What's new in Half-Life Mod - Sven Co-op 4.8

Jul 2, 2013
  • 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.
  • Code changes:
  • 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  • Added client and server build numbers (with a compile time stamp) to help notice out of date clients/servers in future.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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Half-Life: Uplink campaign:
  • Part 2: Fixed players being able to skip to part 3 by boosting a player over a chain-link fence.
  • Hostile Planet:
  • Fixed gigantic wood gibs produced from certain breakables.
  • Jumpers:
  • Lightened glow effect on the jumper player to make the 1st person glow effect less annoying.
  • Osprey:
  • Fixed gigantic wood gibs produced from certain breakables.
  • Quarter:
  • Changed time limit from infinite to 1 hour.
  • Polar Rescue:
  • Updated objective sprites.
  • 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.
  • Sandstone:
  • Changed setting mp_npckill to prevent players killing allied NPC's needed to complete the map.
  • 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.
  • 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.
  • Tetris:
  • Removed references to king pin models and replacements in the resource files.
  • 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.
  • 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.
  • Toon Run:
  • Part 2: Fixed blowtato platforms instantly springing back when reaching the wheel turn limit.
  • 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.
  • Model changes:
  • Player:
  • Models Beret, Grunt, Shepard, and Tower now use the friendly green skins to lower confusion with the enemy white urban skin.
  • Removed official models having outdated animations.
  • Non-playable characters:
  • Zombie: Added external sequence for Blue Shift's high definition models.
  • Sound changes:
  • Added Mistral, Night Watch, Night Watch Xeno, Submerged, and They Hunger textures to the global materials definition file for better footsteps.
  • 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.

New in Half-Life Mod - Sven Co-op 4.7 (Jan 3, 2013)

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

New in Half-Life Mod - Sven Co-op 4.6 (Dec 27, 2011)

  • Maps Changes
  • New Maps:
  • Added new map: Black Mesa EPF (by Mutant)
  • Added new mod conversion: Half-Life: Uplink (Thanks to edman747)
  • Added map: Momma Mesa (by BlueFeena)
  • Map has been reworked from its original release for Sven Co-op 3.0:
  • Skill file has been modified to make the map less impossible.
  • Added 4 difficulty settings for players to select at the beginning of the level.
  • Prison mission has been completely redesigned.
  • Added numerous shortcuts.
  • Added a new transition into the arena mission. Instead of falling into a teleporter like before, players now get an elevator ride and a more elaborate teleporter.
  • Added a secret sewer tunnel to the outside of the canyon, contains Python ammo, a SAW, and two SAW clips.
  • Extended the generator mission. Players now make a brief trip to the trainyard.
  • Manta Ray now shows its health.
  • Added sprites for the alarms in the lab mission.
  • Added a grated floor to prevent players from falling into the pit in the lab mission.
  • Added a new v_shotgun model.
  • Added new mod conversion: They Hunger: Episode 2 (Thanks to JPolito)
  • Connected the outro map of They Hunger Episode 1 to the intro map of They Hunger Episode 2.
  • Added new map: Toadsnatch (by Nih) Added map: Turretfortress (by Nih)
  • Map has been reworked entirely from its original release for Sven Co-op 4.5.
  • Major Changes:
  • Half-Life / Opposing Force SP:
  • Applied countless fixes to Half-Life and Opposing Force SP levels (tremendously huge thanks to edman747)
  • Added Half-Life train intro levels.
  • Minor Changes:
  • Reverted Ripent.exe to the version from ZHLT 3.4f to solve a problem where ripented maps became incompatible with the originals.
  • Abandoned: Kingpin plus sporelauncher added.
  • Afrikakorps1: Added additional spawn points that move as players progress through the map.
  • sc_another: Spore launcher added
  • sc_another: Monster_kingpin added.
  • Auspices: Spore launcher added; Shotgun now uses HL1 firing mode. The shotgun model is not compatible with the new firing mode.
  • Deadsimpleneo2: One Tor boss has been replaced with a kingpin, the other Tor can now spawn agrunts
  • Deadsimpleneo2: Damage done by monsters has been increased by 2.5 for XPmod servers
  • HL_OpFor_SP_Portal: Added trigger_vote to HL:CH1, OpFor:CH1 and OpFor:CH2 so the player can choose if they want to have a trainride or go right into action.
  • HL_OpFor_SP_Portal: Added random destination teleporters for HL and OpFor
  • HL_OpFor_SP_Portal: Added Uplink SP portal room
  • Intruder: Monster_kingpin added.
  • It Has Leaks: Made the moving platform in library 20 units slower
  • It Has Leaks: Moved a path_corner for the moving platform in the library 128 units down you should no longer have to use the lost art of strafe jumping to make it, or create a human tower.
  • Jumpers: Arrows made more visible.
  • Jumpers: Added 20 second wait time before players can exit the spawn room
  • Jumpers: Changed main jumper name to point man for easier communication
  • Jumpers: Map detects if the server is running xpmod and increases damage taken by players to balance the game.
  • Jumpers: When the map is over, the team's score is compared with the server high score, as was originally intended with the map
  • Jumpers: 2 Kingpins have been added as the fifth boss
  • Jumpers: Rank system has been altered
  • Jumpers: Players see their objective when spawning
  • Jumpers: A purple glow sprite now floats above the Point Man
  • Osprey: Removed Tor from the outside arena area
  • Polar Rescue: Fixed a server crash when a sniper assassin turns off the lights
  • Polar Rescue: Fixed scientists not always moving to the teleporter properly
  • Polar Rescue: Fixed a server crash when destroying a nuclear missile
  • Polar Rescue: Fixed hostages sometimes freezing prior to entering the bottom floor teleporter
  • Polar Rescue: Added debug room, no clip through the wall with the giant map on it
  • sc_royals: Added sporelauncher and spore ammo to maps 2, 3 and 4
  • sc_royals: Added grappler to maps 3 and 4
  • sc_royals: Gave godmode to barney
  • sc_royals: Gave godmode to ichthyosaurs in map 2
  • sc_royals: Added more ambient sounds to each spawn area
  • sc_royals2: Edited jumping puzzle. It uses textures now as symbols.
  • sc_royals2: After each area is finished their theme songs are switched off.
  • Sector E 1 + 2: Added monster_kingpin.
  • Sector E 3: Fixed a client crash when using the iPad
  • Sector E 3: Added gluon gun for finding the 15 flowers across 3 maps; appears in the final area just before going down the ramps to weird Gordon
  • Sector E 3: Replaced Tor with Kingpin
  • Stadium3: Added the kingpin NPC.
  • sc_tetris6: Kingpin boss has been replaced with monster_kingpin
  • VGER: Added more ammo to the config file. Players now spawn with an m16, tripmines, grenades, satchels, a full loadout on shotgun and 9mm ammo, ar grenades, and m16 ammo; also set sv_weaponstay to 1
  • Model Changes
  • Added walk and run sounds to kingpin QC
  • Added new melee attack for Kingpin
  • Added finishing touches for kingpin death animation
  • Added death animation to kingpin
  • Fixed dm_gordon player model's floating rat tail (hair thing on the back of his head)
  • Fixed left hand clipping into M16 weapon model
  • Updated kingpin model with completely new attacks
  • Updated the kingpin model
  • Added minigun with Opposing Force arms
  • Cleaned up minigun texture assignment
  • Fixed color-changing problem with the prisoner model in MommaMesa
  • Global model replacement for all Opposing Force v models for Opposing Force campaign
  • Changed color of medkit world model border to make it more distinct from pmedkit
  • Removed UVW seam on slick scientist head
  • Tweaked FPS of reload animation on the v_uzi model
  • Tweaked chrome effects on 357
  • Added a new v_shotgun model to MommaMesa
  • : Rotated recessed areas 30 degrees and fixed holes on barrel.
  • Added new loader.mdl with HL and Opposing Force animations
  • Added cSMG's hgrunt_sniper.mdl
  • Merged hungerzork from They Hunger into one model
  • Added Kingpin model
  • Cleaned up Barniel player model rig
  • Reverted dm_gordon player model to to fix faceted faces
  • Added shephard and beret player models
  • Modified sc_activist houndeye to have increased attack fps
  • Increased size of buttons on v_medkit to eliminate holes
  • Sound Changes
  • Normalized all kingpin sounds based on average loudness and removed background static noise from idle/move sounds.
  • Added a slow-movement sound to be used for the walk animation of the kingpin.
  • Added new Kingpin death sounds.
  • Made the kingpin sound effects sound less like a person gurgling.
  • Added new kingpin idle/alert/move/pain sounds.
  • Updated songs for Kyper kuutio.
  • Added new bodyguard sounds.
  • Code Changes
  • New Features
  • Added the kingpin monster.
  • Added trigger_setcvar entity, allowing a number of specific CVARs to be dynamically set by mappers.
  • Improved trigger_track_goal to account for non-looping path tracks.
  • Added spawn flag for func_tracktrains to skip updating its yaw angles as it moves.
  • Mappers can now specify angles/orientation for the Weaponbox entity.
  • Added a solution for allowing Hammer to have key names for WeaponBox ammo types. This involves some new key names for Hammer which are converted to their actual ammo types.
  • bullet9mm (9mm Ammo)
  • bullet357 (357 Ammo)
  • bullet556 (556 Ammo)
  • handgrenade (Hand Grenade Ammo)
  • satchelcharge (Satchel Charge Ammo)
  • tripmine (Trip Mine Ammo)
  • Added info_teleport_destination "trigger on spawn" feature.
  • Added new "Player Invulnerable" spawnflag for trigger_camera to stop players taking damage while the camera is active.
  • New spawn flags added for the xen plant entities (xen_hair, xen_plantlight, xen_tree and xen_spore_small/medium/large) which make it easier for mappers to place them in a natural looking way:
  • "Drop To Ground"
  • "Random Angles"
  • "Non Solid" - Only applies to xen trees and xen spores and trees.
  • Func_breakable and func_pushable entities have the following changes:
  • New spawnflag "Immune to Clients" - Cannot be damaged or broken by players under any circumstances (except when triggered to break via the "Only Trigger" spawnflag).
  • New "Classify" key. When set to "Player Ally" (11) or "Human Passive" (3), can only be broken by players when the cvar "mp_npckill" is 1. Immune to players but damageable by monsters when "mp_npckill" is 2.
  • trigger_copyvalue and trigger_changevalue can now concatenate strings.
  • Added spawnflag 2 to game_text, which disables printing the message to the console (apart from servers and developer mode).
  • Func_door - new "fire on open" feature added for func_door.
  • Added trigger filtering code to player spawn points, so you can now use a semi-colon ';' separator to filter inputs and outputs using multiple target names.
  • Added "Reusable" spawnflag and custom-sprite option for the env_funnel entity.
  • Added saw tooth and sine wave LFO options for ambient_generic.
  • The "player_weaponstrip" entity can now be configured to strip the player's suit.
  • The "player_weaponstrip" entity can now be set to strip items from [all players] or [all players except the activator], instead of always only the player that activated it.
  • Added copy-interval to trigger_copyvalue.
  • Added trigger_condition constant mode trigger behaviour. (See FGD)
  • Added new weapon and ammo entries for func_breakable's "spawn on break" option.
  • Added ability for trigger_save and trigger_load to trigger something after saving/loading.
  • Added "Trigger after spawn" ability for trigger_createentity.
  • Added "!activator"- and "!caller" support to trigger_createentity.
  • Added new entity trigger_entity_iterator. Allows level designers to search the map for certain entities in the game and force them to trigger something.
  • Mappers can now re-define sv_maxvelocity for high speed trigger_push entities.
  • New entities item_helmet and item_armorvest, as they appear in Blue Shift.
  • Trigger_change_class entity can now work with Players. This allows players to have their classification overridden.
  • Trigger teleport can now be enabled/disabled by targeting it, so you don't have to use a master entity to disable the teleporter. Supports use type on/off/toggle properly. New spawn flag 4096: Start Inactive
  • Trigger_changevalue and trigger_copyvalue now support setting entity state and flag bit mask variables with original identifiers from the code. ("FL_NOCLIP", etc.) Leading ~ will perform bitwise negation.
  • Trigger_changevalue and trigger_copyvalue now support setting entity edict keyvalues. For trigger_copyvalue, source keyvalue can be left empty to treat the source entity as the edict_t* to be used.
  • Added feature for mappers to set custom keyvalues to store variables on entities.Use the following prefixes:
  • i_name for integers (whole numbers)
  • f_name for floating point numbers (decimal numbers)
  • v_name for vectors (X, Y, Z)
  • s_name for strings (text)
  • Changed a bitflag assignment from + to | (xenmaker template).
  • Weapon Changes & Bug Fixes
  • New feature: Shock rifle secondary fire can now charge player HEV
  • Updated shared player movement code to help reduce lag complications when using the barnacle grappling hook.
  • Fixed Barnacle grapple tongues being pushed by trigger_push.
  • Reduced the delay time for spore launcher reloading (as you finish reloading).
  • Increased size of firing cones for mp5, m16a2, and m249 SAW.
  • Client-side firing cones / bullet hit positions synced up to match server's version.
  • Fixed the server telling clients to play the wrong sound when firing their pistol (primary fire).
  • Fixed dual Uzi super rapid fire exploit when holding reload if no reserve ammo is available.
  • m16a2 - increased primary attack rate of fire.
  • Shock rifle - Lightning now takes twice as long to charge and the chain lightning decays twice as fast.
  • Players that use their medkits are awarded points depending on how much they heal.
  • Added CVAR "mp_disable_medkit_points" to control points given for healing/reviving -- mapper controllable. Points given for healing is 10% of what you heal (i.e. heal something by 8 points and 0.8 points is added to your score).
  • Removed framerate reduction for some third person animations.
  • AI / Monster Changes & Bug Fixes
  • AI - Modified NPC's movement function to gradually turn while facing a new direction.
  • Limited grenade throwing distance for NPCs to 1024 units maximum.
  • Updated Bodyguard NPC to use additional custom sound effects.
  • Agrunt - fixed issue with freezing in place if teleported into a solid object.
  • Changed male assassin m16a2 firing cone from 5 to 6 degrees.
  • Changed sentry gun firing sound to automatically select a sound channel.
  • Opposing Force Grunts can now move and shoot/reload like regular grunts again.
  • Human Grunt Medic - Removed range attack schedule from fail schedule fallback. Caused medic to shoot unreliably if unable to move to desired position.
  • AI - Performance tweak: Removed visibility check for targets that aren't in an NPC's view cone.
  • Apache - slightly increased maneuverability of Helicopter.
  • Gargantua now properly kills things it bites by calling the prey's "Killed" function, rather than just applying tons of damage to it.
  • Gargantuas will now engage in pursuit with an enemy more quickly if its swipe attack misses the target.
  • Agrunt - Fixed inability to consistently attack when running and swiping similar NPCs that were also running.
  • Agrunt - Fixed issue with Alien Grunt being able to swipe / throw creatures larger than itself around the map - added modifier based on maximum health.
  • Agrunt - Increased range at which the AGrunt decides it should melee-attack by 10 units.
  • Fixed grenade usage for Rocket Grunts.
  • Updated AI code to handle fearing enemies properly.
  • Updated move-attack code to resolve some animation pops.
  • Pitdrones will now engage in pursuit with an enemy more quickly if their swipe attack misses the target.
  • Tor - added missing staff-blast sound effect in sound precaching.
  • Fix for some allied machine monsters not checking if they are allowed to be attacked or not according to CVAR mp_npckill.
  • mp_npckill 2 will now disallow other player allied and human passive NPC's to hurt a player allied NPC.
  • Pitdrone - Idle sounds added.
  • Pitdrones make a pain sound when they miss their target
  • Torch Grunt - Slight adjustment to decal tracing function when Torch Grunt cuts through a door.
  • Gargantua - Improved ability to catch prey.
  • AI Animation - Revamped animation sequence code, added HURT movement animations' groundspeed calculations to fix rare NPC walking-in-place bugs.
  • Alien Controller - fixed issues with various AI related movement queries for the alien controller. groundspeed is now updated to match flightspeed.
  • Robot Grunts - fixed memory leak with player weapon lookup.
  • Sentries / Turrets - fixed memory leak with player weapon lookup.
  • Fixed hullsize problem with monster_generic. Fixes issues with scripted_sequences and misc.
  • Corrected turret firing sound precaches ("turret/tu_fire1.wav" used by large turret only, "weapons/hks_hl3.wav" used by miniturret and sentry guns).
  • AI - Updated brush-based NPC attack handling to fix center-of-entity aiming issues.
  • Snarks spawned from snark nests spawned from squadmakers now take on their parent's classification.
  • Improved the "scale" keyvalue support for NPCs. Movement speed is now in proportion to scale. Default scale of 1.0 applied for all NPC.
  • AI - Monsters now forget enemies that gain FL_NOTARGET after already being seen without it.
  • AI - Fixed issues with displaying dying monsters with half health on the HUD.
  • Changed snark classification to "alien military" to fix issues with snarks attacking alien slaves and other non-military aliens.
  • Male assassins now stop investigating sounds if they're set with the prisoner spawnflag.
  • Male assassins with no weapons will use sequence "standing_armswing" instead of "standing_m40a1" (sniper rifle). If "standing_armswing" isn't present in the model, it will fall back to "standing_m40a1".
  • Turrets, Mini-Turrets, and Sentry Guns now auto-start if they lack a targetname, and are not set with the "Start Inactive" spawnflag in Hammer.
  • General Changes & Bug Fixes
  • Sound engine - Performance improvement - Moved audio volume check to UpdateEnvironmentalEffect() so that it doesn't do a CVAR lookup every game frame.
  • Changed UpdateEnvironmentalEffect() to run every 2 seconds instead of every second.
  • Modified some room types (audio environment sound effects) slightly.
  • Moved the sound engine's volume check up higher so that it executes even if room_off is enabled.
  • Added CVAR pointers to replace CVAR lookups for opengl shadows, game audio volume level, room_type, and room_off to improve game performance.
  • Added server-side warning if the hostname is too long, and will be cut off by the Steam server browser.
  • Changed server-side warning for too many vote maps to an alert rather than a log.
  • Fixed a few issues with things glowing when they are not supposed to, after being hit by shock beams.
  • Increased slime/lava damage to Quake-like levels.
  • Health / Hev wall chargers - Increased speed of player recharge rate by 50%
  • func_tracktrain - changed console debug messages to read func_tracktrain instead of func_train.
  • Fixed bug with trigger_setorigin's offset difference calculation.
  • trigger_condition - Fixed bug with trigger_condition not regarding the "Cyclic" entity spawnflag when triggered.
  • Trigger_copyvalue now allows rounding (normal/ceiling/floor) of floating point numbers to n decimal places or a whole number (integer) when converting values to string.
  • Trigger_copyvalue - Changed trigger_copyvalue to fire "trigger after operation"-target even if operation failed.
  • Fixed some play-loop issues with sprites.
  • Minor bugfix for death effect.
  • Fixed problems with targetname filtering for the game_player_counter entity.
  • Fixed a minor visual artifact that occured when players picked up items.
  • Fixed trigger_condition not reacting more than once per frame.
  • Fixed bug in trigger_copyvalue where a string reference was used as if atoi(STRING()) had been used on it, causing operation to always be the default operation.
  • Fixed game_zone_player "Ignore dead players" flag.
  • Fixed trigger_hurt_remote list memory management, list iteration and unwanted toggling behavior in the "non-constant" mode.
  • Changed the map voting list to use the unreliable message channel to help free up the reliable channel for more important data when players join.
  • Stopped the map voting list printing every map added to it in the server console.
  • Sound engine - Minor adjustments to 3D positional audio settings.
  • Sound engine - Changed sound messages to transmit entity indexes as short integers to take up less space.
  • Fixed trigger_changemodel issue having rough transitions. If set on monster, previous animation activity and animation frame are accounted for. Animation interpolation is also disabled during the model swap.
  • Re-enabled game_text messages printing in the console for all instances, not just for servers and developer mode.
  • Sound engine - added proper checking for sound_cache folder creation.
  • Fixed being able to revive gibbed players.
  • Added a new message for acid deaths "[player] has been dissolved".
  • Players no longer drop essential weapons (crowbar, wrench, medkit, and grapple) on death.
  • Func_breakable - fixed memory leak with player weapon lookup.
  • Fixed memory leak with map skill CFG files.
  • Fixed bug with func_breakables using the player ally or human passive classes not following mp_npckill rules properly.
  • Modified func_friction to allow a value above 100% to slow down player movement by changing the player's maximum speed.
  • Sound engine - Increased maximum number of sentence groups from 250 to 384
  • Fixed trigger_friction resetting player speed to maximum if the player is holding a minigun.
  • Greatly improved trigger_condition, trigger_copyvalue and trigger_changevalue error reporting.
  • Added trigger_save and trigger_load error reporting.
  • The server console will now get a copy of game_text messages, but only if developer is set to 2.
  • Minor fix for game_text developer console output. It requires 'developer 2' enabled to be shown server-side.
  • Fixed issue with excessive "has been killed by" log messages printing.
  • Denied cheat attempts are now logged in the server console including the player name, Steam ID, and the cheat attempted.
  • If developer is 2 (or higher) the sound engine will print a list of sounds it successfully loads along with fails.
  • Deleted CVAR "sv_admins" for a list of server administrators, as it is limited to 128 characters. Instead list your server administrators in a text file pointed by CVAR "adminslist" [default "admins.txt"]. You can have up to 256 administrators in this file.
  • Fixed warning "doesn't have a landmark" not having a newline ending, meaning the next console/log message was stuck on the end of this warning.
  • Added resolutions for 1600x*, 1680x*, 1920x* to the VGUI code.
  • Changed armor damage multipliers when a player is in slime or lava. Slime: 1x if feet submerged, 2x if waist submerged, 3x if fully submerged. Lava: 2x if feet submerged, 4x if waist submerged, 6x if fully submerged
  • Moved some sound-engine-related debug messages to the "developer 2" setting.
  • trigger_setorigin - Entity positions (their origin) are now *always* updated by the engine. Removed unused/non-functional features. Added new feature "angle offset" - offsets the target entity's angles after it's positioned in place. Entity offset calculations are now based on the entity's origin, rather than the entity's center position. Backwards compatibility added for removed feature "m_fRotate". If "m_fRotate" is specified, the "Lock Offsets" flag is turned on. "Offset Difference" spawnflag renamed to "Lock Offsets".
  • trigger_copyvalue and trigger_changevalue now uses the engine for entity positions, to coincide with trigger_setorigin.
  • Fixed custom hull sizes being overridden by a default size for all items (apart from item_generic).
  • Slight performance tweak to button sparks.
  • Func_breakable's explosion magnitude now affects gib velocity.
  • Gib velocity is now relative to the attack
  • Server stalls with error "Node queue is full!" when a map has to many navigation nodes. Made the output more informative.
  • Increased the default sv_zmax cvar, as mappers forget to increase it for their maps.
  • Reverted blood squirts to only appear when something is shot by a sniper rifle.
  • Major Bug Fixes
  • Fixed a server crash for when a player picks up the shock rifle while holding no weapons.
  • Fixed picking up dying shockroach exploit.
  • Fixed game_text crashing with NULL activator when not set to display to all players.
  • Fixed bug with trigger_transition to allow any player to use it, rather than just the 1st player connected.
  • Fixed crash bug with the snark nest NPC doing a visibility check on their enemy, even if they had no enemies.
  • Fixed a few potential stack overflows in the core game rules.
  • Fixed crash bug with trigger_changemodel. Added additional functionality to update AI eye positions when used.
  • Fixed trigger_changelevel crashing if the entity triggering it was not passed as the activator (causing a null reference).
  • Fixed trigger_copyvalue string-to-string operations crashing the game or not working correctly.
  • Fixed a game-crashing NULL pointer dereference for "Activator" in the base trigger code.
  • Changed scripted_sequence tasks to use the m_pCine pointer, rather than the m_hTargetEnt pointer, to fix some rare crash bugs.
  • trigger_hurt_remote - Fixed null pointer dereference with "TakeDamage" call (fixes server crash)
  • Restored ability for entities to trigger themselves, with a recursion level limitation of 128.
  • Fixed trigger filtering "classname out" from not working at all.
  • Trigger_createentity now cancels entity-creation when a model can not be set (fails), as spawning a brush entity without a model is prone to causing crashes.
  • Fixed snark spawning crash bug when monster_sqknest placed independently in a map.
  • Fixed null pointer dereference with baby headcrab death, which lead to a game crash if their attacker was gibbed.
  • Fixed game crashing if sound/model replacement file lines are not perfectly formatted ("original" "replacement"). Mappers can now use comments (# and /) and blank lines to help organise them easier.
  • Fixed env_beam crashing servers due to sending a new network message without finishing the current env_beam network message first -- only effects env_beam with the ring flag enabled.
  • Fixed FMOD initialization error 79 when attempting to use too many input channels for the sound card (fall back chain: 7.1, 5.1, Surround (4.1), Quad, ProLogic/ProLogic II (5.1 encoded over Stereo), Stereo, then Mono)
  • Fixed bug with trigger_push always nudging entities 0.1 units upwards for upward pushes.
  • Removed the func_tank visual aid (laser sight) due to instability issues causing client crashes.
  • Fixed satchel being unusable if holstering and drawing quickly after detonating satchels.
  • Fixed empty satchel staying in player inventory when quickly holstering after detonating satchels and having no satchels left.