Half-Life Updated release candidates released
Half-Life Updated, Half-Life: Opposing Force Updated and Half-Life: Blue Shift Updated release candidates have been released:
Half-Life Updated:
https://github.com/SamVanheer/halflife-updated/releases/tag/HLU-V1.0.0-RC002
Half-Life: Opposing Force Updated:
https://github.com/SamVanheer/halflife-op4-updated/releases/tag/HLOP4U-V1.0.0-RC002
Half-Life: Blue Shift Updated:
https://github.com/SamVanheer/halflife-bs-updated/releases/tag/HLBSU-V1.0.0-RC002
Notable changes for all games:
- Fixed hand grenade model not animating
- Added cvar
sv_allowbunnyhopping
to control whether the bunny hopping limiter is enabled
- Fixed mouse cursor being invisible in VGUI1 menus when raw input is enabled
- Fixed RPG being flagged as unusable while a rocket is loaded
- Copy
delta.lst
when building client or server to ensure mods have correct delta.lst
file (defines networking properties for data types)
- Fixed item history HUD not resetting the vertical position used for new items added to the list when loading save games
- Fixed Gauss gun dealing full damage when saving and loading right after starting a charged shot
- Prevent breakables from spawning multiple items when destroyed by gunfire and explosives at the same time
- Properly fixed mouse movement in main menu affecting in-game angles
Notable changes for Opposing Force:
- Fixed electrified wire damage being frametime-dependent causing players to die almost instantly at high framerates
- Fixed
func_tank_of
and other OF tank entities firing many attacks at the same time at players if they hide behind obstacles for a few seconds
- Fixed Geneworm not lighting up its eyes
Progress on the Unified SDK
Release candidate 2 is now available:
https://github.com/SamVanheer/halflife-unified-sdk/releases/tag/UNIFIED-V1.0.0-RC002
SDK Changes
- Fixed incorrect attribute order on a couple functions
- Optimized debug & project info huds to avoid unnecessary memory allocations
- Fixed third person view not using correct camera offset
- Set Drill Sergeant accessories bodygroup to blank
- Added Natvis types for
Schedule_t
, CBaseMonster
& CCineMonster
to make it easier to debug NPCs and scripts using the Visual Studio debugger
- Move mouth when playing regular sounds as well as when playing sentences
- Fixed not being able to select weapons if they do not have sequential positions in the weapon bucket
- Hardened HUD code against missing configuration data
- Added check to prevent out of range access in entity classification code
- Fixed
func_tank
entities not respecting persistence and not being able to switch targets properly if target is behind cover
- Fixed
func_tank
and other tank entities firing many attacks at the same time at players if they hide behind obstacles for a few seconds (same fix as in Opposing Force, applies to regular tank entities here)
- Make sure loader NPC stops playing looping sounds on death
- Fixed rats having alien gibs instead of human gibs
- Fixed turrets and tanks continuing to target players after enabling notarget
- Fixed baby voltigores using adult sized gibs
- Fixed Baby Voltigores playing attack sounds at wrong pitch
- Fixed Hornet gun not playing attack animation when firing after recharging the only available ammo
- Implemented cvar change callbacks to simplify syncing cvar changes with other systems
- Added cvars
sv_infinite_ammo
& sv_bottomless_magazines
to override skill variables
- Made crosshair color separately configurable
C# Changes
- Removed classname validation on map load to allow TFC's flagrun map to load (contains an entity with an empty classname)
- Missing game content is now logged as a warning instead of an error
- A missing Half-Life Uplink installation is no longer logged as an error or a warning
- Fixed Osprey falling through the ground and reverting to the flying animation in
ofboot1
after loading a save game
- Fixed Op4
func_tank
entities using persistence keyvalue (func_tank_of
entities do not use this keyvalue and act as though it is set to 0)
- Added missing wav extension to sound in of6a5 (portal sound when Geneworm arrives)
- Removed redundant chaptertitle key from
ba_power2
- Fixed bullsquids in
of5a2
not playing eat scripts (Xen area reached via Displacer)
- Fixed grunts in
ba_outro
having wrong body groups
Asset Changes
- Reverted the LD Opposing Force Crowbar model to the original model
- Fixed Snark viewmodel
fidgetnip
animation leaving the left hand in an awkward position at the end of the animation
- Use correct hud sprite for Opposing Force scanline digits
- Fixed scientist
portal
animation cutting off dialogue due to sounds played on voice channel (affects c3a2d
, final Lambda Core level)
- Fixed
deadhaz.mdl
helmet submodel including Gordon's head causing his glasses and ponytail to clip through the helmet
- Added crosshair color setting to cfgs, added player_setcrosshaircolor to fgd, updated test_sethudcolor with tests for crosshair color
Remaining work to be done
- Update changelog to include all changes (done)
- MIT license all community-written Updated & Unified SDK code
Thanks to everybody for testing these out and giving feedback, this has allowed a lot of issues to be fixed and improvements to be made.
The documentation has also been updated to include new additions.
These releases are mainly bug fixes but in the Unified SDK a few new features were added based on feedback:
- The infinite ammo and bottomless magazines skill variables now have associated cvars to override the skill settings
- Crosshair color is now independent of hud color and Blue Shift's crosshair color now matches the original game's color (blue was harder to see as well)
All projects are feature complete so no new features will be added. These were added because they are simple enough and somewhat required for the existing features to work well.
Do remember to follow the installation instructions to ensure that all game assets are installed and upgraded properly so as to avoid glitches and bugs!
There are some more changes that will be made for a third release candidate but nothing involving bug fixes at this time.
Try out the new release candidates and let me know what you think!