Difference between revisions of "Change log/4.8"

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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Added client and server build numbers (with a compile time stamp) to help notice out of date clients/servers in future.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

1 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.

2 Code changes

2.1 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.

2.2 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

2.3 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.

2.4 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.

3 Map changes

3.1 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".

3.2 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.

3.3 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.

3.4 Crystal

  • Part 1: Fixed turrets not rising from the floor after the shark area.
  • Part 2: Changed boss music.

3.5 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.

3.6 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.

3.7 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.

3.8 Half-Life: Uplink campaign

  • Fixed finale always changing to map C1A0 instead of the servers' next map.

3.9 Infested

  • Part 2: Prevented subway exit door being closed with +use.

3.10 Intruder

  • Removed secret bestiality porn for some silly drawings of faces.

3.11 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".

3.12 Kyper Kuuito

  • Map resource files included.
  • New songs.

3.13 Murks

  • Fixed floating battery by moving it on the floor.

3.14 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.

3.15 Persia

  • Added diagonal building brush to stop you getting stuck on the building down a cliff (just ahead of the start).

3.16 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.

3.17 Sector E

  • Part 2: Office after the force field: Added collapsed table to break up the dodgy clip nodes.

3.18 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.

3.19 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.

3.20 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).

3.21 They Hunger campaign

  • All: Updated player model list.
  • They15: Fixed zombies walking though doors to scientists.

3.22 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.

3.23 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...

3.24 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.

4 Model changes

4.1 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.

4.2 Non-playable characters

  • Body guard now has correct animations/sequences for Minigun.

5 Sound changes

5.1 Bodyguard

  • Brand new high quality sounds, no longer just re-pitched Barney sounds.
  • Remove unused sound "attack2.wav".

5.2 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".

6 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.