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Version 1.34 Released!

Posted: Mon Dec 15, 2008 5:22 am
by Shana
After beeing quiet for 4 months, we finally release version 1.34, which was first planed to be released about 2 weeks after 1.33 came out.
This Update brings a lot of fixes and additions plus some new maps, Including oc_starlight, which is actually an old 1.23 map that we had to remove because it got broke by the huge Orange Box update.


* Changes / Fixes
- Fixed Several crash instances.
- Fixed CSS muzzle flashes not originating from the barrel of the gun in some circomstances.
- Fixed some change team exploits.
- Fixed My Items panel not working on some resolutions.
- Fixed func_tank effects not working.
- Fixed a bug related to the merchant giving items.
- point_hurt can now have filters in hammer.
- Fixed env_embers having no default texture for older maps.
- Fixed some uzi ammo handling bugs.
- Fixed parenting not showing up on info_player_* entities in hammer.
- Changed up player spawning and corrected some bugs.
- Spectators can no longer set off hopper mines.
- Fixed Sniper and OICW sounds being played everywhere.
- Default skill has been set to 2.
- Player announcements and find players will now be disabled while in spectator.
- Player held props will now be dropped when the player leaves the server.
- Player owned vehicles will now be destroyed when the owner player leaves the server.
- Players will now be correctly removed from map vehicles when they leave the server while driving.
- Players joining a lives map in a series will spawn with extra lives on the next map if they have 0.
- Half-Life 1 wall chargers and health chargers will now change their texture to enabled or disabled depending on their state.
- Stuttering from player created beams such as sniper rifle and flashlight beams have been resolved.
- func_gravity will now correctly revert the players gravity when they leave the trigger bounds.
- The Jalopy radar will work for all jalopys now, not just the last spawned.
- Weapons selection hud element has been optimized to fit more custom weapons on screen.
- Corrected issues in spectator mode while a point_viewcontrol is active.
- Local players will now show up in point_viewcontrols.
- Changed the way how env_hudhint was reading messages (it now supports localized strings as well as plain).
- Fixed some ammocrates not showing up right

* Additions
- Added Custom Icon Option to info_radar_target.
- Added Option to Enable/Disable the Hazard Lights on the Jalopy (disabled by default).
- Added convar sv_visible to let server administrators decide if they want to add the server to Valves Master Server or not (useful for Mappers that want to test their map without anyone seeing the server).
- Added maps/cfg/_particles.txt to allow custom particles (works in _modify.txt too) Format: { Particles { "file" "" } }
- Added ep1 and ep2 tags, which get's set on the server as soon as one of this content is mounted.
- Added Headlights to the Jeep.
- Added trigger_auto_crouch which is a re-creation from Left 4 Dead.
- Added ForceDrop Input to prop_physics and prop_physics_override
- Added Makrontt le necron´s tweaked css weapon scripts and weapon icons.
- Added an option to let weapon lasers/sprites use custom color´s like the flashlight.

* Map Updates
- Corrected some mapadd bugs.
- Replaced the old energy vortex effect in ep1_citadel_01 with a particle effect.
- Re added oc_starlight.
- Added several new mapadds for Half-Life Source.
- Updated oc_danmaku to version i.
- Added a new map, oc_antlion_attack_01.
- Added a coop mapadd mission for de_chateau.





Most people will probably have noticed that you cant access the site by entering the .com domain anymore, this is due to some problems with the old provider, we hope to get the .com back soon, but for now you have to use the .de domain to access the site, so please update your bookmarks.

Thanks to all who support this mod, we really appreciate it.

Posted: Mon Dec 15, 2008 5:37 am
by Hell-met
Excellent

Posted: Mon Dec 15, 2008 6:01 am
by Gary
I did put headlights on the jeep one time, never got it perfect...
Anyway, it seems to be a big difference.

Depending on the file size decides if I download it now or later though >_<

Posted: Mon Dec 15, 2008 6:06 am
by Hickadam
Excellent news as always, guys!



Keep up the good work!

Posted: Mon Dec 15, 2008 7:39 am
by Sonic
Hope everyone enjoys the new version!

I shall hopefully get my playermodel pack out there piggy back on this release haha

Posted: Tue Dec 16, 2008 1:46 pm
by fug4life
Epic !!!

I'd just like to say to skidz and Hyperjag3,.... Thanks for the ride, it was one hell of a one! (?)
:notworthy:

(I hope you guys find the love again someday, sometime).
And to the rest of the Team and anyone else who's put some heart into this mod its also been a pleasure.

I hope to continue mapping for this mod even if the code updates die off, maps can continue to come....And if ever the day comes no-one can find a server, by god I'll get one up and running!

:rockon:

Posted: Tue Dec 16, 2008 7:32 pm
by Vasili
Fug the will be coding updates at episode 3.

Posted: Tue Dec 16, 2008 8:14 pm
by fred_the_hamster
Is it better optimised? I found the biggest problem with the last version for me was that it took ages to load.

Posted: Tue Dec 16, 2008 8:21 pm
by Dimaxa
Are you sure what you did your patch on right way?
Image
These directories are in addons\sourcemod\scripting folder:
Image
They must be files, do they? Except include

And what version of metamod/sourcemod must I use with Obsidian Conflict 1.34?

Posted: Tue Dec 16, 2008 8:42 pm
by Shana
fred_the_hamster wrote:Is it better optimised? I found the biggest problem with the last version for me was that it took ages to load.
Thats due to the engine update, only valve could change that.

Posted: Tue Dec 16, 2008 8:49 pm
by Neico
Dimaxa wrote:Are you sure what you did your patch on right way?
Image
These directories are in addons\sourcemod\scripting folder:
Image
They must be files, do they? Except include

And what version of metamod/sourcemod must I use with Obsidian Conflict 1.34?
1. get legal steam first or you won't get an further support from us, i mean it... i'll probably add an check into oc for the next version to pervent cracked steam users to use oc, getting a base to play oc is really not expensive...

2. http://www.obsidianconflict.de/forums/v ... 2890#40445
http://www.obsidianconflict.de/forums/v ... 2890#40441

3. newest of course, basically 1.1 and better while i recommend 1.2

Posted: Tue Dec 16, 2008 9:04 pm
by fred_the_hamster
W0rf0x wrote:
fred_the_hamster wrote:Is it better optimised? I found the biggest problem with the last version for me was that it took ages to load.
Thats due to the engine update, only valve could change that.
Well the l4d engine has shorter loading times I guess, and they're porting tf2 into it.
I hate to ask, because it seems needy fan-ish, but could a l4d engine OC be possible in 2009?

Posted: Wed Dec 17, 2008 3:46 am
by Neico
that depends on when valve decides to make the l4d mod code available...

Posted: Wed Dec 17, 2008 6:19 am
by Dimaxa
Neico wrote: 1. get legal steam first or you won't get an further support from us, i mean it... i'll probably add an check into oc for the next version to pervent cracked steam users to use oc, getting a base to play oc is really not expensive...
It's legal steam but old name of folder. I got gift from my brother and now can use normal steam :)

Posted: Thu Dec 18, 2008 4:07 am
by fug4life
:o A happy ending