Posted to #SvenCoop on Gamesurge at 19:39 PST, 1/12/05, by Sniper|. //----------------------------------------------------------------- // 3.5 Changes: //----------------------------------------------------------------- - Fixed FGD bug that caused an error in Worldcraft/Hammer if loaded for the first time. - Fixed bug that allowed players to gain an unlimited amount of ammo after dropping specific weapons. - Fixed missing name for the Nihilanth boss monster. - Increased Alien Grunt Armor protection. - Decreased rappeling speed with the barnacle grapple. - Increased allowable server name length, server names no longer appear "corrupted". - Clamped suit volume to 1 to prevent any "SV_StartSound: volume = X" crashes. - Fixed animation popping for the Sniper Rifle when doing a full ammo reload. - Fixed various name declarations for monsters. - Fixed mp_respawndelay not being set when defined in a map cfg file. - Fixed bug that froze monsters in place if their follow-target died. - Offloaded FMOD DLL to svencoop folder to prevent any further 3rd party mod incompatibilities. - Alien Grunts can now turn their heads. - Scripted_sentence feature: When adding a "+" in front of a wav file path under "Sentence Name" in Hammer, the monster will be able to say the given wav file without the need for a sentences.txt entry. (Sounds are automatically precached) - Big Mommas will now run after and attack anything that happens to kill one of their children. - If in an alert state, monsters will run to help any nearby friends by looking for their enemies (if ally is engaged in combat). Result is a more active group of monsters that are better aware of their surroundings. - Monsters now run over to dead bodies of their allies, rather than stare off into space. - Changed priority of following monsters to keep following their player-owner more often. - Grunts now regard Big Mommas as their Nemesis if being pursued by them. - Squad leaders can now communicate with other visible squad leaders. - Upon encounters with new enemies while being attacked, Big Mommas will attempt to shield themselves from incoming attacks. - Hud now properly outputs a weapon's clip count, weapons can have over 100 rounds in a clip. - Increased view height of nodes from 8 units to 32 units in order to greatly improve navigation around obstacles like stairs, the top and bottom of hills etc. [Note: 'Maximum visible nodes' level design error was removed.] - Fixed a serious node-graph linking glitch, node graphs allow monsters to navigate areas 100% better. - Fixed bug that would allow monsters to damage/break objects with their melee attacks even if "Trigger Only" was set on func_breakables. - New entity: monster_handgrenade; Can have custom model and health option sets the delay before explosion when spawned. - Changed "monster_satchelcharge" in FGD file to "monster_satchel" since there is no "monster_satchelcharge" entity. - Small cpu optimization added for the bullsquid when it fails to find a path to its enemy. - Idle sounds added for the Voltigore. - Fixed problem with the squadmaker entity not transferring free-roaming options to its created monsters. - Cleaned up Squadmaker and Monstermaker code. - Female assassins can now run away from dangerous zombie-like creatures as all other human classes do. (And they're quite good at it, too!) - Monsters now recognize Big Momma's mortar as a dangerous thing and attempt to run away from it. - Melee-only Male Assassins will now flee if they're being pursued by an attacker, and come back to fight when their enemy has its back turned. - Fixed problem with the Apache (when killed) constantly exploding and throwing metal if it fell ontop of another monster. - Monsters will make an attempt to get away from Apaches/Ospreys when the helicopters are falling to the ground. - Female Assassins no longer make running sounds when walking. - New trigger_push spawnflags: "No Clients" and "No Monsters" - Will cause the trigger_push to ignore either entity type. - "Disable Respawn" spawnflag added in for items (healthkits, batteries, etc.) - Added a "Health Cap" option for item_healthkits. Allows for bonus-health, or to disallow players to use the kits after a specified health level. + NOTE: 1 unit of health will drain from the player every 2 seconds if over the maximum health amount. - Health kits can be set to give a specific amount of health to the player, individually from other health kits. - Increased grapple entity tongue size to make it easier for players to grapple onto things. - Osprey Helicopters now fall and slide onto the ground a bit once they crash, and explode after a second or so. Any grunts riding inside of the craft are jettisoned out when it explodes (and killed) - Tweaked func_pushables. Stop moving and +use one to "pick it up", move into it to push, or move into it and +use while aiming slightly downward to push with more control. Pick up and start moving to throw a short distance. - When attacked, Barnacles will flinch in place making them easier to notice. - Cleaned up sound effects, client-side effects, AI glitches, and a crash bug for the Shock Trooper monster. - Tweaked/Reduced Shock Trooper damage resistance. - Revamped trigger_hurt damage function, players get correct levels of damage regardless of lag level (E.g. no more instant deaths from trigger_hurts that give 20 damage) - Re-worked ammo-dropping system to only drop as much ammo from the player as can be picked up by the standard ammo_entities. - Medkit healing rate increased - Added "item_generic" to the Sven Co-op FGD (Accidentally left out) - Alien Grunt Hornets have 50% reduced sight range, and only tracking-hornets will be fired if the Monster can not see his enemy. If enemy is visible, the alien grunt will fire hornets in a similar manner to the player hornetgun's secondary fire. - Shell casings and gib models now properly bounce and react to the ground. - Increased shell casing life time from 2.5 seconds to 5 seconds. - Changed tongue orientation for the barnacle grapple. - Screen now shakes when in proximity of mortars or other dangerous explosive devices, intensity of screen-shake based on damage. - Tweaked shell-casing ejection points for a few weapons - Crossbow zoom-toggle delay decreased - Minor change: Monsters make a pain sound when they're injected with a needle from the Medic Grunt. - Fixed schedule bug that affected monster attack animations. - Monsters will immediately start following a new player when they're +used, instead of just stopping and clearing their old follow-target. - New weapon: M249 Squad Automatic Weapon - Pitdrones now hide from their enemies when reloading their spikes. - Monsters now make various sounds to coincide with the NPC commands. - Fixed a few issues with the "Create" command for mappers. Adding a "1" at the end of the input will toggle friendly/enemy monster spawning. - Mandatory delay of 2 seconds added for teleports, to prevent impatient players from telefragging their team mates. - Increased the turning/facing speed for Male Assassins - Fixed rare crashbug related to humans running away from dangerous monsters - Updated HWGrunt attacking behaviors and fixed tracking bugs - Health column added to the scoreboard - Decreased accuracy for Otis and Medics that use the Desert Eagle handgun. - Fixed some issues with monsters walking off of ledges - Re-worked Gargantua flame-mechanics for brush-based enemy support - Gargantuas now respond to bullets when shot from behind. - Added light-based muzzle flashes to weapons - New fair and balanced scoring system. The more health a monster has, the more points you receive for taking them out. - Changed around head-bob mechanics for falling/landing. - Male Assassins now take more opportunities to use their grenade attack. - Fixed problem with secondary attack not calling the dry-fire animation on the Glock 9mm. - Scientists can now be set to "fear" players and other friendly monsters. - Fixed various reloading glitches for the Glock and 357. - Door improvement: Check added to make sure linked doors remain in-sync with eachother. - Set gl_round_down to default to 0, offers greater image quality. - New Entity: Trigger_change_class - Changes a monster's classification when triggered. - Changed some display errors in the sven-coop.fgd file. - Fixed a friendly fire problem that caused monsters to shoot their partner's backs by mistake - Falling into water is no longer a safeguard against fall-damage. The deeper the water, the lesser the impact. - Light entities now have a flag to remove them from the world. As a result, they no longer [need] to add onto the entity count limit (Regardless of if you do specify a targetname for them) - Global light control entity added. Mappers now have the ability to toggle all texture lights in a level on or off, or give them a specific pattern (e.g. flicker) - Streaming audio support and *.pls playlist file support added for the Sven Co-op MP3 player. - New Entity: trigger_track_goal - triggers a func_track_train to start moving toward a specific path_track path entity. Acts like a "call" button for elevators, and can be used to direct trains to specific destinations. - Fixed akimbo uzi hud ammo visibility bug - Changed scoring system points per-monster - Weapon models can now have custom weapon muzzle sprites specified by the weapon.QC file. Use: { event 5005 "sprites/spritename.spr" } -- NOTE: Ensure sprite model is precached. - Fixed various "freezing" problems with the Voltigore AI