@2muchvideogames: Hm be advised though.. The code while working has few bugs and things on the to do list remaining.
In our original plan. We had the idea to add some code that would allow the player later on in the map specific settings - in the editor to choose the color of their hud - green default for op4, orange, blue, yellow, white & red.
Let me recheck through my old bug report lists. There was still be plenty to do:
- scripted_sentences play a spark + sound over the heads of the speaking npcs.
- Part1: hand grenades and satchels, rifle nades which explode airborne create flying stones. It would possibly require a condition whether it's airborne or not. Perhaps reduce the size of the parts.
- sv_grenadegib 1/0 *
- Part:2 The following sound of the falling rocks is unfitting and to loud.
- Grunts fire in rapid fire mode. It's unfitting for them and their animations.
- To walk in water plays a ladder climbing sound.
- Some dying soldiers drop hand grenades but these are sometimes stuck mid air.
- The medic is unresponsive to calls for aid of fellow comrades. Furthermore I suggest to enhance the delay 'cause the soldiers are calling him every 3 seconds when being injured.
- When I walk onto the npcs they crouch and reload their weapons instead of making room for me.
- When firing against walls I get alien blood decals instead of bullet hole decals.
- The Voltigore sometimes acts weird. He turns around and shows me his butt instead his front side. Sometimes his energy balls disappear when you walk around a corner. It means the Voltigore runs around with his charging animation in this instance.
- Sometimes my rifle acts as if it just fired a shot + muzzle flash but without audio. That being said no real shot was fired. A misplaced idle animation no doubt. It seems to happen whenever some trigger activates something. Play in Dev mode to experience this bug.
- Another glitch is that my body armor loses 1,2 energy points at random. I wasn't attacked at that time nor were any enemies nearby.
- Sometimes player weapons disappear entirely out of your own hands. Maybe Spirit tries loading some none existing idle animations?
- Some of the explosion effects are simply put to massive and fill half the map with it's effect. I also recommend to tone down the AOE explosion effect. Maintaining a certain balance with default hl1 mods. In case other people may eventually want to port their mods over to your version.
- It happens sometimes that your night goggles won't remain active after a map change. While you do have the green screen is still present but the light of the googles is missing what effectively turns you blind. in that case x2 F.
- Self placed tripmines are like 20cm away of the walls where you placed em.
- The op4 ammo spores are not working yet. As they won't keep sticking on walls.
- The baby headcrab uses the regular headcrab model. Easy to fix with a model swap inside your pak.
- Serious bug: After loading a savegame all Zombies in a map are invincible. That being said Zombies gave 0 damage to me and I was unable to give 0 damage to them. It seems as some values in the skill.cfg were all the sudden ignored. Other monsters were still functioning normally.
- Baby Voltigors use the wrong death animation.
- The grapping gun still misses it's alternate fire mode.
- I recommend fast weapon switching.
- The knife is identical to the crowbar and requires visual and sound adjustments being made to it. The attack distance is also not the same at the moment.
- Sometimes your guns aren't reloading automatically. But that bug was also present in default hl1.
- The Opfor Engineer still requires his Sprites while welding.
- Noticed that the original default desert background has been swapped. To maintain compatibility I suggest restoring the default one. Additional ones can get added for mappers after release.
- Encountered a bug in my ported mod maps: Map6 und map14 crash and are unplayable : Wrote erroneous message to buffer.dat
Host_Error: PF_precache_sound_I: Sound 'houndeye/he_blast2.wav' failed to precache because the item count is over the 512 limit.
Reduce the number of brush models and/or regular models in the map to correct this. If possible for you enhance the pre-cache limit. The mod worked fine in Steam on default op4/hl1. So it should be possible.
- The particle system is still none functioning. All files delivered are present but in game you just get little error message models popping up while they are supposedly playing.
- The Shock_roach is not yet catch-able/collectable the first time.
- The shock roach it's turn rate is too slow and should get adjusted to op4 specs.
- All human grunts wearing helmets can still get head shots at the moment. Bullets need to bounce off on their helmets.
Wishes for next version:
Please add the Black Ops and working spore ammo asap. So that I can continue testing on my mod port.