Current 1.22 changelist. RELEASED!

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skidz
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Current 1.22 changelist. RELEASED!

Post by skidz »

Completed 1.22 List.

*Changes / Additions

- Integrated Valves Latest Code updates.
- NPC_Merchant is a work in progress.
- Grapple weapon is a work in progress.
- trigger_player_count added. ( Several handy tools in one. )
- npc_hydra changes. ( Killing only the player in index 2. )
- Added monster_human_assassin.
- New Game Mounts plus mounts options menu updated.
- Half-Life 1 Style Ladders Readded. Half-Life 2 Ladders still intact.
- Hgrunts have default weapons for HL Source Maps.
- Added new changelevel system. Entity (Save / Restore) and Player (Save / Restore) on map change. Only for maps built in a series.
- Custom Weapon Scripts added. ( use weapon_scripted for even greater customizability. )
- Gonarch is non-solid on death now.
- New Human Grunt Models created by Romka.
- Added npc_fisherman.
- Added Several Entities for usage with Half-Life Source Maps.
- Added new console command ( sv_tauplayerradiusdmg ) which when set to 0 prevents the tau cannon from doing damage to the player on charged attack.
- "give" console command will now also give custom_weapons.
- Added trigger_nocollide which will set players to not collide if they are inside the triggers bounds.
- mp_falldamage changed. ( 0 = 10 damage, 1 = realistic damage, 2 = no damage )
- Combine func_tank ( Mounted Turret ) entities now work in both Normal Half-Life 2 and Episode 1. Effects have also been fixed.
- Gonarch can now spawn classic, poison, and fast headcrabs. Headcrab type can be chosen from hammer.
- NPCs can now use weapon_357.
- Re-added server side attention filters to reduce bandwidth.

*Fixes

- Fixed Several Server Crashes.
- Fixed Several Client Crashes.
- Several Zombine fixes.
- Fixed Episode 1 Voices.
- Fixed some Vehicles not showing up in Dedicated Servers.
- Fixes to the Mapadd system.
- Fixed invalid Movetype bug.

*Maps

- Several HL2 SP mapadd scripts will be included with this version. Lost Coast fixed for coop.
- oc_starlight map added.
- oc_broken_escape map added.
Last edited by skidz on Tue Jan 09, 2007 4:49 pm, edited 15 times in total.
unconnected
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Post by unconnected »

Awesome, looking forward to the next release - especially the grapple gun, I've got a few map ideas which would benefit from that no end.

Keep up the good work!
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Post by [JSC][GU]PREDATOR »

Whats a NPC_Merchant?
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Post by Svanrog »

Yeah, what's npc_merchant? Will you be able to buy guns from him/her?

"Welcome, stranger!"
"Got some rare things on sale, stranger!"
"What are you buying?"
skidz
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Post by skidz »

A mapper can place a merchant npc which can sell weapons and items to players. The list of sellable weapons and items will be in a script made by the mapper. The mapper then sets the script name in hammer and the merchant will sell those items. Prices are also defined in the script file.
When you press e on the merchant it will bring up the Merchants Buy Menu.
Since several players will be using the merchant at once, it might not be wise to have him speak. :lol:
Last edited by skidz on Sat Nov 04, 2006 5:44 pm, edited 1 time in total.
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Post by [JSC][GU]PREDATOR »

Here are a few things i would do if i ever had the skill of being a coder or if its even possible,

make it so that npc's can pick up guns off the floor

make it so that npc's can use the physcannon and throw stuff at the enamy's

make a new animation for the gargantua so that it can throw stuff like DOG

make it so that if you are with friendly npc's you can give them commands to go places
skidz
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Post by skidz »

[JSC][GU]PREDATOR wrote:Here are a few things i would do if i ever had the skill of being a coder or if its even possible,

make it so that npc's can pick up guns off the floor

make it so that npc's can use the physcannon and throw stuff at the enamy's

make a new animation for the gargantua so that it can throw stuff like DOG

make it so that if you are with friendly npc's you can give them commands to go places
hmm

Citizen npcs can pick up weapons. They will pickup weapons better than their own.
Physgun stuff is possible, but its a scary thought.
Garg has an animation to do something like this, not used tho.
Citizen npcs can be given commands like in SP.
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Post by Svanrog »

Will you be able to have two (or more) merchants in one map with different stocks of items? If it isn't now, then make it possible! Otherwise you won't be able to have hidden merchants and such in your maps! :o

Also, will you as a mapper be able to set a limited number of each item that the merchant can sell?
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Post by [JSC][GU]PREDATOR »

skidz wrote:
Citizen npcs can pick up weapons. They will pickup weapons better than their own.
Citizen npcs can be given commands like in SP.
Yes but they don't do those things in OC yet.
Askaris
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Post by Askaris »

Hmm... The adding of the human assassin could pave the way for people to make the infamous combine assassin at some point. Considering they were going to be approximately the same, it shouldn't be too hard to code in into a later release, provided someone makes a better model.
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Post by Hell-met »

skidz wrote:Citizen npcs can pick up weapons. They will pickup weapons better than their own.
I once saw a citizen picking up a pistol , while he had a ar2.

I almost cried.


Oh , and , kudos on zombine fixes :D
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Post by tomgreen »

Need 2 more map ideas. I got 2 sketches i can post if so.
Image
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Post by fragged131 »

make a custom model for the merchant, like the RE4 merchant(AWESOME). also If you need a combine assasin, ask around a few other mods, they all have different ones they have made, some are ugly, some are good, just add them.
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Post by Hyperjag3 »

Valve released the Zombine's code in their latest update, so it should behave exactly like it does in ep1 now.
Hell-met
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Post by Hell-met »

Hyperjag3 wrote:Valve released the Zombine's code in their latest update, so it should behave exactly like it does in ep1 now.


IZZY SALUTES YOU :Cacodemon:
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