Post news Report RSS v1.61 Coming Thursday!

The mod is in a dire need of a patch, so we've decided to go ahead and announce a final release date for v1.61.

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The team has reached an agreement: v1.61 will be released on Thursday. Sorry for the delay, but we wanted to make sure we addressed most every issue regarding v1.60 before shipping this patch out.

Here are some notable changes you can expect:

  • Map overview system has been removed due to the explicit advantages it gave to survivors in most every gamemode.
  • Added collision detection between teams, but not among teams (you'll still be able to run through your teammates).
  • Eliminate the attacking delay with zombie claws and increase the amount of damage each zombie class can do to survivors.
  • Base the number of points you get at the start of each round to your level (+1000 starting points per level).
  • Slightly reduced the accuracy of all weapons when using ironsights and slightly decreased MP5K and AK47 damage.
  • Removed all reported illegal content that somehow found its way into the mod.
  • Added a simple experience progress bar for the level HUD element.
  • Removed knockback system for the undead as it was simply causing too many problems (restored to old HL2 system for now which appears to work just fine, actually).
  • Added a new possible undead class for the Infection gamemode: the Ghost (almost invisible, but very weak).
  • Added a new map: so_obj_lockdown.
  • Reworked the Holdout gamemode to be more fun for players and improved both so_ho_stronghold and so_ho_canals (details below).

We've completely reworked the Holdout gamemode, so allow me to explain that as well. The following is quoted from a thread on our website:

£cho wrote: When a zombie enters a holdout zone, they trigger a ten-second timer. A message is displayed that an intruder has entered the holdout zone and a sound is played to ensure all players are aware of the intrusion. If the survivors manage to clear the holdout zone within ten seconds, they live to fight another day. Conversely, if the survivors fail to clear out the holdout zone in ten seconds, they will loose.


Hopefully this will make the gamemode more exciting and balance out harder maps like stronghold, which by the way has been changed significantly to support these changes. Canals has received some updates as well.

That's all for now. See you Thursday!


Post comment Comments
SaintWilly
SaintWilly - - 146 comments

(buried)

Awsome :D
PS First Comment woo!
Love ur mod dude downloaded before but noone was on :( downloading again tho :D

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Croco15
Croco15 - - 1,240 comments

Not a good idea to say that. Anyways, sounds fun!

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LoudCore
LoudCore - - 146 comments

Yay! Sounds like fun.

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rahlzel
rahlzel - - 50 comments

"Added collision detection between teams, but not among teams."

This by itself means I'll be happy to come back to this mod.

See you on Thursday!

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jamespizzurro Author
jamespizzurro - - 1,678 comments

Haha yeah, this is primarily the reason why we wanted to get this patch out as soon as possible. It really, really bothered me, too.

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ItsThatMatt
ItsThatMatt - - 112 comments

Awesome ! I love the Mod? Will I have to download the whole game again? Or just a update patch ?

Also! Do you have a List of EventScripts and WeaponLib so I can integrate into a Sourcemod Stats (HlStatsX:Ce or SoD)?

I will also bee adding a Server for the Mod : D

Good Luck with it! : D

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jamespizzurro Author
jamespizzurro - - 1,678 comments

Thanks for your comments. =)

v1.61 will be a patch update that should be relatively small, certainly smaller than v1.60 was. It will not require you to download the entire mod again, no.

SO uses different events than most other games and mods, so scripting for it can be a challenge. It probably isn't compatible with any stats plugins either for these reasons without some serious editing and tweaking of those plugins. I'll see if I can't restore the events system so it is compatible with these plugins, though. If I manage to do this, I'm sure will publish a nice article on our wiki about making modifications to the mod whether it be via SourceMod or EventScripts, etc.

Excellent to hear you'll be making a server. We just about have everything squared away now in that there is now a dedicated server in Europe and Japan, but the more the merrier! =D

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ItsThatMatt
ItsThatMatt - - 112 comments

Oh, thats a relief !

Uses many Events ? Impressive! Well, all you can do is try, I'm more than happy to try and make a EventMod (using SourceMod) for you!

Yes, Its another USA Server. Only because they are cheaper and better than Australians! :D I will have it up before the end of the month !

Also add the Mod on Desura : D Helps build the community !

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jamespizzurro Author
jamespizzurro - - 1,678 comments

Excellent news. And we will be attempting to get v1.61 on Desura as soon as possible following its release today, don't worry. =)

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ItsThatMatt
ItsThatMatt - - 112 comments

Nice! Should integrate its API into it too, Save having to wait for Steamworks! Although, I think Steamworks and Source Mods you have to contact them now, but still ! Good Job !

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ChaoticNeutral
ChaoticNeutral - - 403 comments

Perfect! Sounds like you guys fixed everything that was messed up before! Good to hear.

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SteveUK
SteveUK - - 114 comments

Map overview system has been removed due to the explicit advantages it gave to survivors in most every gamemode.

Make it only show teammates then? Which is actually useful.

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jamespizzurro Author
jamespizzurro - - 1,678 comments

There were actually some bugs with the system as well I had been trying to sort out, however I was unable to do so. Perhaps once I fix these issues we can re-add the system to support only teammates, as I like that ideas as well.

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SteveUK
SteveUK - - 114 comments

virtual bool CanPlayerBeSeen( MapPlayer_t *player );

Use this, compare team id from MapPlayer_t structure.

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jamespizzurro Author
jamespizzurro - - 1,678 comments

Aye, I already had a look. Like I said though, there are other bugs that need to be addressed before we go ahead and re-enable it. We can talk about this over Steam if you'd like.

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Darius0101
Darius0101 - - 135 comments

-Removed all reported illegal content that somehow found its way into the mod.

Oooh, care to elaborate?

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jamespizzurro Author
jamespizzurro - - 1,678 comments

Sure. Some of our mappers - accidentally or not, it doesn't really doesn't matter anymore anyway - included models and materials from games like L4D and CS:S. Some of this content is free to use because it is distributed with Source SDK Base - Orange Box, which must be installed to even run Situation Outbreak. However it seems some content not permitted for distribution and use were included as well. This content will be deleted automatically upon patching your version of Situation Outbreak to v1.61.

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Dr.Goupyl
Dr.Goupyl - - 2,269 comments

that's a good thing: cuz infection was really need fixes.

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jamespizzurro Author
jamespizzurro - - 1,678 comments

I think we can all agree on that. =P

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AUG_DUDE
AUG_DUDE - - 4,124 comments

decreasing the damage of the mp5 was a great idea, but the ak47 and the acurrary of all the weapons ironsights? those two points weren't great ideas.
Fixing the old range problem of the zombies, and the explict overpower of the suvs was great!
adding more maps and fixes, awesome.
reworking holdout mode, awesome.
and probally reducing lag :D

I'm being constructive.

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jamespizzurro Author
jamespizzurro - - 1,678 comments

Yes you are being constructive, and I thank you for that. ^_^

The AK47 is getting a damage reduction in v1.61 because its first two shots before its nasty recoil were far too accurate and far too powerful.

As for the accuracy of all weapons' ironsights be reduced, this was a tough decision to make, but I found that it was totally unrealistic how accurate some of the weapons were when your ironsights were down. That being said, players are still rewarded for using their ironsights as their shots will do more damage and they will be 25% more accurate.

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