SoHL v1.4 with no source code included in this rar
Spirit 1.4 boasts a plethora of new features including:
- a working (and very versatile) calc_ratio (perfect for all you people who like barney's scale in direct propoertion to his health),
- the ambient_fmodstream entity, capable of playing .mp3, .wma and .ogg files,
- a more capable monstermaker, which interfaces with the locus system (perfect for all you people who like to drop snarks on the players head),
- monster_human_grunts no longer ingore their "Will-I-blow-a-squadmate-to-kingdom-come-by-launching-this-grenade" check,
- env_particles can now have multiple instances - you can spawn them on breakables in the direction opposite to the hit-vector! (perfect for all you people who like water/goo/blood/fire spurting out of breakable crates),
- the high-end-hardware and low-end-hardware tron2-esque glows have been included, because a lot of people like those; spirit will still run perfectly regardless of what hardware you have,
- env_particles can be rotated in-game with the movewith system, so you can change their direction of spray (yes, perfect flamethrower material without having to use env_shooters)
- func_doors can accelerate and decelerate much like those smooth doors and elevators in Quake3 / Unreal Tournament, and acceleration can be triggered incrementally,
- doors, trains, and platforms now give their frags to the person who activated them if they crush someone,
- the famous motion_manager entity can be turned on and off, and can affect specific axes, as well as swap its output axes (perfect for you few people who like to roll something based on the pitch of a calc_velocity_path for vehicles etc),
- button_target, the simple, humble button, can be 'non solid', 'non shootable', and can have a master, oh, and now has a 'targetname' entry in the FGD :-)
- env_rain now has an 'arcing through' mode, (perfect for you people who like electric kill-machines),
- the info_alias can now step forwards and backwards between its 16 targets; great for motion_managing multiple objects (separately) through the one name,
- weapons and ammo can now have a 'master' to stop them being picked up (perfect for tempting people from behind thin-walled gun cabinets),
- env_global can now be turned on or off with a +/- prefix,
- trigger_onsight can now look from multiple entities of the same name, and no longer looks from dead monsters (you could have 3 patrolling grunts, and activate something whenever one of them sees you),
- gauss jump can now be enabled in singleplayer! See worldspawn,
- you can now read the health of a breakable using the calc_ratio entity (you could even make it spew progressively larger clouds of smoke using the additions to the env_shooter as its health gets lower),
- all features from CB1.3 have been merged, including the famous model mirror entity - thanks G-Cont and Shambler Team,
- the CB1.3 weapon_debug entity now does a lot more funky stuff - and is particularly useful for all those people who forget their 'impulse X' commands,
- muzzleflashes around players, hgrunts and barneys are implemented, because they're cool,
- capability for the & (spawn) usetype has been implemented (currently only allowed on env_particle),
- all func_tank- entities can be non-solid.
Now, how many bugs have we squished? Not enough, but we've got a pretty good start:
- env_render now supports dynamic Ratio [LR] Scale values,
- watcher_count has been rewritten to work correctly,
- trigger_onsight is revamped and now much more versatile and useful,
- save/load 'fire on hit' in func_breakable that crashed HL fixed,
- respawnable pushable objects and delayed-respawn breakables now work correctly - no crashing,
- hgrunts don't ignore their "Will I blow up a squadmate?" AI check,
- env_laser now works with *locus start/end positions, and resolves 'start at [LP]' correctly,
- fixes carried across from the good people at Shambler Team (CB1.3):
- fixed bug with func_shine (list refreshing after level transitions)
- fixed bug with trigger_camera ( now she work correctly with save\load)
- fixed bug with func_train ( He doesn`t lost his sound after level transitions)
- fixed bug with func_tank (Now they are working correctly without player control)
- fixed bug with env_shooter ( Too big gib size)
- fixed bug with monster_sentry ( Now she turns off when noone is around)
- fixed bug with orientation of monster_sentry
- fixed Bug with trigger_relay
- fixed bug with wrong rotation ( For example platrot in c1a0b)
- fixed bug with tanklaser, tankmortar and tankrocket
- fixed bug with multi_manager ( For example in map c1a0a in some moment error happens)
- fixed bug with func_trackchange and func_trackautochange
- fixed bug with tracktrain ( when the train is on, player can`t duck)
- fixed bug with tracktrain ( he will continue movement after level transition)
- fixed bug with env_sky ( save/load )