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1.23 Patch Changelist RELEASED!

Posted: Wed Jan 03, 2007 4:59 pm
by skidz
*Changes / Additions

- Crowbar now swings at the same speed as the Half-Life 2 Singleplayer Crowbar
- Added Half-Life 1 Train Sounds.
- ent_remove command will no longer allow removing of players.
- Alterations to the Sniper Zoom and view wobble.
- Added Nihilanth NPC.
- Re-added Dynamic Footstep sounds on players.
- Added spawnflag to zombies that removes their headcrab
- Added secondary attack type "grenade" to weapon_scripted.
- Added TracerType, TracerFrequency, and ImpactEffect to weapon_scripted scripts.

*Fixes

- Fixed Several Server Side Crashes.
- Fixed Houndeye Radial Path Finding crash.
- Fixed Stunstick Animations.
- Fixed Half-Life 1 Style Helicopter Sounds.
- Fixed Half-Life 1 Barney Muzzle Flash.
- Fixed Half-Life 1 Assassin Muzzle Flash.
- Fixed Half-Life 1 Assassin Grenade velocity.
- Fixed Half-Life 1 Assassin Overbright HDR Materials
- Removed bright muzzle flash from Half-Life 1 Alien Grunt.
- Fixed Skybox Explosions not showing.
- Fixed Several Memory Leaks.
- Fixed a Crash with npc_sniper
- Fixed missing sounds on Antlion guard if you do not own Ep1.
- Fixed Zombine splitting into two classic zombie gibs when sawbladed.
- Fixed Recoil animations not working on scripted weapons.
- Reverted HD Bullsquid for repair. The Bullsquid ragdoll will no longer crash.

Posted: Wed Jan 03, 2007 5:33 pm
by Shana
Add grenade launcher to secondary fire functions on scripted weapons
(like the one on the SMG1)

Posted: Wed Jan 03, 2007 5:51 pm
by skidz
We will try to get as much done with the scripted_weapon as we can for the 1.23 release. :wink:

Posted: Wed Jan 03, 2007 6:13 pm
by Gandorques Hikla
I tested the Grapple Gun and I liked it, but it would be nice if it where much faster, so you could swing around like Spiderman. xD

Posted: Wed Jan 03, 2007 7:42 pm
by Gurluas
make hydra killable

Posted: Wed Jan 03, 2007 7:44 pm
by skidz
Gurluas wrote:make hydra killable
Why? It wasn't designed that way. Think Tentacle.

Posted: Wed Jan 03, 2007 7:45 pm
by Tuskin
Do you plan on using Higher Def Barney and SCI models in the future?

Posted: Wed Jan 03, 2007 7:48 pm
by skidz
The current high def models I have do not work correctly yet since their mouths are borked. We will fix them up at a later time.

Posted: Wed Jan 03, 2007 7:56 pm
by Mustang
Hey, my human grunts are ERRORs, too lazy to post a thread.

Posted: Wed Jan 03, 2007 7:57 pm
by Power-Mad
info_player_nolives

Basically a spawn point for people who have run out of lives. It would give us a better reason for using the lives system, as we can transport the dead people somewhere rather than just putting them in spectator mode.

Posted: Wed Jan 03, 2007 8:02 pm
by skidz
Power-Mad wrote:info_player_nolives

Basically a spawn point for people who have run out of lives. It would give us a better reason for using the lives system, as we can transport the dead people somewhere rather than just putting them in spectator mode.
Sure :thumbup:

Posted: Wed Jan 03, 2007 8:04 pm
by skidz
Mustang wrote:Hey, my human grunts are ERRORs, too lazy to post a thread.
In hammer you mean? Yes they should be. They are encrypted and hammer can not handle them. They will work ingame.

Posted: Wed Jan 03, 2007 8:05 pm
by Mustang
No, ingame.
It was the lobby in the beginning of HL:S I spawned one and it was an ERROR with an smg.

Posted: Wed Jan 03, 2007 8:07 pm
by Hell-met
Bring back the v_model rotation system from hl2 pleese. The guns are so boring to look at when you turn around since hl2dm.

So far no hl2mp mod added back this feature and it makes the cube really sad :cry:

Pictures for the dumb

ImageImage

Note : This is a dead serious request

Posted: Wed Jan 03, 2007 8:07 pm
by Mustang
I wish my school's comp let me see pictures.
Edit:
How about a metrocop from the beta for a playermodel?