This demo has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest demo.
New alpha, including the chapter 'Questionable Ethics'.
Changelog:
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Version 0.55 (21th July 2022)
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- New Chapter: "Questionable Ethics"
+ chapter is now 3 BSPs (was 4)
C10A:
- added animations to houndeyes
- removed a medkit charger from the first test room
- removed a medkit charger from the second test room
- fixed battery not showing up in agrunt test chamber
- added glass to the observation room in agrunt test chamber
- removed grunt spawning at first test room (makes no sense for him to be there)
- added animations to waiting barney
- barney now runs away after opening headcrab cages
- recreated trigger for grunt reinforcement
- you can now shoot through the fence in the warehouse area
- added animations to locked up scientists
- added door indicator lights to exit door
- no longer required to break the alien grunt in pod to open the doors
C10B:
- removed 1 bullsquid to balance the fight with the grunts
- removed the corner at the end of the hallway (leads to nothing)
- added extra lights to make up for low texture lights
- moved the room signs lower so they are easier to read and are now illuminated
- added Aux. Laser D sign that was missing
- explosves crates can be destroyed by player now (instead of by trigger from gauss sequence)
C10C:
- reworked the outdoor scenery
- swapped one battery drop for a medkit (crates in the tunnel)
- gave sentry turrets new positions
- environment light level is now the same as the rest of Surface Tension
Models:
- Improved battery model
- Improved handgrenade model (and better to scale)
- fixed up unused animation in Barney model
Misc:
- added support for detail textures for C2A, C2B & C2C
- added new window icon (and oriented correctly)
- added new menu background graphics and layout
- detail textures can now be toggled in menu
- deleted c7e from build (not supposed to be there)
- added sk_plr_hornet_dmg to skill.cfg
Changes to older maps:
C2A:
- many texture fixes
- falling console is now solid
- fixed missing sound when headcrab teleports from leaky pipe
- fixed remaining shadow on breaking console
- added missing embeded lightmaps to translucent materials
C2B:
- falling scientist now grabs the rope correctly
- added missing embeded lightmaps to translucent materials
- added light to medkit charger
- fixed blinking laptop not turning off
- fixed window frame not being solid in headcrab/sci room
- fixed broken door/glass being out of sync
- fixed missing faces in water tunnel ceiling
- added extra nodes for sci to move around the small corner
- added transition brush to carry over water to c2c
- fixed missing headcrab sound
C2C:
- added light to medkit charger
- fixed overbright glow light
- lowered health of crates in the water area (125 to 50)
- removed redundant ambient_generic playing cd music
C3A:
- removed headcrab stuck in vent
C3B:
- fixed missing decal
- fixed stuck monster_generic
C4A:
- fixed grunts getting stuck in their idle sequences
C4B:
- removed redundant ambient_generic playing cd music
C5A:
- fixed missing decal
- push field will trigger only once now
- fixed missing sounds
C5B:
- removed redundant logic_relays
C6A:
- stopped headcrabs getting stuck on pipe
C7A:
- train now spawns correctly at the start
C8C:
- grate can't be destroyed by touch anymore
- copied rocks to match c9a
- light level now matches c9a
- fixed level change to c9a
C9A:
- headcrab now falls on the rock after spawning
- slightly lowered toxic level in first big vat, stopped it clip into pipe
- fixed effects not triggering (off) after pipe breaks
- moved barnacle on top of stairs to avoid player getting stuck in wall
- small texture fixes
C9B:
- addeded small brush so you can't see edges of water level
- added sounds to metal doors
- moved batteries to top level of rack
C9C:
- fixed orientation on a conveyor belt
Chapter:
- slightly raised the camera position for better centering
- fixed issue where you can't press button when mouse has been moved upwards
- you can now cycle through the menu faster
goog mod
Man, I hope when and if a Xash supported version comes it'll look more cooler in-game! Not that it isn't cooler already. It is awesome!
Moddb.com
That's enough for Xash3D.
Yo thanks! Did you see my addon for Field Intensity by the way? I know it is personalized but I'd like to hear criticisms from time to time.
Yep, but I had no time to test it...
No Probs!
y'know seeing all these maps being reworked to look pleasing in the eye, is a breath of fresh air.
I'm interested for what will you do for Xen part.
Edit: Just a heads up, so i found a bug at Blast Pit where the elevator somehow goes sideways instead of going up and down, making it impossible to progress without noclip.
Yeah me too!
See the reworked maps is so pleasing
Which elevator exactly?
The elevator at the beginning of Blast pit, the one before the train.
Sorry late reply