This patch includes:
1) AR2 viewmodel, animations and sounds from Entropy Zero 2 demo;
2) SMG1 viewmodel from Thunder's Leaves;
3) Fixes of game bugs;
4) Balance improvements.
This patch includes:
1) AR2 viewmodel, animations and sounds from Entropy Zero 2 demo Moddb.com
2) SMG1 viewmodel from Thunder's Leaves Moddb.com
3) Fixes of game bugs:
3.1. Poison headcrabs reducing spawnable barricade props' health to 1 hp has been fixed, now poison headcrabs deal fixed 10 damage to spawnable props.
3.2. If the player was carrying a physics prop with a gravity gun at the moment when interim phase ended (so when combat phase started the player was deprived of the grav gun and the prop was dropped), this prop became collision-less with bullets, players and NPCs. This is no longer the case, and props dropped because of game phase change behave correctly.
3.3. Now the player can detonate the satchel when holding a detonator (i.e. having a satchel in the world) and ready tripmine in hands HL2 Deathmatch S.L.A.M. weapon 15-year-old bug fix
3.4. Prop fading in the distance is now controlled by convar cl_propfade saved to config.cfg (0 to disable - default value, 1 to enable).
3.5. Darkening of the screen at the start of the combat phase has been disabled as it blinded the players in darker areas/maps.
3.6. "PlayerName's Prop" string displayed when aiming at props spawned by other players getting trimmed to first 8 characters of PlayerName has been fixed.
4) Balance improvements:
4.1. Players' weapons damage values now are 5 for SMG1, 8 for 9mm pistol(s) and Alyx's gun, 10 for AR2, 15 for the turret, 20 for the stunstick.
4.2. SMG1, 9mm pistol(s) and AR2s deal the same damage when wielded by enemies and players.
4.3. Manhacks now have 15 hp as they're really hard to hit because of the server latency.
4.4. Stalkers now have 20 hp for the reasons they're dystrophic cripples and to compensate for their extremely precise long-range laser attack.
4.5. Zombies and fast zombies now have 40 hp to get dropped by one Magnum shot and significantly fewer 9mm/Alyx's gun bullets (5 against 7).
4.6. Fast/regular/poison headcrabs now have 10/15/20 hp.
4.7. Both players and NPCs take 4x damage from headshots.
Any likelihood of adding in new enemies and weapons through updates? Or would that be asking too much?
There is some work started in the code on Combine sniper rifle, and I will also look into adding the Combine sniper as Combine wave boss.
Will see if adding Hunters and Zombines is OK without messing with the maps.
I also tried to reach the guy who worked on new maps for the mod, contingency_arabia and contingency_versailles, but he hasn't been online for years.
Interesting, what about some some enemies that were cut from HL2, like the Houndeyes, Bullsquids, and Combine Assassins, Combine Guards, and Cremators? And cut weapons like the Flare Gun, OICW, and Tau Cannon?
That would require lots of work including fixing those beta NPCs, and scripting in maps as well as the code.
I'm just doing what I can do alone, fix some bugs, e.g. see fresh fix:
3.4. Now the player can detonate the satchel when holding a detonator (i.e. having a satchel in the world) and ready tripmine in hands Youtube.com