The HaZardModding Coop Mod allows you to play the Single-Player Story and all the Secret levels Co-Operatively in Multi-Player. Supporting up to 8 players via LAN or Internet. Each Player can chose one of 3 Classes with specific abilities, to support the Team. Using the Tricorder primary scan mode when close to a Player, will activate the specific Class ability.

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Release of version 6.08

News

HaZardModding Coop Mod for STEF2 608 is here


This major release came a bit late this year and was a bit delayed for various reasons, but finally it is here!


Lots of bugs have been fixed, as a result Level 5 of the Aftermath Episodes is now playable in coop.
There have been a some changes to the menu to further improve the expiriance.

You can now very comfortably crate a dedicated server from within the Coop Start Server Menu!
The issue that did make the game crash was finally fixed. This is big!


I know the EF2 Coop Mod did not get that much attention this year as our other Coop Mod.

But I can give you this promise for 2021 new custom Maps will come to the EF2 Coop Mod.
Maybe with some luck we will finally have some Ideas for the Coop version of Gsi01 his fantastic RGP Enterprise E.


This are the most notable changes in this version:

- Fixed strange behaviour in all Klingon AI with Bat'leth while Patrolling
- Fixed crash when starting a dedicated server from the ingame Menu
- Fixed branchdialog could be executed multiple times by a player, messing up the scripts
- Fixed map coop_aftermath5 crashing
- Fixed crashing when creating a dedicated server from within the Menu
- Added Quick Connect to HZM Coop Server button in the Server Browser Menu
- Added Create Coop Server button in the Start Server Menu
- Added Option to select Server Type Coop

For the full list of changes please have a look at the file download.

Join us on Discord
We have a Discord server on which most of the magic happens.
You can join us there, talk or even look for other players to play Coop with.
Also we still looking for people that are motivated to convert maps-scripts to coop.
Discord.gg

We had a Interview regarding Elite Force II in general and the HaZardModding Coop Mod.

The interview was live-streamed on twich, you can now watch the recording on Youtube.
We have talked about the Game in general as well as our own experiences and our Mods.

Preview of Interview Video
Youtube.com

Timecodes:
0:00 - Introduction
1:58 - History of the game
11:30 - What are our pros
28:22 - What are our cons
43:14 - Unique Features
50:47 - Special Memories
01:00:36 - What could a "Sequel" do better
01:22:54 - Hidden Features
01:28:21 - Mods

Version 607 is a major release with many new Features and lots of fixes.


stef2 hzm coop mod 607 newmaps


With this massive update to the Coop Mod, we are confident to have reached a state of stability and reliability that surpasses the Vanilla game.


stef2 hzm coop mod 607 bots


With over 300 changes (again) it is kind of hard to pick only a few changes to be representative.
How ever, we think these few selected changes will give you a good overview of what has changed.
In the future we will focus on providing more Content, like the long awaited Enterprise-E from Gsio.
We would also like to add some Stargate stuff (we have sounds and models), but we really need mappers.

Most notable new features:
- New votes: Deadbody Count, Addbot, Kickbots, Airaccelleration, Stasistime, Teamindicator, mp_modifier_* - gametypes,
- New coop command: !targeted
- New coop developer/admin commands: !reboot, !noclip, !endlevel, !login , !showspawn, !hidespawn, !testspawn
- New maps: coop_aftermath5, coop_equinox, coop_rotec8, prf_groupdeath
- New Server Management function: Configstrings clean-up (prevents cl_ParseGamestate: bad command byte -1)
- Hide/Show feature for: Player Health and Class, Playername, Selected Class hud
- Many new Coop related English and German localstrings for localized info/menu text
- Dead Bodies remain, the bodies of killed NPC will stay (until certain limits are reached)
- Communicator has now buttons for !transport and othet Coop functions/commands
- Message of the Day feature, using new cvar mp_motd
- Admin login, type !login in coop (you need to set code in cvar coop_admin)
- Ammo Regeneration Rune is now regenerating weapon ammo at 10 units per sec, other ammo types will regenerate 4 units
- Speciality Class of the player will be restored on respawn
- Picked up ammo will be given to all players (can be picked up as long as any player needs ammo)
- Automatic dialog length adjustment for English and German, using VLP-Files
- Failsafe for m2l2-sfa if Korban gets stuck in the lift
- More detailed error-logging to coop_settings.ini
- Bots added via callvote will be limited by the new cvar sv_maxbots
- Reduced Extra Nettraffic created by the Coop Mod about 50%
- Nightvision changed to a lighter green modern look
- Various significant UI,C++ and Script performance enhancements
- Various fixes, changes and additions allow now even more complex mission maps

Most notable fixes:
- Crash that occurred very frequently with Basher AI when all players are dead
- Coop Radar not working when in 3rd Person view
- Crash when adding bots via rcon
- Spawning with no weapons in Singleplayer coop maps
- Dynamic Lights being dark on dedicated servers when they should be on
- GBS Mod sialog files playing German and English together (seperate pk3 files)
- Bots counted as players when calling a vote (bots never cast a vote)
- Timelimit and Pointlimit not updating when changed for the current level
- Showing Player name when targeting a different entity than a player (Playername shown Door)
- Tricorder Puzzles sometimes not working in Singleplayer
- Various minor issues on multiple coop and test maps
- Player being notsolid when joining in from Spectator on regular Multiplayer
- m6-deck8_redalert, Tuvok blocking players, preventing them to enter Jefferies Tube (mission stuck)

Pictures of the new new Features:
- killed Enemy bodies staying on the level
- improved immersion settings

stef2 hzm coop mod 607 deadbodie


hzm coop mod stef2 607 immersion


Special thanks to My Mom and MJ to report many issues.
Special thanks to MJ to suggest new Features (Deadbody, Airacceleration).

Changelog of version 6.07

News

_607
Known unfixed Issues with this version:
- DeadBodies Feature is not fully matured yet there are some glitches (clean-up check issues)
- Health and Ammo Terminals Archetype does not show
+ 110 known other non-critical/minor issues (far less than ever before).

Added: gloabl localstrings for: a
Added: gloabl localstrings for: the
Added: gloabl localstrings for: Fan
Added: gloabl localstrings for: Door
Added: gloabl localstrings for: Pillar
Added: gloabl localstrings for: Shuttle
Added: gloabl localstrings for: Stomper
Added: gloabl localstrings for: Turbolift
Added: gloabl localstrings for: was neutralized by
Added: gloabl localstrings for: Andorian Mercenary
Added: gloabl localstrings for: Human Mercenary
Added: gloabl localstrings for: Klingon Mercenary
Added: gloabl localstrings for: Security Console
Added: gloabl localstrings for: main_menu.urc
Added: gloabl localstrings for: coop_startserver.urc
Added: Parts of the STV:COI Textures pack by Explorer
Added: Parts of the STV:COI Environment Models pack by 7o'nine
Added: Language neutral background.inc to neutral /coop_mod/ui/ folder
Added: Language neutral background-noship.inc to neutral /coop_mod/ui/ folder
Added: Language neutral ingame-background.inc to neutral /coop_mod/ui/ folder
Added: Callvote exec, localized info text (German/English)
Added: menu_ingame_callvote.urc - Kick All Bots to player kick List
Added: coop_Settings.urc, localstrings to make language neutral
Added: All changes in code are tagged with [b607]
Added: The name of the next map will be shown on map change to all players.
Added: Archetype for rescued Attrexian on Coop_bugs
Added: Coop communicator has now buttons for !transport and all other Coop commands
Added: Click fire to Respawn Hud: coop_fireToSpawn.urc shown to dead players
Added: Click fire to Respawn Hud handle in Player::Score
Added: Click fire to Respawn Hud handle in MultiplayerManager::playerEnterArena
Added: Message of the Day feature, using new cvar mp_motd
Added: German print-out info in void PuzzleObject::useEvent(Event* event)
Added: globalCoop_player_makeSolidASAP in player.scr can now handle non Sentient Entities without health as player/parameter1
Added: !targeted - New Chat command, showing targetnames to player
Added: !reboot - New Developer Chat command, rebooting the server
Added: !noclip - New Developer Chat command, allowing to use noclip
Added: !endlevel - New Developer Chat command, ending the level
Added: !login - New Developer Chat command, showing a Admin Login Menu (using MOM)
Added: !showspawn - New Developer Chat command, showing player spawnspots
Added: !hidespawn - New Developer Chat command, hiding player spawnspots
Added: !testspawn - New Developer Chat command, making player test spawnspots
Added: Script Command getTargetedEntity (Entity e; e=$player.getTargetedEntity();) to get the Entity this player is currently aiming at (Does not work in 3rd person).
Added: Cvar sv_noletterbox to disable the letterbox in cinematic sequences (Range: 0-1)
Added: Flushtikis executed for clients when leaving the level(World::~World), this fixes possible animation errors of actors and models.
Added: Modifiers are temporary disabled on Coop Maps (MultiplayerManager::tryAddModifier)
Added: Callvote "Your Vote is in Progress:" moved other text in second line.
Added: Callvote Option to set number of dead bodies that stay in one Area before they fade/beam out (Actor::Dead, MultiplayerManager::callVote)
Added: Callvote allowes now to kick players with spaces in their name (Player::CallVote, MultiplayerManager::callVote)
Added: Callvote for all mp_modifier_* cvars. Example: callvote mp_modifier_instantkill 1
Added: Callvote now shows the passed votestring on succsess
Added: Missing svflags. See hcm_scriptCommands.txt for details (Entity::SVFlags)
Added: using _totalGameFrames of any else player if client 0 isn't connected (extern "C" int G_GetTotalGameFrames( void ))
Added: Level Script Variable on player to detect current viewmode (Nightvision,Torpedostrike,etc): _playerCurrentViewMode
Added: Speciality class of the player will be restored on respawn
Added: coop_aftermath5, to Start Server UI
Added: coop_aftermath5, to Callvote UI
Added: coop_aftermath5, a new level from the Aftermath Episodes Level
Added: coop_equinox_credits, credits UI
Added: coop_equinox, to Callvote UI
Added: coop_equinox, a new level from a dead Mod
Added: prf_groupdeath, to Star Server UI
Added: prf_groupdeath, to Callvote UI
Added: prf_groupdeath, a new test level
Added: AI coop compatibility in CloseInOnPlayer::findPlayer, using current enemy or followtarget if it is supported
Added: coop_groupdeaththread function to noscript.scr (see map prf_groupdeath)
Added: Aftermath Mod and missing RoteC Mod maps, as well as the coop_Eqiomnox to hcm_sv_coop.bat
Added: hcm_discord link file to the HaZardModding Discord
Added: gbs_dm_illia.tik as valid model to coop_modelValidPlayer in coopModel.cpp on coop_gbs* maps
Added: gbs_dm_illia to English and German menu_playersetupmultiplayer.urc menu files
Added: gbs_dm_illia image in sysimg/headshots/
Added: Vote cast of a player is shown to all players
Added: Maps to vote_maplist.ini (coop_aftermath5, coop_equinox, coop_rotec8)
Added: Handling for coop_playersetup8 UI-Widget in enable_modelsel.cfg and disable_modelsel.cfg
Added: coop_ui_class cvar used in coop_class.urc to toggle player class info hud showing
Added: ui_showPlayerName cvar used in targetNameHud.urc to toggle player names showing above crosshair
Added: menu_gameoption.urc Show player names option to toggle player names in multiplayer
Added: Admin/Developer cvar. Needs to be set by server admin with a 3 to 6 digits code: coop_login
Added: c++ function coop_returnIntWithinRangeOrDefault (coopReturn.cpp)
Added: Info when weapon is being dropped by a player: Your Weapon was dropped
Added: A multi-execution protection to coop_map in noscript.scr
Added: A multi-execution protection to globalCoop_server_loadGivenMapNow in server.scr
Added: Mission Failure (set minutes in cvar coop_autoFailtime default is 30) if all players left the server, to prevent issues created by active scripts (coop_playerLeft)
Added: Ammo that is picked up will be shared to all players (AmmoEntity::ItemPickup) Ammo can picked up as long as any player needs ammo.
Added: Variable coop_integer_serverLoadingMap in globalCoop_server_loadGivenMapNow of server.scr
Added: New global variable coop_integer_serverLoadingMap in declaration_variables.scr
Added: New level floatvar isCoopActive for script use. ($world.getFloatvar("isCoopActive");)
Added: Configstrings clean-up script function to remove associated combatsounds of named actor (configstringRemoveCombatSounds("chell");)
Added: Configstrings cleanup script function to remove a specified configstring (configstringRemove("models/vehicle/e-shuttle-int.tik");)
Added: Configstrings clean-up on level load (Level::SpawnEntities) To prevent: cl_ParseGamestate: bad command byte -1
Added: Configstrings clean-up after Dialog was played (Level::SpawnEntities) To prevent: cl_ParseGamestate: bad command byte -1
Added: m4l1a-attrexian_station.script, spawn-locations in armory
Added: m4l1a a load tooken ($load=escort) starting/restarting the mission at where the Armory Attrexians are, upon failure
Added: m4l1b a load tooken ($load=defend) starting/restarting the mission at where the Command Officials are, upon failure
Added: m4l2b a load tooken ($load=defend) starting/restarting the mission at where the first lift stops, upon failure
Added: m7l1a a load tooken ($load=technician) starting/restarting the mission at where the Service Technician is found
Added: m7l1a a load tooken ($load=unlocker) starting/restarting the mission at where the Injured Unlocker is found
Added: m7l1a a check to prevent the AI-Teammates getting stuck inside a player when the Injured Unlocker is found
Added: coop_gbs2 radar marker is now removed when related objective is completed
Added: HaZardModding Coop Mod will be shown as Gametype in the scoreboard now
Added: flushtikis command to reconnect.cfg, hopefully fixing GFX issues with clients
Added: Server Reboot Type, can be set in coop_status.ini. Options are: quit, killserver, none. Default: none
Added: Server Reboot via cfg using killserver in void coop_serverThink( void ) (You need a server.cfg in /base/ for reboot)
Added: Automatic dialog length adjustment for English and German using VLP-Files (used by waitfordialog) in Actor::PlayDialog
Added: qboolean Actor::coop_checkIsSpectator() in actor.cpp, for followtarget entity
Added: In Actor::checkSpecifiedFollowTargetOutOfRange() check if followtarget player is in spectator (Reported by J83)
Added: In actor.cpp Actor::EntityInRange, check if followtarget is player and in spectator
Added: Failsafe for m2l2-sfa if Korban gets stuck in the lift (player blocking) at level start.
Added: m6-deck1_bridge_redalert.scr, Failsave to trigger end cinematic if Munro gets stuck (based on Timeout)
Added: Explicit removal of hud coop_voteText in void MultiplayerManager::vote and void MultiplayerManager::checkVote
Added: Server rebooting check after all clients have left in: void coop_playerLeft( Player *player )
Added: coop_aftermath3 more pathnodes to allow better navigation for telsia
Added: coop_paradiseIsland weapon and movement clip on energy and health dispensers
Added: Automatic debug via g_showevents activation in void L_ProcessPendingEvents( void ) and void coop_serverThink( void )
Added: Votetext localisations to coop_text.cpp(coop_textModifyVoteText) for lms,awards,indicator
Added: coop_hatoriaOutpost, a use Symbol to the Basement Water Pipe Valve
Added: coop_hatoriaOutpost, a functioning Shower and Bathtub
Added: itemText.urc a name(itemTextHud) to the widget holding the text to allow overwriting of fontsize
Added: New function checkthirdperson() in player.cpp (without condition)
Added: New function coop_returnStringUntilNewline in coopReturn.cpp
Added: Players are forced into Blue team on spawn. In coop_playerEnterArena of coopPlayer.cpp
Added: New function in coopServer.cpp to manage ending of a match in coop: bool coop_serverCheckEndMatch(void)
Added: Event name showing in the "You must run the server with '+set cheats 1'" console info text
Added: bool coop_playerCheckAdmin(Player *player) in coopPlayer.cpp, checking player Admin status
Added: level.scr new Function void globalCoop_level_hideSpawn() to hide shown spawnspot symbols
Added: Validation check function mom_validUser(entity ePlayer, float fInstance), for MOM users, to make sure the player is still valid.
Added: De-validation routine in mom_exitMenuPlayer of multioptions.scr.
Added: Skip Setup Assistant Button to menu (coop_settings.urc)
Added: modles/projectile/fx-explosion-snake-stage1.tik to deathlist.ini
Added: IdryllRebelFemaleShield to deathlist.ini
Added: $cityGiantPillarofDoom1_pice1 from m5l1b to deathlist.ini
Added: $fanSide* from coop_alien to deathlist.ini
Added: $$Quadruped$$ to deathlist.ini
Added: Barclay to deathlist.ini
Added: Tuvok to deathlist.ini
Added: Picard to deathlist.ini
Added: HazardTeamBaseMale to deathlist.ini
Added: HazardTeamBaseFemale to deathlist.ini
Added: Additional validation check in script function: globalCoop_check_playerInRange
Added: Ammo Regen Rune is now regenerating Weapon ammo at 10 units per sec, other ammo types will regenerate 4 units (RuneAmmoRegen::specificUpdate)
Added: Support for handling a player call from the c++ gamecode in multioptions.scr
Added: multioptions_login.scr in and sv_maxbots the includes of declaration_functions.scr
Added: Cvar coop_ver, coop_admin, coop_autofailtime and sv_maxbots to gamecvars.cpp
Added: If all players are killed during Last Man Standing the playerDeathThread will be run
Added: RomulanSnowGuardM10Rifle to coop_returnStringDeathmessagenameForActor for Killemssage handling
Added: name "BorgDroneFemale" to borg_base-female.tik so that it can be handled in deathlist.ini
Added: name "BorgDroneMale" to borg_base-Male.tik so that it can be handled in deathlist.ini
Added: New key disableCoop allowes to disable the Coop Mod on the server when set to true (default is false)
Added: New key errorevent will be set in coop_status.ini if a script error occurs on the server (Event::Error in listener.cpp)
Added: New key errorscript will be set in coop_status.ini if a script error occurs on the server (Lexer::ParseError in lexer.cpp)
Added: Dual language dialog time managing in void Actor::PlayDialog of actor.cpp (needs zzzzzz_co-op_hzm_mod_vlp.pk3)
Added: Cvars coop_ver and coop_admin to gamecvars.h
Added: File multioptions_login.scr to handle coop admin login
Added: UseSecurity and Radar Descriptions to gameplay.gdb
Added: UseSecurity and Radar Descriptions for all Coop Objects to globalstrings.loc (German and English file)
Added: was neutralized by to globalstrings.loc (German and English file)
Added: Prevention of scan data for coop tricorder menu being send continusly (cop_scan1, coop_scan2), when a single-data-burst would have been sufficent.
Added: Prevention of multiple lines being written by the value in coop_phraserIniSet
Added: Prevention of multiple execution of Coop Player Spectator Setup (coop_playerSpectator)
Added: Script floatVar to allow reading the current set maxSpeed for players ( $world->getFloatVar( "maxSpeed") )
Added: Actors will be re-targetnamed (to coop_deadActorBodies) after 3 sec on death if they do not have a fade-death-animation (based on a concept of jt to allow dead bodies to stay)
Added: Bots number can be limited by cvar sv_maxbots if they are added via callvote
Added: Bots can now be excluded in coop_returnPlayerQuantity using 3 as parameter.
Added: Bots are now marked as bots in C++ and handled different in many chases
Added: Bots will not be handled during coop inizial player setup
Added: Bots will not be handled in ModeTeamDeathmatch::setupMultiplayerUI
Added: Bots will not be handled in ModeCaptureTheFlag::setupMultiplayerUI
Added: Bots will not be handled in MultiplayerModeBase::setupMultiplayerUI
Added: Bots will not be handled in coop_huds_setupMultiplayerUI
Added: Bots will not be handled in coop_radarReset
Added: Bots will not be handled in coop_radarUpdate
Added: Bots will not be handled in coop_playerSetup
Added: Bots will no longer be checked if they have the server passwort in G_AddBot
Added: Bots will no longer get hudrint messages from Player::hudPrint, MultiplayerManager::HUDSay
Added: Bots will be kicked by callvote: callvote kickbots
Added: Bots will be kicked by rcon: kickbots
Added: Bots will be marked via script entity variable _playerIsBot so it can be read by script ($player0.getFloatVar("_playerIsBot"))
Changed: targetNameHud.urc, removed health info, centred player name and added the ability to disable player name showing
Changed: coopclient.cfg renamed to detect.cfg
Changed: initialize.cfg renamed to init.cfg
Changed: spectatorOrDead.cfg renamed to sod.cfg
Changed: enterArena.cfg renamed to ea.cfg
Changed: menu_main.urc is now language neutral
Changed: coop_communicator menu has been reworked
Changed: coop_communicator menu is now Language Neutral (German/English)
Changed: globalstrings.loc, English version no longer containing German Umlaute.
Changed: menu_ingame_callvote.urc - optimized arrangement of background widgets
Changed: callvote exec will execute files only from base/cfg/server/callvote/ now.
Changed: MultiplayerManager::addPlayer will exclude the bots from the player-count when deciding if a Joined message should be shown.
Changed: MultiplayerManager::HUDPrintAllClients will no longer print hud-text for bots. (...)
Changed: MultiplayerManager::centerPrintTeamClients will no longer print hud-text for bots. (...)
Changed: MultiplayerManager::HUDPrintTeamClients will no longer print hud-text for bots. (...)
Changed: MultiplayerManager::HUDPrintSpectators will no longer print hud-text for bots. (...)
Changed: coop_returnBool in coopReturn.cpp, improved check routine and added .c_str() where needed.
Changed: Moved VPL-Files of GBS Mod from zzzzzz_co-op_hzm_mod.pk3 to zzzzzz_co-op_hzm_mod_vlp.pk3
Changed: coop_radarUpdate now using a less reliable but faster update method for the disc and blip positions
Changed: Removed class_ prefix from Class client configs in coop_mod/cfg/ and coop_classApplayAttributes in c++
Changed: Reduced Nettraffic used by the Coop Radar on first initialisation about 45% in coop_radarReset of coopRadar.cpp
Changed: Actor name of secret-cratemonster.tik to CrateMonster from $$CrateMonster$$
Changed: globalCoop_level_testSpawn in level.scr is now making sure the testing player does not get stuck inside other players
Changed: Separate pk3 files now contain the English and German Dialog sound files to work around a issue.
Changed: fx-explosion-photonball-idryll-secret.tik reducing the expolosion sound by 50%, as it always was to loud
Changed: Secret Dialog Volume in coop_rotec6 from 7 to 3
Changed: $$Quadruped$$ name to Quadruped in alien-type3-quad.tik
Changed: Advanced Borg Drone actor name to AdvancedBorgDrone from $$AdvancedBorgDrone$$ in borgboss_aidata.tik
Changed: Nausicaan Bouncer actor Name to NausicaanBouncer from $$NausicaanBouncer$$
Changed: Exit of MOM menu responding now faster mom_exitMenuPlayer optimized
Changed: Disabled start of globalCoop_level_showSpawn() in globalCoop_main of main.scr
Changed: globalCoop_level_testSpawn() does no longer require coop_dev to be set to 1
Changed: globalCoop_level_showSpawn() does no longer require coop_dev to be set to 1
Changed: itemText.urc (when picking up a item) text is now in white, rather than grey, for better readability
Changed: itemText.urc will now sacle with the resolution, for better readability
Changed: Client freeze time reduced by 1 sec to 2 sec in reconnect.cfg, before reconnect via: bool coop_serverManageReboot( str sMapToLoad )
Changed: Renamed coop_voteCenterText.urc to coop_voteText.urc, old Hud is now incompatible
Changed: globalCoop_player_imobilizeAll, to iron out a possible bug where players would stay immobilised or not be immobilised at all
Changed: Used traffic for the Coop Callvote Menu is now reduced about 65%, old Menu is now incompatible
Changed: Coop Map Load overwrite code in: extern "C" void G_InitGame( int startTime, int randomSeed )
Changed: Updated and expanded Server Reboot Manage Function bool coop_serverManageReboot( str sMapToLoad ), now using the killserver method
Changed: German version of coop_callvote_testmaps.inc and coop_startserver_testmaps.inc (removed prf_teammate)
Changed: English version of coop_callvote_testmaps.inc and coop_startserver_testmaps.inc (removed prf_teammate)
Changed: MultiplayerManager::checkVote most coop related code was moved to a seperate file (coopVote.cpp)
Changed: coop_rotec7 Background Story Text adjusted to the level
Changed: Nightvision changed to a lighter green look
Changed: Precache file for coop, removed redundant entries
Changed: coop_targeted.urc widget names and showing player health and symbol on top and below the crosshair now
Removed: menu_ingame_callvote.urc - votescrollinfo position (in code not in the interface)
Removed: s# Disabled redundant class change print info on spawn in Specialities Modifier (ModifierSpecialties::setupSpecialty)
Removed: Not required string var sDeu, now using constant string "Deu"
Removed: Network Data Rate selection option in menu (menu_gameoptions.urc)
Removed: Unused Caulk brush of coop_iceStation
Removed: Dusty effect near lamp in secretrom of coop_iceStation
Removed: Duplicated models folder for coop_alien and dublicated model tiki
Removed: Menu closing after voting certain coop options
Removed: General closing of first and secound layer of menus after voting
Removed: Command globalwidgetcommand dmTimer disable from: bool coop_playerSetup( Player *player )
Removed: Functions coop_teammateadd and coop_teammateremove from optional noscript.scr
Removed: Hack to prevent the mp_warmuptime cvar to go under 1, was used to fix a bug
Removed: 'For more, Mission Info type: !status', from !info printout
Removed: Redundant Code in void bomb_pickup() of bomb.script from coop_bugs
Removed: Unused testcode in void Player::SetTargetedEntity( EntityPtr entity )
Removed: Unused coop variables from gamecode: group_name, dynamicLightsMultiplayerNum, dynamicLightsMultiplayerLst
Removed: Missplaced files secret1.bsp, coop_iceStation.maps and coop_iceStation.bsp from /coop_mod/maps/ folder
Removed: Dublicated and deprecated code from globalCoop_mission_completed in mission.scr
Removed: Deprecated Coop Mod code from mp_modifiers.cpp in multiple functions
Removed: Testmap prf_teammate the features it presented are deprecated
Removed: MultiplayerManager::checkVote extra empty line print out
Removed: Dublicated entry "Off" in english Localstrings
Removed: Dublicated entry "ServerName" in English and German Localstrings
Removed: menu_ingame_callvote.urc - VoteOptionList unused colum
Removed: A sort of dublicate from Player class used by the Mod: lastTargetedEntity (using now last_entityTargeted)
Removed: coop_rotec7 actor in hallway acting strangly
Removed: coop_reboot cvar, it is no longer used
Fixed: Coop Radar not working in 3rd Person View
Fixed: Coop Communicator using temp cvar for Instantkill detection
Fixed: Typo in multiple printouts already was allready
Fixed: Precache file coop_general not being executed during Coop
Fixed: Killthread set on a player not being executed in coop (coop_playerKilled)
Fixed: coop_gbs6 last objective not being set to Complete
Fixed: !stuck will no longer show Transport effect when used by a dead player
Fixed: Unizialised var _oldTurnSpeed in RotateToEntity::RotateToEntity() causing to crash Linux servers with Actors, especially the Basher
Fixed: Respawn time being carried over from Coop into non Coop levels. (mp_respawntime)
Fixed: cl_ParseGamestate: bad command byte -1 (last 4), when connecting mid-game (by reducing/cleaning-up the configstrings)
Fixed: Server crashing when adding more than 7 bots (stable teste now with up to 98 bots) caused by IsUniqueName
Fixed: Dublicated LevelChange Trigger being executed by the Coop Mod Scripts
Fixed: Player sometimes spawning without weapons on Coop Maps in Singleplayer
Fixed: Objectives sometimes not showing when pressing tab(default objectives key) on Coop Maps in Singleplayer
Fixed: Function globalCoop_server_loadGivenMapNow in server.scr not using nointermission()
Fixed: Bots counted as players when calling a vote and more as 1 player was present (MultiplayerManager::updateVotes)
Fixed: Info message printing if only Bots are on the server (HeadWatcher::SetWatchTarget)
Fixed: Becomes a - spam message if a player stays on a class item in Specalities (ModifierSpecialties::itemTouched)
Fixed: Callvote Coop UI using wrong variable to show state of awards on/off
Fixed: Callvote Yes and No info being cut off.
Fixed: Coop Movespeed of players not retained on map change/restart
Fixed: Dynamic lights being dark/out for player when lights where set before player was on the server (World::UpdateDynamicLights)
Fixed: The timelimit not changing on current map if the cvar is changed in MultiplayerManager::checkCvar
Fixed: The pointlimit not changing on current map if the cvar is changed in MultiplayerManager::checkCvar
Fixed: Ghost player being spawned in Level::SpawnEntities on a dedicated/multiplayer server
Fixed: Fixed stock gamebug showing last targeted Player name when targeting a different entity than a player in: void Player::CheckForTargetedEntity( void )
Fixed: Speciality selection spamming with ...becomes a... over and over again as long as a player stands on a selection item.
Fixed: WatchEntity::init always useing client 0
Fixed: Camera not fading to black on levelstart in m2l2-sfa.script
Fixed: Dedicated Server crashing when bots are added via rcon
Fixed: Dedicated Server rebooting when a callvote on a non-coop map is started
Fixed: Dedicated Server not changing the map when a callvote on a non-coop map is started
Fixed: errortext in coop_status.ini possibly containing newlines
Fixed: Tricorder Puzzles sometimes not working in Singleplayer (Coop Puzzle Scripts are now separate and loaded dynamically via dll)
Fixed: Game crash when spawning a dm_*.tik player model/skin via console script command (void CThread::Spawn( Event *ev ))
Fixed: Puzzle solvable when plasma-leek is already exploding in ent-deck7b-mission2.script
Fixed: coop_story dublicated call in coop_playerSetupCoop resulting in extra Nettraffic
Fixed: HelperNode::FindClosestHelperNode in helper_node.cpp returning false instead of NULL
Fixed: FindClosestHelperNodeThatCannotSeeEntity in helper_node.cpp returning false instead of NULL
Fixed: ParseMapName in q_shared.c using /0 instead of \0
Fixed: Player::StartFakePlayer fixed bad printout string using \c instead of \n
Fixed: Player::FakePlayer fixed bad printout string using \c instead of \n
Fixed: Player::RemoveFakePlayer fixed bad printout string using \c instead of \n
Fixed: FlyCloseToPlayer::Evaluate in behavior.cpp bad Vector declaration, leading to ai issues in Singleplayer.
Fixed: m5l2a, next level not loading on second load in m5l2a-drull_ruins1.script
Fixed: Added multiple .c_str() to strings used to handle UI commands
Fixed: Game ending by Timelimit when playing coop with mp_gametype 1 caused by: bool ModeTeamDeathmatch::isEndOfMatch( void )
Fixed: prf_bind triggers activating to quickly again, now set 1 sec wait intbetween
Fixed: prf_weapon not taking I-Mod away from player, added fix in armory.scr
Fixed: prf_forcefield forcefields being inoperable, integrated old code in noscript.scr
Fixed: prf_cinematic2 sequence getting stuck where Picard is about to enter the Transporter Room
Fixed: Player being notsolid when joining in from Spectator on regular Multiplayer (coop_playerThink)
Fixed: Print-out of Classes being wrong localized (coop_classPlayerUsed)
Fixed: known_hcm.txt bad wording
Fixed: Player injured Skull symbol half way inside the ground.
Fixed: Ini-Pharser returning the last attached newline(\n) when reading the value from a file
Fixed: coop_hatoriaOutpost replicator sound not playing
Fixed: coop_iceStation water texture mismatch
Fixed: coop_iceStation texture lightning issue in secret room
Fixed: coop_iceStation clipping errors of secret pit entrance
Fixed: coop_bugs player keeping patternenhancher and bomb when respawning
Fixed: coop_bugs some doors on the planet not having a move sound
Fixed: coop_aftermath1 German objective 4 missing.
Fixed: coop_aftermath2 German objective 4 missing.
Fixed: coop_aftermath3 clipping error in big sewer room
Fixed: coop_gbs1 Invisible Illia getting attacked by Enemy AI
Fixed: coop_gbs2 Hazard Team sequence not working
Fixed: coop_gbs6 showing use symbol instead of tricorder symbol
Fixed: coop_gbs7 Bat'leth pickup sequence activatable multiple times
Fixed: coop_gbs10 missing RomulanSecurityUsableConsole and RomulanGenericUsableConsole in english loc-file
Fixed: coop_gbs10 missing RomulanSecurityUsableConsole and RomulanGenericUsableConsole in German loc-file
Fixed: coop_rotec4 Brush Clipping in Tram Tunnel
Fixed: coop_rotec5 Objectives not updating correctly after Modulation
Fixed: coop_rotec6 Basher being very easy to kill
Fixed: coop_rotec6 Basher hitting Lamp making the lamp fly away
Fixed: coop_rotec7 Second Objective Item not being displayed
Fixed: coop_rescueChell forced alingment of chell so that the animation will work properly while repairing
Fixed: coop_rescueChell missaligned areaportal causing hall of mirrors effect
Fixed: m4l1a-attrexian_station airsupply can be deactivated before it activated (hallway_decompression_start())
Fixed: m7l1a-attrexian_colony objective not showing
Fixed: m8l2b-drull_ruins2 locking players inside the secret Staffroom
Fixed: Coop Radar Hud fov model hidden behind background texture
Fixed: Possible NULL entity reference in multioptions.scr
Fixed: globalstrings.loc Tricorder scanable description wording
Fixed: Vote Text being cut off in mp_console.urc when using a bigger font
Fixed: typo in German version of coop_communicator.urc of German word voran
Fixed: typo in English version of coop_communicator.urc of German word voran
Fixed: Typo in coop_hatoriaOutpost Objectives of the German word Landeplattform
Fixed: ent-deck7b igm2 shuttle($shuttleClip1) flying in killing player not having a killmessage in coop (ent-deck7b-mission2.script)
Fixed: ui_removehuds all in void MultiplayerModeBase::setupMultiplayerUI( Player *player ) executed with delay, causing overlaps during inizialisation
Fixed: ui_removehuds all in void ModeTeamDeathmatch::setupMultiplayerUI( Player *player ) executed with delay, causing overlaps during inizialisation
Fixed: ui_removehuds all in void ModeCaptureTheFlag::setupMultiplayerUI( Player *player ) executed with delay, causing overlaps during inizialisation
Fixed: coop_radar hud not disapearing when switching to fullscreen or windowed mode or changing the resolution (reset_loading.cfg)
Fixed: Timer Hud for Multimatch sometimes not showing or disappearing
Fixed: Typo (Friendly Fired) in menu_ingame_callvote.urc
Fixed: coop_serverManageAi() in coopServer.cpp, contained logic errors
Fixed: coop_returnPlayerQuantity() in coopReturn.cpp, contained logic errors
Fixed: m6-deck8_redalert.scr, $tuvok blocking players, preventing them to enter Jefferies Tube (Moving now to Pathnode)
Fixed: Possible security issue in void MultiplayerManager::checkVote
Fixed: Coop mod handling issues in function: bool ModeTeamBase::isEndOfMatch( void )
Fixed: Coop mod handling issues in function: bool ModeTeamDeathmatch::isEndOfMatch( void )
Fixed: Coop mod handling issues in function: bool ModeCaptureTheFlag::isEndOfMatch( void )
Fixed: Coop mod handling issues in function: bool MultiplayerModeBase::isEndOfMatch( void ) hhh
Fixed: Handling issues using delayed commands in function: void MultiplayerModeBase::setupMultiplayerUI( Player *player )
Fixed: Handling issues using delayed commands in function: void ModeTeamDeathmatch::setupMultiplayerUI(Player *player)
Fixed: Handling issues using delayed commands in function: void ModeCaptureTheFlag::setupMultiplayerUI( Player *player )
Fixed: !transport without parameter allowing to transport to self

We have just released the HaZardModding Coop Mod for Medal of Honor: Allied Assault!


Download HZM Coop Mod for MOHAA 1.00 - Mod DB

Although this seams not to be related to EF2 or to this Coop Mod, it is, in a way.

  • Medal of Honor: AA is using a earlier version of the Engine used for EF2
  • Many of the Features provided with the Level Scripts in EF2 are also present in MOHAA
  • Many Methods developed for the EF2 coop mod have been implemented in the new Mod.
  • The new Mod has greatly profited from the expiriance we have accumulated with our first Coop Mod.
  • Ow, and it is Coop :D

So give it a try and let us know what you think!

We are also planning to update the EF2 Coop Mod in the next few days, mostly to fix a few bugs and introduce new features. See the changelog for more details.

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