Obsidian Conflict 1.35 Hotfix #1

Obsidian News Archive.
User avatar
Shana
Lead Developer
Lead Developer
Posts: 2971
Joined: Tue Aug 29, 2006 8:12 pm
Location: Germany
Contact:

Obsidian Conflict 1.35 Hotfix #1

Post by Shana »

Greetings everyone!

Due to the amount of time the Steamworks version takes, we decided to release hotfixes for the currently released version (1.35) to make the wait more bearable by ironing out some of the pesky bugs 1.35 has.

There are 2 versions;

One for dedicated servers, which contains the server binaries and improved mapadds,

As well as a client version which does not contain any binary files due to risks of possibly triggering VAC.

Even though personal tests showed that nothing happened yet running newer client binaries, we decided we do not want to take the risk since answers from Valve regarding that matter have been ambiguous at best, so do not get the hotfixes mixed up when you install them (no running the mod client with the hotfix server binary).

As mentioned before, this also contains a few improved mapadds, specially for some of the Half-Life 2 maps which got broken due to Valve porting HL2 and EP1 to the Orange Box Engine.

We are sure more hotfixes for 1.35 will follow to iron out even more bugs and probably even a full release at one point (like an 1.35b) which will allow us to update the client binaries without risk as well.
Below is the full changelog. Please note that even though most of these changes/fixes were ported over from the Steamworks version, this hotfix does not represent its current progress.
Server
[Add]Mod version to DLL init strings
[Add]Level change note to the 'sv_lan' convar
[Add]Support for customizing view recoil settings for scripted weapons
[Add]'sv_selfdamagepenalty' convar to determine whether players should have points deducted for damaging themselves
[Add]'sv_showents' command to dump a list of entities to console
[Add]'buildver' command to print information about the binary
[Add]Model path fixups to reduce memory footprint
[Add]env_caption_token_emitter entity to enable manual emission of close captions and subtitles
[Add]'sv_brush_preview' command to facilitate viewing brush models by model identifier
[Add]Spawnflag to logic_player_branch to allow counting only live players
[Add]Player extinguishing upon death
[Add]FCVAR_SERVER_CAN_EXECUTE to the 'say' and 'say_team' commands
[Add]Anti-griefing countermeasure for npc_turret_floor
[Change]'ch_createairboat' and 'ch_createjeep' commands now place players in vehicles upon spawning them
[Change]point_teleport now supports teleporting clients outside the specified radius
[Change]npc_bullsquid now detect headcrabs more reliably
[Change]Players now become non-solid when on ladders
[Change]env_entity_dissolver now dissolves players properly
[Change]Hid multiple point_viewcontrol enabled warning
[Change]Greatly reduced the chances of players getting teamkilled by vehicles driven by teammates
[Change]Disabled respawning for health vials dropped by NPCs with the 'drop healthkit' spawnflag
[Change]Disabled respawning for healthkits thrown by rebel medics
[Change]Parented trigger_hurt, env_beam and env_laser entities now correctly award points for kills to their holding player
[Change]Entity spawning commands to automatically convert given strings to lowercase
[Change]Players calling for help now have some influence on rebel medics and vortigaunts that are able to charge players' armor
[Change]NPCs under the influence of ai_goal_follow will now timeout and follow another player if the one they are following turns idle
[Change]Integrated code additions for overriding individual NPC weapon proficiencies by Gjsdeath (http://steamcommunity.com/id/gjsdeath)
[Change]Player ragdolls and gibs wil now be ignited if their owning player is on fire at death
[Change]Game description strings now include the mod and hotfix version
[Change]entityflame now calls Extinguish() on all flammable entities
[Change]'motdurl' convar value changes now take effect instantaneously
[Change]Tripmine lasers now ignore friendly NPCs
[Change]Player spawned vehicles will now emit a locked sound when used by a non-owning player
[Change]Integrated scenes.image fallback by TomEdwards (http://developer.valvesoftware.com/wiki/User:TomEdwards)
[Change]Integrated AI perception behavior enhancement by Anzy (http://developer.valvesoftware.com/wiki/User:Anzy), controllable with the 'ai_investigate_sounds' convar or the 'investigatesounds' keyvalue
[Change]Telefragging is now controllable with the 'mp_telefrag' convar
[Change]npc_manhack_weap now prevents collisions with players when not in teamplay (W.I.P.)
[Change]The number of pellet shots for weapon_shotgun and weapon_scripted now follows the value of the 'sk_plr_num_shotgun_pellets' convar
[Change]item_ammo_crate now prevents players standing on top of them denying them from being used
[Change]NPCs now allow overriding their field of view through the 'fovoverride' keyvalue
[Change]Enabled RPG laser toggle sounds
[Change]monster_bigmomma and zombie variants now allow specifying names for child headcrabs through the 'crabname' keyvalue
[Change]Disabled the Mega Gravity Gun picking up vehicles and crane magnets
[Change]Disabled the Gravity Gun punting or pulling props that have players on top of them
[Change]The Gravity Gun now disables punting player occupied vehicles (controllable with the 'physcannon_punt_drivenvehicles' convar)
[Change]Enhanced vortigaunt accuracy against players
[Change]'ent_create' and 'give' commands now call Activate() on spawned entities
[Change]The healer now awards points for healing allies, controllable with the 'mp_healerpoints' convar
[Change]trigger_changelevel now supports delayed level transitions (controllable with the 'sv_levelchange_delay', 'sv_levelchange_percentage' and 'sv_levelchange_message' convars)
[Change]Improved Half-Life 2 campaign MapAdds
[Fix]Players occasionally picking up grenades, S.L.A.M.s or manhacks without ammunition being supplied
[Fix]Crossbow bolt explosion damage being applied twice
[Fix]point_vehiclespawn using incorrect data types
[Fix]'showmapbriefing' command causes crashes when used on dedicated servers
[Fix]Bug #76 (Flag/keyvalue to disable god/notarget in point_viewcontrol)
[Fix]Thrown rollermines teamkilling players and allied NPCs
[Fix]Points being awarded for damaging teammates
[Fix]Partially fixed Bug #80 (FireUnderwater1/2 option doesn't work on scripted weapons)
[Fix]Bug #74 (Jeep does not stop when the driver is killed by gauss deflection)
[Fix]Points being awarded for dropped healerkits being picked up by players on the opposing team
[Fix]Children of held props colliding with the carrying player
[Fix]Bug #22 (func_tank output not firing)
[Fix]Players and NPCs dropping persistent weapons when gibbed while the Mega Gravity Gun is active
[Fix]Bug #83 (point_viewcontrol does not force unscopes when activated)
[Fix]npc_turret_floor not correctly using looping sounds
[Fix]Integrated CAmbientGeneric stop and toggle fix by TomEdwards (http://developer.valvesoftware.com/wiki/User:TomEdwards)
[Fix]Integrated CFuncMoveLinear fix by Quanta (http://developer.valvesoftware.com/wiki/User:Quanta)
[Fix]Bug #29 (Weapons respawn at incorrect locations on certain maps)
[Fix]Bug #30 (Unable to pick up previously submerged dropped ammo)
[Fix]Bug #31 (RPG and Tau cannon ammo bug)
[Fix]Bug #35 (Manhack killing defender crash the game)
[Fix]Partially fixed blood sprays appearing incorrectly when shooting players when not in teamplay mode
[Fix]Bug #73 (Waypoint crash)
[Fix]Bug #89 (Model Exploit)
[Fix]Bug #78 (oc_harvest - Prop and Bucket Glitching)
[Fix]monster_ichthyosaur and npc_ichthyousaur being classified incorrectly
[Fix]Bug #81 (Disable barnacles attacking ichthyosaurs)
[Fix]Target ID not correctly showing the dispositions of NPCs that had their dispositions changed via the SetRelationship input
[Fix]monster_gargantua not cleaning up flame trails properly when deleted
[Fix]Crash related to Mortarsynths
[Fix]Several NULL pointer crashes
[Fix]Crossbow and grapple hook reload sounds not being played on owning clients
[Fix]Issue related to NPC names
[Fix]Blood sprays appearing incorrectly when shooting friendly NPCs
[Fix]Physics environment gravity changes being delayed
[Fix]Bug #38 (Bugs related to player nocollide)
[Fix]Integrated two physics constraint fixes by Bloodykenny (http://developer.valvesoftware.com/wiki ... loodykenny)
[Fix]'phys_swap' command causing floating client-side props
[Fix]Partially fixed Bug #6 (monster_human_assassin regression)
[Fix]Players being unable to spawn if spawn points are obstructed, even if player collisions are disabled
[Fix]Potential crashes due to CBaseEntity pointer caching
[Fix]Player-spawned projectiles colliding with other players when not in teamplay mode
[Fix]Rollermines not awarding points when killed (W.I.P., only works with game_score at this time)
[Fix]Rollermines and turrets spamming invalid ragdolls when grabbed by the Mega Gravity Gun
[Fix]Bug #20 (Inability to unscope during scripted weapon reload)
[Fix]Bug #36 (Ways around telefragging)
[Fix]Bug #39 (Changing game over behaviour in lives mode)
- mp_livesmode: 0 = off, 1 = normal (change to next map on all players dead, 2 = restart map on all players dead
[Fix]Bug #40 ("GiveLivesToDeadPlayers" input for game_lives_manager)
[Fix]Bug #34 (Option to disable npc_zombine pulling grenades)
[Fix]Bug #33 (npc_zombine not accepting custom models)
[Fix]'explode' command not gibbing players
[Fix]Player-spawned vehicles being unable to clear jumps on campaign maps
Client
[Add]Keybind listing for the 'Send/Recall Squad' command in Options
[Add]Missing icons for dead players
[Add]Fallback map icons for the simplified server browser
[Change]Disabled mipmaps for airboat and jeep spawning decals
[Change]Points transfer panel elements now use translated strings
[Change]Updated textures for Viewmodel Arms, Uzis and Sniper Rifle by Lt_Commander
[Change]Various Broken_escape_2 textures updated by Lt_Commander
[Fix]Hud text and vehicle crosshairs being cut off
[Fix]Bug #26 (Give Points window text doesn't fit in the dialog)
What this hotfix does NOT fix/include, but is already fixed/included in the next version (due to the lack of a client hotfix binary):
- Score display crash
- Map briefing panel does not allow scrolling, even when the contents exceed the box's size
- MP3 player does not correctly flag sound files from outside the game
- Mod Options dialog causes crashes on exit
- Client-side prediction for water splashes from melee weapons
- Scope sound being played when the reload key is held down with the weapon scoped and fully loaded
- Bug #80 (click sounds are still heard instead of proper gunshots, but damage is still dealt)
- Enlarged sniper scope overlay
- Quick info display is not hidden when a point_viewcontrol is active
- Improved third person mode
- Player pushaway when mp_playercollide is 0
- Donor access (sorry, just can't do this one without a client binary update!)
- Bug #11 (Weapons without ironsights cause the crosshair to disappear)
- The countdown timer, team, target ID and score displays being covered by other overlays, such as the sniper scope and suit zoom overlays
- Bug #17 (a.k.a. gib crash)
- Invalid convar warnings appearing when the Options dialog is opened
- CHudHintDisplay panel showing up with an excessively large dark box
- Player collisions not being predicted correctly when player collisions are disabled
User avatar
Keychain
Obsidian Veteran
Obsidian Veteran
Posts: 1511
Joined: Sun Aug 17, 2008 5:09 am
Location: Florida, United States
Contact:

Re: Obsidian Conflict 1.35 Hotfix #1

Post by Keychain »

Any estimated time of release?

Ah there we go, it was just added.
User avatar
Azure Edge
Donator
Donator
Posts: 527
Joined: Tue Jun 30, 2009 8:50 pm
Location: Texas, United States
Contact:

Re: Obsidian Conflict 1.35 Hotfix #1

Post by Azure Edge »

Great work, everyone. I look forward to play with y'all sometime again.
Image <- Push!
Curious?

Image
User avatar
Lt_Commander
Former Developer
Former Developer
Posts: 78
Joined: Thu Jul 08, 2010 2:11 am
Location: Louisiana
Contact:

Re: Obsidian Conflict 1.35 Hotfix #1

Post by Lt_Commander »

Be sure to check out the underground combine bunker level of broken_escape_2. It's got a couple neat retextures, if you look.
LivingWithGames
npc_helicopter
npc_helicopter
Posts: 932
Joined: Mon Mar 15, 2010 2:21 pm
Location: Peruibe , SP , Brazil
Contact:

Re: Obsidian Conflict 1.35 Hotfix #1

Post by LivingWithGames »

This got me to install the mod again to wait for the Steamworks version.Good work guys.
User avatar
JuiceandChocolate
Vertex
Vertex
Posts: 8
Joined: Sun Jan 08, 2012 5:11 pm
Location: New York City
Contact:

Re: Obsidian Conflict 1.35 Hotfix #1

Post by JuiceandChocolate »

Whoo! I'm so damn excited for Steamworks! Although this probably means that since the popularity it'll gain, the dev's server is gonna be full all the time =/
ImageImageImage
kem008
Vertex
Vertex
Posts: 9
Joined: Tue Jan 24, 2012 3:25 pm
Location: Hungary
Contact:

Re: Obsidian Conflict 1.35 Hotfix #1

Post by kem008 »

I found some problems on the hl2 campaign when we are Ravenholm. When I go to the levelchange its cant changelevel and I cant move, and the server has hl2 all maps but I dont know why not changelevel. This probelms on Ravenholms maps we need modify on Ravenholm, and on Ravenholm d1_town_02a monk cant followe he alwasy said a commentary but he cant move and I cant go anyway I get block on the fence.
------------------------
------000--------------
-----0----0------------
------------0-----------
--------------0---------
----------------0-------
------------------0-----
-------------------0--0-
---------------------0--
MaestraFénix
Team Member
Team Member
Posts: 2470
Joined: Mon May 10, 2010 11:50 am
Location: Spain
Contact:

Re: Obsidian Conflict 1.35 Hotfix #1

Post by MaestraFénix »

AHAHAHAHAHA a part of the bugs/improvements were made by me.

I like especially that the zombine allow now custom model (this means that the rest of entities are fixed too, and then, the custom model bug is finally fixed?), the vehicles killing players and the new option for the lives mode.


Only a question. Weapon Scripts. They gonna be fixed and updated?


I gonna need install this in order to continue playing online?

This indicates me that i have to speed up on the "HLS rebirth" and "Proyect Back" works, as well as finishing Nacht der Untoten and present the V2 of the CS Siege OC.
Click on my photo to add me into your friends in Steam
Image
Steam photos | Steam videos

Image
User avatar
Plasma HeadCrabD
npc_citizen
npc_citizen
Posts: 167
Joined: Sat Mar 27, 2010 1:21 am
Location: china
Contact:

Re: Obsidian Conflict 1.35 Hotfix #1

Post by Plasma HeadCrabD »

cheers! nice work worfox
Current Projects:
oc_Maestro Fénix_HeadCrabD_Nz(just for boring)
oc_der_riese(don't even think about it.)
oc_nacht_der_untoten (work again!)
(also,you can see some pics about this map on my moddb blog.)
http://www.moddb.com/members/headcrabd
Image
kem008
Vertex
Vertex
Posts: 9
Joined: Tue Jan 24, 2012 3:25 pm
Location: Hungary
Contact:

Re: Obsidian Conflict 1.35 Hotfix #1

Post by kem008 »

I want see what different on the levelchange modify in the last modify txt and an older modify txt.
I want fix my problem on the hl2 campaign because some maps cant changelevel.
------------------------
------000--------------
-----0----0------------
------------0-----------
--------------0---------
----------------0-------
------------------0-----
-------------------0--0-
---------------------0--
User avatar
Shana
Lead Developer
Lead Developer
Posts: 2971
Joined: Tue Aug 29, 2006 8:12 pm
Location: Germany
Contact:

Re: Obsidian Conflict 1.35 Hotfix #1

Post by Shana »

All the ones we updated were tested to work, so if anything might be broken, it's the older mapadds, give us a list of all the maps with broken level changes so we can check it out.
Gary
npc_advisor
npc_advisor
Posts: 1125
Joined: Sun Nov 09, 2008 7:21 am
Location: USA, FL
Contact:

Re: Obsidian Conflict 1.35 Hotfix #1

Post by Gary »

Plasma HeadCrabD wrote:cheers! nice work worfox
He didn't code everything.

Credit to the entire team.


Good work guys, looking forward to a client update and SteamWorks.
User avatar
Dominic
Donator
Donator
Posts: 54
Joined: Thu May 13, 2010 7:02 am
Contact:

Re: Obsidian Conflict 1.35 Hotfix #1

Post by Dominic »

I appreciate this update, many fixes that make the mod have a much more enjoyable online experience , especially the no punting vehicles that people are in a vehicle fix, now people won't grief on very long maps that require the jeep to continue on. Thank you all on the modding team <3.
Axel_m3sh
npc_combine_elite
npc_combine_elite
Posts: 469
Joined: Wed Nov 05, 2008 5:52 am
Location: lolwut L0C4tI0n?
Contact:

Re: Obsidian Conflict 1.35 Hotfix #1

Post by Axel_m3sh »

No words describe my awe.

GOOD JOB EVERYONE! /caps
User avatar
Baddtraxx
npc_helicopter
npc_helicopter
Posts: 826
Joined: Sun Nov 28, 2010 6:55 pm
Location: Gensokyo
Contact:

Re: Obsidian Conflict 1.35 Hotfix #1

Post by Baddtraxx »

very nice and good news,
well done ;D
Image
Image
Post Reply