'''custom_precache'''
* Manual credits now lists all mappers.
+
* '''FGD'''<nowiki>: Fixed typo in ambient_generic </nowiki>'''16: "15 - 4,096 units"'''.
* Removed redundant sentences file.
+
* '''FGD'''<nowiki>: Simplified ammo/item/weapon entities and their base classes.</nowiki>
 +
* '''FGD'''<nowiki>: New base class </nowiki>'''Ammo''' for ammo entities allows for custom models.
 +
* '''FGD'''<nowiki>: Removed </nowiki>'''size''' key from '''func_pushable''', added custom hull size keys.
 +
* '''Graphics'''<nowiki>: Improved zoomed sniper rifle crosshair so it can be seen in dark places.</nowiki>
 +
* '''Manual'''<nowiki>: Fixed incorrect pipe wrench setting.</nowiki>
 +
* '''Manual'''<nowiki>: Removed map CVAR's </nowiki>'''weaponmode_wrench''' and '''weaponmode_m16''' as they were never implemented.

Revision as of 18:22, 7 October 2018

1 Notable features

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

2 Code changes

2.1 Core

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

2.2 Sound engine

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

2.3 Non-playable characters

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

3 Map changes

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

3.1 Activist

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

3.2 Escape Series

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

3.3 Half-Life campaign

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

3.4 Half-Life: Opposing Force campaign

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

3.5 Half-Life: Uplink campaign

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

3.6 Hostile Planet

  • Fixed gigantic wood gibs produced from certain breakables.

3.7 Jumpers

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

3.8 Osprey

  • Fixed gigantic wood gibs produced from certain breakables.

3.9 Quarter

  • Changed time limit from infinite to 1 hour.

3.10 Polar Rescue

  • Updated objective sprites.

3.11 Psyko

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

3.12 Sandstone

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

3.13 Sector E

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

3.14 Sven Co-op

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

3.15 Tetris

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

3.16 They Hunger

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

3.17 Toad Snatch

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

3.18 Toon Run

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

3.19 Yabma

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

4 Model changes

4.1 Player

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

4.2 Non-playable characters

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

5 Sound changes

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

6 Other changes

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