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For a list of earlier changes (up to SvenCo-op v2.1),
click here. |
Map Changes
- New
map series: Afrika Korps by MysticMDT
- New
map: Another Unit by B-dama
- New
map: Auspices by Seraph
- New
map: Extended Resistance by DAN200
- New
map: Greysnake by Trempler
- New
map: Rampage by Rugal
- New
map: Sandstone by tdw
- New
map: VGer by VGer3781
- New
map: Zero by TheRealGame
- Updated
map series: ToonRun by Koelzk
- Updated
map: Extension
- Updated
map: Osprey
- Updated
map: Stadium3 (Steam only)
- Tweaked
maps: GargFoot, Grunts2, Hostage, Svencoop1&2
Misc Changes
- Updated
player models, with new animations for drawing
weapons, reloading, throwing grenades, etc.
- Much
greater sound variety when playing in Steam (more
monster sounds, NPC speech, etc.)
- Optional
high-definition models for some monsters, by HIT
- Menu
background music by Ilkka "Gluem"
Richt
- Updated
support for Valve's HL single-player maps by Guardian
(for information on playing the HL SP maps in Steam,
CLICK
HERE)
- Crosshairs
updated for greater visibility
- Improved
cockroach
Major Features
- Full
Steam support
- New
monsters: Opposing Force Grunts added, including
Torch (explodes when fuel canister is damaged),
Medic (heals his allies, whether they're players,
grunts or aliens), SAW, and Normal grunt types.
Friendly and Hostile versions of each type are
available
- New
monster: Voltigore
- New
monster: Baby Voltigore
- New
monster: Cleansuit Scientist - Identical to the
Opposing Force version except immune to Poison,
Chemical, Radiation, Nerve Gas, and Drowning types
of damage
- New
monster: Black Ops Osprey Helicopter
- New
monster: Black Ops Apache (for Op4 compatibility)
- New
monster: monster_hwgrunt_repel - Heavy Weapons Grunt
that rappels down. After landing, he'll be able to
use his minigun
- New
weapon: M134 Minigun
- New
weapon: M40A1 Sniper Rifle. Inaccurate when
un-zoomed
- New
weapon: Barnacle Grapple. Alternate fire toggles
pull/rappel mode. Attaches to all monsters, or only
some, depending on the map
- Shock
Trooper Spore Grenades added
- Updated
Heavy Weapons Grunt
- Monsters
can randomly roam a level that has info_nodes (must
be enabled by the map creator)
- All
friendly monsters can be made to follow players with
the +USE key
- New
commands for friendly monsters:
- npc_return
(immediately return to the player)
- npc_findcover
(stop and find cover from the enemy)
- npc_attackmytarget
(target under the player's crosshairs becomes
the new enemy)
- New
command: "dropammo" / "dropammo
weapon_name_here". Drop weapon's maximum ammo
clip, or half of the weapon's current ammo
(whichever is less)
- New
player model animations added for drawing weapons,
weapon reloading and firing, etc.
- New
feature: Monster riding - Jumping onto a monster
will allow you to "ride" it when it begins
to move
- New
feature: Per-entity sound-replacement. Combined with
model-replacement and other SC mapping features,
this allows for (among other things) Monster Packs,
whole new monsters that mappers can plug in to their
maps
- New
feature: Global camera added (allows in-game cut
scenes)
- Updated
Scoreboard with Voice Mute support
- Blood
effects are now client-side
- HWGrunts
and Sniper Male Assassins drop their weapons on
death
- New
Osprey Features:
- Grunt
Type Selection - Can spawn Human Grunts
(default) or Opposing Force Grunts
- Player
Ally Option - Can spawn Friendly/Evil Human
Grunts/Opposing Force Grunts
- Up
to 6 [different] Ospreys may be in a level at
the same time
- Ability
for mappers to assign monsters to different factions
(Example: Zombies and Assassins can be on the same
team)
- Fixed:
Roaches can be squished again
Physics Changes
- Monsters
are launched into the air by explosions on death (if
not gibbed)
- Monster
corpses align to the ground on death
- Monster
corpses float in water
- Ichthyosaurs
float on death, and stay around for up to 15 seconds
-- You can jump on them as life rafts
- Monsters
now take falling damage (monsters spawned in the air
are immune until reaching the ground)
- Players
and monsters can now damage other creatures they
happen to fall onto. E.g. If a gargantua lands on
you, you're smooshed
- Weapons
are thrown further/higher based on your view angle
when pressing the Drop key
- When
dropped, weapons will fall / bounce / react to the
ground realistically
- Weapons
can be caught in the air by other players, or you
can throw a weapon into the air and catch it
yourself on the way down
- Satchels
can now be kicked by their owners
- Grenades
can now roll on the floor/down hills
- Grenades
launched from the MP5 now spin/fly in a realistic
manner. Grenade launch position also updated to
reflect view model
- Dropped
weapons can be thrown through teleports
AI/Monster
Changes
- Intelligent
monsters attempt to take control of
player-controllable turrets in appropriate
situations
- Alien
Slaves can revive their fellow species. Revived
Alien Slaves have half of their original health
points
- NOTE:
Above feature is based around Valve's original
code (feature didn't make it into Half-Life),
with graphical improvements and fixes
- Monsters
can now jump from ledges. They attempt to check that
the distance to the ground is not too great before
doing so.
- Certain
monsters fear various types of creatures like
zombies, gonomes, headcrabs, etc. and attempt to run
away from them via node graph or non-node graph path
finding methods
- Added
path smoothing for monsters
- Drastically
improved navigation for monsters with large hulls
(e.g. Gargantuas) in regards to navigating up steep
ramps/slopes
- If
monster is wounded and finds a medic grunt that's
allied with it, it'll call him using an appropriate
sound
- Headcrabs
will attempt to gang up on Bullsquids in a
counter-attack, but will flee if being pursued by a
Bullsquid. If cornered, headcrabs will attack the
Bullsquid
- Monsters
will now decide to look in the direction their
player/monster allies are shooting (if they're in an
idle/alert state)
- Vastly
improved non-node_graph path finding. Monsters can
triangulate around obstacles off of edges, in tight
corridors, off of other entities, etc
- Improved
movement for monsters regarding dynamic entities
blocking paths and their movement goal; monsters
will tend to move without trouble in packs
- Monsters
are far better at using doors
- Monsters
now duck and cover from Rockets
- After
being injured, squad members will try to find and
follow their leaders when not in combat
- If
squad monsters can find their squad leader, they
slowly regenerate health while in idle status
- Aliens
gain a maximum of 100 health when devouring their
fallen enemies
- Fixed
performance issues with Alien Controllers
- Revamped
Heavy Weapons Grunt AI. He can now run, target
multiple targets without spinning down his minigun,
etc. etc.
- Animation
blending added for HWGrunt. HWGrunt's minigun spins
realistically
- Heavy
Weapons Grunts now talk with other squad mates
- Grunts
now intelligently decide whether or not to
crouch/stand when attacking (Drastically reduces
shooting through sandbag-effect, and helps them to
attack better overall - positions aren't invalidated
as a result)
- Updated
Grunt AI to better engage flying monsters
- All
Grunt types have modified behaviour toward
Gargantuas. If a grunt is equipped with grenades or
a grenade launcher, it will use that item against a
Gargantua
- Monsters
now target an Osprey Helicopter at either one of its
engines
- Monsters
will now attack enemy barnacles that have prey
- Updated
Ichthyosaur AI, monster is more lethal and goes into
idle mode again after killing
- Monsters
can better engage their targets by attempting to run
to the enemy's line of sight if they fail to find a
path to their enemy
- Pitdrones
are now squad-based monsters
- Added
anti-friendly fire support for Pitdrones
- Slightly
increased damage resistance for Shocktroopers and
decreased damage resistance for Pitdrones
- Basic
wall detection added for sentry turrets to keep them
from falling into walls
- Robo
Grunts: Decreased damage taken from electricity and
fire
- Apache
now checks to make sure firing a rocket will not
endanger itself
- Decreased
accuracy of Sniper Male Assassins slightly
- Male
Assassin Snipers now stop running to their last
position after reloading if they can attack
- Fixed
Sniper Male Assassin aiming coordinates
- Fixed
bug with monsters pausing for a few seconds after
being spawned from monstermakers/squadmakers
- Fixed
poor enemy communication for monsters with squad
members and squad leaders
- Fixed
issue with Sniping Male Assassins reloading if
schedule failed
- Fixed
bug with newer talk monsters (Otis) not being able
to have a use/un-use sentence from Worldcraft
- Fixed
TakeDamage issue with Male Assassins
- Fixed
problem with friendly Pitdrones attacking friendly
Shock Roaches
- Fixed
bullet shell ejection point for human grunts, robot
grunts, male assassins (Applies to new Opposing
Force Grunts)
- Fixed
freeze bug with grunts after they dropped a grenade
to run to cover
- Fixed
model replacement bug with collision boxes for the
Ichthyosaur
- Fixed
NPC "Hello" actions
- Fixed
"fidget in place for a valid path"
navigation glitch for when monsters update their
route information when falling far behind, while the
enemy isn't visible (phew)
- Monsters
pausing from a constant stream of damage fixed
- Pause
issue with monsters after running to a
scripted_sequence fixed
- Short
game freeze for servers running maps with Babygargs
fixed
- Monsters
now stop running/cowering from grenades that have
exploded
- Monsters
that cower to take cover from grenades (e.g. Human
Grunts) will stop cowering and flee if a new grenade
is detected
- Decreased
danger-alert radius slightly for grenades
- Prisoners
no longer take cover from grenades
- When
doing victory dances, monsters no longer ignore
grenades
- Added
non-node_graph grenade cover. Monsters no longer
require a node graph to escape from grenades
- Monsters
no longer ignore grenades when reloading their
weapon
- Fixed
Gargantua's collision box dimensions
- Talk-Monsters
(Otis, Barney, Scientists, Opposing Force Grunts) no
longer ignore grenades when talking or listening to
another NPC
- Scientists
now scream when they detect grenades
- Fixed
bug with friendly alien slaves inadvertently
triggering nearby Barneys to attack players
- Fixed
bug with Otis not spawning with a random head from
the monstermaker entity
- Allowable
distance for attacking increased for monsters that
are engaging flying monsters
- Squad
based monsters will no longer take cover from new
enemies on subsequent encounters
- Fixed
Alien Controller view origin
- Fixed
a series of issues with the Big Momma monster's
special mapper-placed scripted paths
- Monsters
that are cut off by a door from a [starting] node
for their path will attempt to open the door and
proceed to the node
- Fixed
bug with scripted sequences not being able to finish
if a monster was being attacked
- Fixed
problem with Houndeye Squad-Leaders freezing in
place after playing their "leaderlook"
animation
- Fixed
bug with monsters being able to attack their enemies
after failing to run to an aiscripted_sequence
(Note: They can still remember their enemies after
finishing the script)
- Fixed
bug with Friendly Shocktroopers spawning Enemy
Shockroaches
- Fixed
bug with friendly monsters talking to players when
shot during their death sequence
- Fixed
bug that allowed monsters to die in
scripted_sequences even if "No
Interruptions" was checked in Worldcraft
- Monsters
that talk with others will now not respond to
questions if in combat
- Increased
pitch for Pitdrone's spike hit sound to match
Opposing Force's version
- Monstermakers/Squadmakers
now do not stop making monsters if their 'children'
are killed while performing a scripted_sequence
- Improved
findlateralcover() for monsters
- Silent
monster_sentry bug fixed
Mapping Changes
- Global
and per-entity sound replacement added
- Free
Roaming options: Default roaming on/of in worldspawn,
and always/never/default roaming options for
monsters/squadmakers.
- New
entity: trigger_random_unique
- New
entity: player_respawn_zone
- New
entity: env_spritetrain
- New
entity: env_fog
- New
entity: item_generic
- New
entity: ammo_762 (sniper rifle ammo)
- New
entity: ammo_556 (minigun ammo)
- Mappers
can now set a monster's hull size in
Worldcraft/Hammer
- New
npckill setting: When set to "2", friendly
npcs can be killed by anything but players
- New
Map CFG command: mp_respawndelay - Mappers can set
how long players must wait before respawning,
default '3' seconds
- New
Map CFG command: mp_grapple_mode:
- 0
(default): Barnacle grapple attaches to players,
xeno_grapple textures and pulls headcrab-sized
monsters toward you.
- 1:
Barnacle grapple works as in Opposing Force. It
attaches to players, xeno_grapple textures, and
pulls players towards all monsters (except
headcrabs and below)
- New
Map CFG command: mp_disable_player_rappel 1 -
Barnacle grapple will not attach to players
- New
Map CFG command: mp_noblastgibs 1 - monsters will
not gib from explosions in most cases
- New
Map CFG command: mp_no_akimbo_uzis 1 - disables
gaining the akimbo Uzis on the second Uzi pickup in
some cases
- Ladders
can be toggled on/off when triggered
- Blood
color choices added for monsters
- New
Osprey Options:
- Grunt
Type Selection - Can spawn Human Grunts
(default) or Opposing Force Grunts
- Player
Ally Option - Can spawn Friendly/Evil Human
Grunts/Opposing Force Grunts
- Up
to 6 [different] Ospreys may be in a level at
the same time
- Black
Ops Osprey Options:
- Player
Ally Option - Can spawn Friendly/Evil Male
Assassins
- Reworked
name display system for monsters. New entity
property for monster names (separate from squad
name)
- Classification
choices added for monsters
- "Move
to Radius" field added for aiscripted/scripted_sequences.
When the monster hits the supplied radius around the
script, it'll stop moving and start its sequence
- "All
Players" option for trigger_camera added
(allows in-game cut scenes)
- "Force
View" option for trigger_camera added (players
will view the camera until it finishes, even if a
player dies)
- Trigger_camera
movement now works correctly when Freeze Players is
Off
- "Explosives
only" func_breakable and func_pushable
spawnflag added. (The entity can only take damage
from explosives when set)
- "No
Babycrabs" spawnflag added to disable babycrab
spawning from Big Mommas
- "No
Shockroach" spawnflag added to disable
shockroach spawning from Shock Troopers
- "No
Reset Entity" flag added to scripted_sequences
(allows scripts to be linked smoothly)
- "Disable
Respawn" spawnflag for weapons - Weapon can
only be picked up once and will not respawn
- "Head
Controller" flag added for monster_generics
(same as in Op4)
- Flag
to disable dynamic collision boxes added for
monsters
- Func_doors
can now use switchable textures
- Fixed
bug with func_tanks not attacking all players
- "Body"
setting transferred to all Repelling Grunt types
from Squadmakers
- Fixed
problem with turrets and apaches not triggering
their 'trigger targets' set in Worldcraft
- Fixed
inability to set custom health for Shocktroopers,
Pitdrones, or Shockroaches
- Fixed
issue with various grunt_repel types not becoming a
player ally
- Item_security
entities no longer respawn after being picked up
- Repelling
Grunt types now properly store their TriggerTarget
and TriggerCondition keyvalues from Worldcraft
- Fixed
infinite-spawning bug with all Repelling Grunt
types, in Squadmakers/Monstermakers
- Mappers
can now trigger repel-grunts from monstermakers/squadmakers
in the "Target On Release" field (Reduces
the number of needed entities for the same effect)
- Custom
models can now be set for dead monsters
- Fixed
in-ability to model-replace rocket launchers
- Set
tripmines will now use their custom model set in
Worldcraft
- Soda
cans can now give a custom amount of health even if
a custom model is not used
- Satchel
Charges can now use custom models set in Worldcraft
- When a
monster is moving to a script, it can now open doors
which block its path even if the door is set to
"No monsters"
- Fixed
problem with monstermakers/squadmakers having
monsters spawn clumped together, when the frequency
was set to 0 in Worldcraft
- Fixed
Error in FGD file concerning model fields and
certain cycler/monster entities
- Various
skill.cfg settings added
Weapon Changes
- Improved
client-side weapon code
- Fixed
combo-hit bug with the Wrench
- Added
idle animations for the Wrench
- Added
Wrench skill CVARs
- Rockets
fired from the rocket launcher will only follow
their owner's laser sight
- Fixed
minor problem with the rocket launcher refusing to
reload while laser sight was active
- Fixed
not being able to swing the Wrench after selecting
Snarks
- Improved
animation transitions for Uzi
- Reload/Deploy
speed for Uzi and Uzi Akimbo animations increased
- Akimbo
Uzis now update ammo counters realistically based on
the reload animation currently being played. (Reload
right Uzi first, right Uzi ammo updates first.
Reload left Uzi second, then left Uzi ammo updates.)
- Fixed
issue with right Uzi/single Uzi deploying with 0
ammo
- World
model for mapper-placed Akimbo Uzis is now set to
use the proper model
- Hornets
from a player's Hornet Gun no longer attack friendly
monsters or other players
- Increased
MP5 and shotgun damage slightly
- Pump
sound for the shotgun now plays properly
- Reloading
animation/sound for the shotgun now plays properly
- Removed
laser sight/zooming from 357
- Fixed
problem with client-side tracer-bullets not creating
gunshot decals
- Changed
weapon pickup delay to "20" when
mp_weaponstay is 1
- Gauss
rifle idle animations now play
- Can no
longer zoom with a weapon while viewing a camera
- Fixed
bug that allowed a player to drop an infinite amount
of satchels
- Func_tankmortars/func_tankrockets
can no longer be used to harm other players
General Changes
- Fixed
Steam bug where death messages do not appear
- Improved
third-person camera clipping
- New
Server Command: "mp_noblastgibs". Default
"0". When set to "1", monsters
will not gib from explosions in most cases
- Fixed
issue with the Longjump animation not being played
when performing a Longjump
- Fixed
issue with the Treadwater animation not being played
when in water but not moving
- Improved
transition with water and land animations
- Fixed
client-side gib spawn location
- "Flatline"
sound on death is stopped after respawning
- HUD
now properly outputs health, armor, and ammo values.
(No 250 limit)
- Death
messages now use 'a' or 'an' depending on the
killer's name
- Death
messages now have proper formatted names based on
the killer (e.g. 'Alien Slave' as opposed to 'alien_slave')
- A
monster's normal model is no longer precached if a
custom model is set
- Monster_furniture
entities no longer bleed when attacked
- Monster_furniture
entities no longer turn to face their attacker
- Changed
default mp_bantime to 24 hours (ban time period for
vote banned users) & mp_kickbantime to 25
minutes (ban time period for vote kicked users)
- Fixed
issue with trigger_push entities not pushing
monsters/players/items/etc upwards in some cases
- Changed
specific footstep sounds for monsters to use the
player 'crete' footstep sound
- Removed
sounds being precached that weren't actually used
- Updated
to the most recent FMOD API (MP3 player)
- Fixed
strangely-colored "red" blood-squirt
problem with env_blood
- Monster
info text moved out of the way of chat text
- Scoreboard
clock updates from actual timeleft every four
minutes, to prevent it from falling out of sync
- Updated
voting system to support Steam IDs
Major Bug Fixes
- Fixed
crash bug with Steam
- Fixed
crash bug with player collisions
- Fixed
crash bug with monster class relationships
- Fixed
crash bug with func_breakables triggering objects
after being destroyed (e.g. the 'game_text' entity)
- Fixed
crash bug with the third-person camera when changing
to a new map while the camera was on
- Fixed
crash bug that occurred with func_tank classes setup
to attack monsters
- Fixed
crash bug with func_tanklaser(s)
- Fixed
crash bug with +Using monsters right after they
finished a script, and the script entity was removed
from the world (it didn't have the repeatable flag
checked)
- Fixed
chat logging format
- Fixed
bug with deaths not counting if the player committed
suicide
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