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Steam ID: STEAM_0:0:1680720
01-30-2016, 09:27 PM
(This post was last modified: 01-31-2016, 04:20 AM by Snapman.)
Quote:An update for Sven Co-op has been released. If you are running a dedicated server please use SteamCmd to update your servers.
Changes:
Code: Game library
Added check in say text to prevent the local player from blocking their own chat.
Added notify message when players try to vote kick or ban server administrators.
Added protection from ban and kick votes towards server administrators.
Fixed a client-side crash when entering a null reference sequence in the console.
Fixed a possible infinite loop when the memory debugger is enabled and loads the virtual file system.
Fixed a possible server-side crash due to a leaking thread.
Fixed a server-side crash if a negative model animation sequence number is called.
Fixed the game rules class not always initialising the number of players correctly.
Fixed the scoreboard never showing player #32.
Fixed forced player models sometimes reverting back to what the player had before.
Menus that are enabled after being hidden by another menu are made visible explicitly now.
New server command kicksteamid that will kick players by steam ID case-insensitively.
Partially fixed a client-side crash on start-up. The game should now start up faster as well.
Updated various functionality to use the SteamPipe file system. (BSP entity reader, global model replacements, memory debugger, network profiler, and voice ban manager)
Vote pop-ups no longer close the current menu. This prevents menus that are synced to server state, like cameras with mouse enabled, from breaking.
Code: Engine
Added DPI awareness to the client launcher for Windows users.
Fixed some exploits with the player info.
Increased MAX_GLTEXTURES to 6144 from 4800.
Removed r_dynamic from the list of cheat CVARs. (We now allow players access to this CVAR in multi-player for performance reasons on AMD hardware.)
An update for player information is only sent if the info buffer key actually changed.
Code: Sound
Added checks to prevent text menus with 0 items from causing crashes.
Fixed all sounds cutting off due to a client sound engine issue in some circumstances.
Fixed text menus appearing again if no option was selected and the map changed.
Text menus now handle the exit condition properly.
Code: Non-playable characters
[Alien Controller, Alien Slave, Baby Gargantua, Gargantua, Kingpin, Tor] Fixed possible race conditions in the effect entities.
[Alien Controller, Alien Slave, Baby Gargantua, Kingpin] Fixed effect entities not being removed when the monster is forcibly removed.
[Alien Slave] Run and fire is now disabled.
[Turret] Fixed active sound not stopping when the turret is forcibly removed.
[Turret] Fixed red light sprite not being removed when the turret is forcibly removed.
[Turret] Fixed trigger conditions not always working when hit with light damage.
[Turret] Fixed trying to repair a turret being treated as an attack when repairing at the shield side.
Code: AngelScript
Added FollowerPlayerUse to CBaseMonster.
Changed slap player to use the world instead of the administrator for slapping. This should prevent friendly fire from blocking damage.
Fixed a bug in the hook system that caused object methods to cause a crash if passed into RegisterHook
Fixed the text menu manager releasing references to text menus that it didn't have.
Removed PreSpawn, Spawn and PostSpawn from the CBaseEntity API. (CEntityFuncs:: DispatchSpawn should be used instead.)
SayParameters now handles quotes in input correctly.
SayParameters now uses CCommand instead of a string array.
Updated various functionality to use the SteamPipe file system. (Globals, memory debugger, and server manager)
Updated console output to also output the object type name.
Maps
Desert Circle
Fixed incorrect texture file name reference in the map resource list.
Fortified
Invisible wall in the doctor's office lasts until end of cut-scene.
No longer freezes players in cut-scenes after the attack has started. (Fixes players getting stuck in weapon room)
Now only one teleporter door can be open at a time. Prevents telefragging.
Removed two Otis at the station entrances
Half-Life
[HL C00] Players are now forced to respawn in case they somehow end up outside of the train and start triggering stuff that they shouldn't.
[HL C02 A2] Made a func_wall_toggle brush larger to prevent players from getting thrown off the elevator after a forced respawn.
[HL C03, HL C04] Set the shotgun and MP5 to respawn, thus allowing all players to pick them up at the point where they make their first appearance in the maps.
[HL C04] Added a missing shotgun.
[HL C04] All fire door buttons now lock while the fire door is moving. As soon as the door completely closes or completely opens, the button is turned back on. Fixes super-long delays on fire doors that trap people while others rush through the map.
[HL C05 A2] Converted railings in the outer silo to func_illusionary with clip brush centres to allow players to shoot through them.
[HL C05 A2] Recompiled the map without draft lighting settings.
[HL C10] Added a 1-unit tall clip brush before the stairs to prevent the box in the laser gun room from being shoved down the stairs.
[HL C11 A3] Added a script that calls a vote to either restart the map or go to the next one, but only if survival mode is enabled. (If survival mode is not enabled, the map restarts.)
[HL C12, HL C15] Fixed two instances of next_survival_map having the wrong values set in the map configuration.
[HL C12] Added a monster clip to prevent Barney from falling into the ladder tube and getting stuck, blocking all players.
[HL C13 A2] Reactor valve buttons now delete themselves once they have successfully triggered their multi-managers.
[HL C13 A2] Reactor valves now lock each other until the rising water reaches a path_corner.
[HL C13 A4] Door to Lambda Core portal lab now instantly gibs anyone blocking it.
[HL C13 A4] Scientist is now set to 'prisoner' to keep his scripts from breaking.
[HL C15] Added a clip brush arch that may prevent the gonarch from flying through the ceiling brushwork.
[HL C15] Gravity is now 0.6 times the normal value in the CFG file.
Half-Life: Uplink
Certain scripted sentences that had 'sound radius' set to 'play everywhere' are now set to 'large radius'.
Grunt that spawns in nulled box is instantly moved into position with a scripted sequence, the grunt should no longer bug out and look like it's repelling down or idling if people rush.
Intro music now plays.
Moved grunt spawner for second Barnacle eating script into a nulled box, he spawns at the same time as the first grunt that gets eaten.
Moved script for sewer scientist back a bit so he's more flush with the wall.
Reduced vote to start map from 20 seconds to 15 seconds.
Removed a human parts gib shooter from a explosive barrel.
Removed monster clip below second grunt being eaten no longer needed.
Seamless teleporters for the elevators are turned off after 25 seconds instead of half a second.
Set elevator doors and certain doors around the map not to open for monsters.
Set scripted sentences 'sentence time' at start of map from 3 to 30, you should no longer be able to interrupt them.
Should no longer be able to revive scientist dying in sewer, or interrupt his speeches set 'sentence time' from 3 to 30.
Trigger hurt in slime area for the second grunt being eaten should always be on.
Momma Mesa
Added signs that indicate what all of the buttons / indicators represent on the uplink computer.
Added signs to indicate the recommended number of players for each difficulty setting at the map start.
Added two houndeye spawns to the satellite uplink control room that are always houndeyes regardless of the difficulty level. Should fix problem with alien slaves being unable to attack and break the uplink computers.
Fixed map crash with invalid model errors when monsters spawn in the tunnel on nightmare/hard mode.
One of the super alien slaves is now a super alien grunt in the uplink mission.
Removed the button on the side of the destroyable computers that turns on the powerbox outside the uplink control room. This now turns on automatically after the mission is explained.
Retextured the uplink mission computer.
The alien that spawns in the control room in the portal experiment mission is now a Headcrab on easy mode.
The aliens that spawn in/close to the control room in the satellite uplink missions are now alien slaves on easy mode, Hound eyes in normal, and alien grunts in hard and above.
The baby Voltigores in the tunnel mission are now Snark nests on hard mode and above.
The giant red button labelled "Establish Signal" now locks and plays a buzz sound when it is not pressable.
The Pit drones/Alien slaves in the tunnel mission are now Shock troopers on nightmare mode.
The red-glowing Zombies in the tunnel mission now have default health on easy mode. In normal mode and above, they have 500 health. On hard and above, they are turned into Zombie soldiers.
Single-player campaign portal
Disabled two debug outputs in the map's script.
Fixed the Opposing Force doors always being locked because of checking for an invalid map name.
They Hunger
[They 11] Fixed the train going in reverse only if players move the train backwards during a small window of time.
[They 14] Disabled cross-map inventory to the cut-scene map.
Turret Fortress
Added extra Gauss ammo.
Reverse mode is now recommended by the map.
Models
Player
[Opposing Force: Shepard] New model.
[Opposing Force: Shotgun] New model.
Scripts
[Checkpoint] Fixed bug where the last player in the player list wouldn't be respawned by point_checkpoint.
[Entity Management] Updated to use g_EntityFuncs.DispatchSpawn so it works, now that CBaseEntity::Spawn has been removed.
[Player Management] Added missing newline in a ClientPrint.
[Player Management] Added new command admin_teleportto to teleport one player to another player.
[Player Management] Added new feature to admin_teleport: if no coordinates are specified, use the administrator's origin. (Specified coordinates override those coordinates, can partially override, or specifying 'c' as a coordinate uses the administrator's coordinate for that axis.)
[Player Management] Updated admin_slay so it uses g_AdminControl.
[StringUtils] Fixed bug in the token parser code that caused it to skip a single '/'.
[Survival] Removed various debugging messages.
[Survival] Survival mode now turns off checkpoints if survival mode itself gets turned off. It also turns them on again if needed.
[Survival] Updated with a retry system: Players can now retry up to CVAR survival_retries times, or forever if the CVAR is set to -1. Once all retries are used up, players can vote to restart again, or change to the next map.
Other
Manual
New map image for Stadium 4.
New or vastly updated maps added to the notable features section.
Plenty of spelling and grammar corrections across many pages.
Version details
Steam build ID numbers: Game 953373, dedicated server tool 953375, SDK tool 935168.
Please use the steam build ID number as a reference when posting an issue or query on our message boards. You can find the build number you currently have within Steam by right clicking our game or tools, selecting Properties, then selecting the Local Files tab.
Have a good weekend!
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