2.2.4.0
- Unistaller
-
- Made uninstaller remove itself when uninstalling.
- SDK 2.3
-
- Ported Swarm to HL SDK 2.3
- Game Play
-
- Bugzilla Bug # Ensured all gameplay entity attributes are defaulted correctly.
- Bugzilla Bug #46 Added parameter "Respawn Delay" to scenario to allow mapper to set respawn delay.
- Bugzilla Bug #45 Added spawn flag ""Command Point"" to mission_destination to allow mapper to set if a Destination is a Command Point.
- Bugzilla Bug #45 Added parameter "Command Points" and "Award Rate" to mission_destination to allow mapper to determine how Command Points are valued.
- Bugzilla Bug #45 Added code to allow mapper to associate Command points, by manually creating any number of "associate" parameters. The value for the "associate" is the targetname of another Destination. Code will handle a Destination being associated with several Master Destinations. Should also handle Master being a slave.
- Bugzilla Bug #45 Added parameter "Bonus Value" to mission_destination to allow mapper to reward a team for capturing all associated Command Points.
- Gargantua
-
- Bugzilla Bug #26 FIXED Flames in thrid person where coming from mouth.
- Bots
-
- Bugzilla Bug # Removed Bots.
- HeadCrab
-
- Bugzilla Bug #43 Added standard AI Headcrab jump sounds to headcrab attack.
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2.2.3.8 - Public
- Crash Bug
-
- FIXED Would crash when trying to calculate kill points if attacking player left then rejoined quickly. Due to Team and/or class not being set up. In CBasePlayer::TakeDamage and CHalfLifeMultiplay::PlayerKilled.
- Crystal
-
- Bugzilla Bug #40 FIXED Would sound crystal returned repeatedly when player stood on own crystal.
- Maps
-
- Bugzilla Bug #39 FIXED Human crystal on sw_shriek and sw_delusion would not return after capture.
- Controller
-
- Bugzilla Bug #38 FIXED Headball would hang around after getting stuck in wall.
- Bots
-
- FIXED Bots would not rejoin correctly after changing bot_number.
- FIXED Bots would get sent weapon animation a lot, about 80% of messages in a game with a lot of bots, would me weapon animation messages.
- FIXED Inital map would load twice on first server start.
- Headcrab/Zombie
-
- Bugzilla Bug #33FIXED Could not transform to Zombie.
- Made it so that player has normal death when killed as a Zombie, however player may transform back to HC at anytime and have full health, special 1 key is used to leave victims body.
- Blood
-
- Decreased blood deacals to decrease lag, we had increased it long ago.
- Melee Attacks Crashing Server
-
- FIXED Incorrect sound volumes where causing crash. Put in check to ensure volume in valid range.
- Grenades
-
- Added bounce sound to Proximity Grenade.
- Added message, says "You have no more ! For when you have run out of a grenade and try and use shortcut keys.
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2.2.3.7 - Internal
- Score Board
-
- FIXED Scorboard was not displaying players.
- Crash Bugs
-
- FIXED Would crash when attempting to capture a crystal, or any other CTO mission.
- Maps
-
- sw_trans: added crystal, fixed some texture alighnment, fixed lights, added water to regen pool.
- sw_shreik: Converted to CTC, fixed lights, blocked view between forts to improve lag.
- Bots
-
- FIXED Bots where not shooting very often. Added swarm custom weapons to bot firing schedule.
- Controller
-
- FIXED Orbs do not start from hands, start infront of player.
- FIXED Secondary fire should start from head and track enemy.
- Lag
-
- FIXED Armour message was being sent every frame because of int to float comparison. Changed it to int to int comparison.
- FIXED Health message was being sent every frame because of int to float comparison. Changed it to int to int comparison.
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2.2.3.6 (Public)
- Crash Bugs
-
- FIXED bug where VGUI scoreboard would over write m_bHasBeenSorted array when initialising, resulting in heap corruption. Thanks to Richard Taylor .
- C4
-
- C4 would stick to players and monsters. FIXED.
- Controller
-
- Controller would shoot himself when shooting at some angles, like straight down. FIXED
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2.2.3.5 - Internal
- Crash Bugs
-
- FIXED bug where bot would crash server if it could not save navigation data to file.
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2.2.3.4 - Internal
- Crash Bugs
-
- FIXED bug where monsters killing Humans (monster or Player) would crash server.
- FIXED bug where picking up a CTO mission would crash server.
- Map sw_nite
-
Fixed underground being 1 big regen area, added 2 regen pools.
- Models
-
- Fixed Idle Animations not blending correctly
- Fixed animation bugs in AGrunt
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2.2.3.3 - Internal
- Control Configuration Screen
-
Added the following commands
| Command | Title | Default Key | Description |
| melee1 | Melee Attack 1 | g | First Melee Attack |
| melee2 | Melee Attack 2 | h | Second Melee Attack |
| grenade1 | Grenade Attack 1 | x | First Grenade Attack |
| grenade2 | Grenade Attack 2 | z | Second Grenade Attack |
| grenade3 | Grenade Attack 3 | | Third Grenade Attack |
| ToggleFOVClip | Toggle Beta FOV Clipping | j | Toggle Beta Field Of View Clipping. By default HL will draw every entity on a map, even those that can not be seen by the player. This attempts to hide entities that are to far left/right, or behind, the player. |
| ToggleLOSClip | Toggle Beta LOS Clipping | k | Toggle Beta Line Of Site Clipping. This attempts to clip entities that are in the FOV of a player, but which are also fully obstructed from the player. |
- Hot Keys
-
Added Hot keys for melee attacks, bind a key to melee1 and melee2. melee1 defaults to "g", melee2 defaults to "h"
Moved melee attacks to melee1, melee2 for: Assassin (2 kicks), Gargantua (kick and smash), Slave (Claw), Xen Grunt (Third arm claw and swipe), Headcrab (Bite).
Added hot keys for grenades, bind a key to grenade1, grenade2 and grenade3. grenade 1 defaults to "x", grenade2 defaults to "z"
Made grenades work with shortcuts, HGrunt grenade1 = HE, grenade2 = PipeBomb; Assassin grenade1 = Smoke, grenade2 = Concussion; Commander grenade1 = HE, grenade2 = Proximity; XGrunt grenade1 = Sonic
- Models
-
Found bug where class models may have been using valve default models of the same name, Definately affecting zombie. Fixed.
Added PS2 squeak model.
Added PS2 zombie model.
Added PS2 crossbow bolt model.
- Smoke Grenades
-
Extended smoke time from 8 t0 12 seconds.
- Concussion Grenades
-
Doubled length of concussion effect.
- Tripmine
-
Tripmine was sticking to players, changed to not stick to players or monsters.
- Timer
-
Timer was not resetting when map changed. Added call to StopTimer in TeamFortressViewport::Initialize which is "Called everytime a new level is started".
- FOV/LOS Clipping
-
Worked on FOV/LOS clipping, found problem with calculation of FOV, also added check so only medium and smaller entities will be clipped. Large entities may be visible when the origin is way out of FOV/LOS, so they should not be clipped.
- Bubble Trails
-
When shooting out of water in to water that was higher than you, like in to a waterfall, a bubble trail would be drawn all the way from the shooter. Made it so bubble trails would only be drawn if the shooter was in water.
- Headcrab
-
Headcrab could attack jump when in the air, made it so headcrab could only get the jump if it is on ground. If it is in the air when it attacks it will bite, but not get the propulsion effect.
Removed fall damage, headcrab can now fall any distance and not get hurt.
Improved headcrab model, he now walks slightly above the ground, not well under it.
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2.2.3.2 - Internal
- Models
-
- Fixed bug where g_ulModelIndexPlayer would reset the modelindex (reference model) for all players to the model for the last class spawned. This would cause a player to use the wrong model for determining a sequence index, but the correct model for displaying it. Thus if models had the same named sequence in a different index, the wrong animation would be played.
- Redid all sequencing for all player models. This should correct incorrect sequencing for weapons. NOTE: Some player models do not have all the required animations, in this case idle animations have been used as place markers until the correct animation sequence is created.
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2.2.3.1 - Internal
- Bots
-
Changed to Rho-Bot.
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2.2.3.0 - Public
- Installation Script
-
Modified installation script to preserve the following config files:
- banned.cfg
- config.cfg
- listenserver.cfg
- listip.cfg
- server.cfg
- Bots
-
Changed to new bots based on Botman's Bot 10. Still a little gimpy and unreliable as I have been merging it with the HPB bot navigation :/
- Barney, Commander, HGrunt, Slave, XGrunt, Controller, MP5, HGun
-
Changed to PS2 model, very good looking. Skins and animations fixed by Rat.
- Disconnecting
-
Cleaned up some possible memory leaks related to players disconnecting from server.
Fixed bug where players disconnecting would not register in log.
- Player Animations
-
Fixed bug that was preventing player animations from displaying correctly. All player animations should now work correctly, although they animations may be wrong as they ahve not been checked.
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2.2.2.9 - Internal
- Disconnecting
-
Cleaned up some possible memory leaks related to players disconnecting from server.
Fixed bug where players disconnecting would not register in log.
- Sonic Grenade
-
Added windup noise, as per houndseye in SP game.
- Xen Flashlight
-
Disabled.
- Info Player Starts
-
The code was not setting players at info_player_starts when they joined a game. It will now place them at a random info_player_start, and them move them to another after 10 seconds. The code supports 4 info_player_starts per map, putting in more than this will not cause any problems, they just won't be used.
- Line Of Site (LOS) & Field Of View (FOV) Clipping
-
Changed FOV clipping algorythym, seems much better now. Will always draw entities within 500 units.
Tweaked LOS clipping, still bogus :{
- EBall fire
- Fixed.
Changed primary delay from 0.1 to 0.6
Modified to fire a 3 round burst with a random cone of +/- 1 degree.
Added decal to primary fire.
- Bots
-
Added program, togglebots.exe, to switch bots off and on for the lazy or stupid.
Fixed error where bot would not take class entered from console.
Fixed crash bug which happened after "map <mapname>" was used to change maps.
- Crosshairs
-
Fixed bug where crosshair would not be displayed for first weapon/life.
- Batton
-
Changed model to use new Batton :)
- Radio Messages
- Added radio messages to command menu, bind <key> +commandmenu. Only have slave voices :{
- Controller
- Decreased friction to reduce annoying habit of slowing down when close to walls, and getting caught on every edge.
- Grenades
- Fixed model selection.
- Glock
- Fixed model selection.
- Player Speed
- Fixed bug where speed would only get set correctly for some classes, some classes where going faster than they should.
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2.2.2.8 - Internal
- Bots
-
Fixed not firing when random class used.
Adjusted which weapons are selected, and distances they are used at.
- Random Team Selection
- Fixed bug where all players, including bots, who selected random team at start of game would join first team
- Spawn Points
-
Fixed random spawn stacking
Added extra logic to help improve spawn point selection
Made it so Garg will _only_ spawn at Garg spawn points
- Barney
-
Changed model to crowbar so it is easier to differentiate from knife
Removed Knife and Taser
- Assassin
-
Swaped Kinfe for Dagger
Used CS Knife model for Dagger
Added Shuriken
- Human Grunt/Commander have too much ammo in clip, reduce to 25 bullets per clip
- Fixed. Reduced MP5 max_clip to 25.
- Garg Size
- Made Garg very big!.
- Garg and XGrunt hard to hit
- Fixed. Bug in way Valve where resizing hulls affected hit box calculation.
- Assassin Zoom Laggy
- Fixed. Made zoom be fully client side for client side weapons (sniper rifle, crossbow)
- EBall fire to slow/unbalanced
- Fixed.
Changed primary delay from 0.4 to 0.1
Changed secondary delay from 1.2 to 0.6
Changed primary power from 30 to 15
Changed secondary power from 60 to 50 (was doing 60 for splash and 30 for hit, now does 50 for both)
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2.2.2.7 - Internal
- Team balancing based upon class values
- Current classes have been rated at 5, will need to evaluate them. Probably will modify most to move them above/below 5. See class descriptions for class values.
- HLDM compatibility for maps
- Completed. Either copy the map to swarm/maps, or remember the name and type changelevel
- Spacebase : scoreboard no work
- Fixed. This maps seems _very_ laggy, bad for release, good for testing :}
- Entities disappearing
- Changed code so LOS & FOV clipping default off. YOU STILL NEED TO TEST THIS
- People hate pack selection
- Removed pack selection. Current Human weapons list:
Barney: Knife, Taser, Batton, Glock
Assassin: Knife, Glock, Crossbow, Concussiongrenade, Smokegrenade, Grapple, Cloak, Nvg
Commander: Handgrenade, Knife, Glock, C4, Proxmine, Shotgun, Grapple
Grunt: Knife, Mp5, Pipebomb, Handgrenade, Glock, Tripmine
Scientist: Knife, Egon, Needlegun (Health And Adrenaline)
2.2.2.6
- Scoreboard not updating
-
w00t!!!!!!!! Finally have enough RAM to run a dedicated server with 16 bots and a client, both in debug mode. This allowed me to produce a heavly taxed server which displayed this bug (it's the first time I've been able to see it). Fixed.
- Segfault crashing Client
-
Discovered, under same conditions as above, that the server name was being corrupted when the scoreboard was being refreshed. Used memset to avoid corruption. Fixed.
- Segfault crashing server
-
Was informed that keeping pointers to CBaseEntity classes was bad. Changed mission game rules to use EHANDLES to remember spawnpoints, teams, missions etc. Also changed missions to use EHANDLE to player and class to use EHANDLE to current mission. Seems to have made the server a lot more stable. Server was crashing every 20 minutes, now runs without crashing; max test time under windows, 1 hour 30 minutes
- Replace current assassin model with old one
- Added original assassin model
- Use new Rat Zombie model
- Added new zombie model
2.2.2.5
- Bots not spawning correctly
- Fixed
- Garg cliping
-
Changed Garg and XGrunt back to normal size. I think the garg should start of small and transform after a special event, code in place to do this just need model and idea to trigger power-up
- Scoreboard titles are squished together, and the server title is now limited to only 14 or so characters.
-
Removed textscheme files. These files allow you to adjust the font settings for each screen size. Defaults seem to work OK.
- Annoying "Game over man, game over" sound fx. :)
-
Changed code to use it 1 in 4 for grunt/commander, instead of everytime and another death sound
- Slave's lightning attack uses static sprites instead of the animated ones it did in previous versions, looks weird
- Fixed
- No crosshairs on Controller
- Fixed
- Xen Grunt: Once you deselect the new weapon, you can't select it again
- Fixed
- No reason to have weapon HUD for Xen Slaves/Gargs/Headcrab. Remove it to avoid confusion
- Done
- Remove crosshairs from Headcrab, he doesn't need them
- Done
- Headcrab's special attack should be set by default to the primary attack button. As well it needs to be quicker and cause more damage
-
Fire done, special1 will still attack. Headcrab is supposed to be weak, it is only worth 1 point, out of a possible 10. made jump longer. It is supposed to be slow and it causes the same damage as SP game. Please use exact figures when making changes. Current values are detailed in the modifications.html file, or in weapons.html file..
- Scientist: Plasma gun lightning sprite shoots off to the corners of the screen and not the target
- Fixed
- Hero: When game begins, it says " You are Gina " in the top left corner
- Will say "You are X" where X is Gina, GMan or Gordon, to let you know which one you got
- Hero's player model uses commanders
- It uses the model of the named hero
- When you join the human team, sometimes if you look at console it says, "Joined Team Lobby"
- It says that message when you first join as you are in the Lobby
- Sniper zoom doesn't work?
- Made zoom fully client side, no lag for sniper :)
- Sometimes when you fall in holes in sw_escape you'll lag HORRIBLY....
-
Needs to be mapped better :} Try enabling/disabling LOSClip and FOVClip. This can cause some interesting behaviour.
- Human gibs when Xen dies
- Fixed
- No death msgs (no text appearing when you die or kill)
- They are there, just hard to see
- The new sound fx and weapon sprites from Mouse
- I only recieved sounds, they are now included
- Change the default player name to "Swarmaholic" (kinda nickname for swarm fans), right now it says "Darthbobo". :)
-
In the release the config.cfg file will not be distributed. This is because KA keeps whinging that my l337 config is to much for his meagre skillz.
- Remove the option for the Hero class
- Disbled selection. We need to decide what weapons/skills each Hero will have
- Commander : When you plant a bomb, a pair of human arms sit beside it. (see screenshot below)
- Fixed
- Commander's knife arms are different than grenade arms
- Fixed
- Random weapon pack selection _very_ annoying
- Added VGUI menu to allow selection of weapon pack.
- Pack selection menu has many options
- Fixed
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- Weapon Controls:
-
Changed keys for certain attacks.
- Controller
- Special 1: Create Telport Destination
- Special 2: Telport Attack
- Special 3: Telport Self
- Slave
- Grapple:
-
Lowers user slowly
- Garg Stomp:
-
Faster and bigger, easier to hit with.
- Controller Teleport Ball:
-
Bigger, easier to hit with.
- Assassin:
-
Made Assassin walk and run sounds quieter
- Headcrab (Xen):
-
Added him
Speed: 120 - very slow / 160
Health: 20 / 100
Armour: 0 / 100
Value: 1 / 7
Model: Same as SP / Same as SP Zombie
Size: small
Weapons:
Description:
Headcrab, as per SP game. However he will transform in to a zombie if he gets in a kill blow.
- Slave:
-
Made him immune to Shock attacks, as per SP game
- Barney (Human):
-
Added him
Speed: 270 - normal
Health: 50
Armour: 20
Value: 3
Model: Same as SP
Size: Normal
Weapons:
Description:
Barney from the SP game with a couple of typical security gaurd weapons.
HEY!!!! Should we give him a new weapon, bag of donuts? heals human 5 points, harms Xen 5 points, heals Barney 15 points? hehehhehhe I can see him now reaching in to a paper bag to get a donut out to throw at an approaching garg :P
- Batton:
-
Range: Melee
Power: 15
Model: New
Primary: Stun
Secondary: none
Max Carry: n/a
Description:
Nasty stick to wack Aliens with.
- Taser:
-
Range: Melee
Power: 10
Model: New
Primary: Stun
Secondary: none
Max Carry: n/a
Description:
Standard electric shock weapon.Owned by Human Scientist, and Barney.
- Saiga:
-
Range: Standard
Power: 30
Model: New
Primary: Single shot
Secondary: Double shot
Max Carry: 30 per clip, 5 clips
Description:
Heavy semi-auto rifle, fires single or double shot. Owned by commander. Clips found in Human Primary Ammo packs.
- Ravj:
-
Range: Standard
Power: 75
Model: New
Primary: Single shot
Secondary: n/a
Max Carry: 15
Description:
Xen Star Blade projectile. Major damage! Owned by Xen Grunt. Clips found in Xen Secondary Ammo packs.
- Dagger:
-
Range: Melee
Power: 20
Model: New
Primary: Slash
Secondary: Throw
Max Carry: 5
Description:
Light, weighted, throwing knife. Owned by Human Assassin. Clips found in Human Secondary Ammo packs.
- Shuriken:
-
Range: Standard
Power: 15
Model: New
Primary: Single shot
Secondary: n/a
Max Carry: 10
Description:
Traditional Japanese throwing stars. Owned by Human Assassin. Clips found in Human Secondary Ammo packs.
- Sniper:
-
Range: Standard
Power: 60
Model: New
Primary: Single shot
Secondary: n/a
Max Carry: 150
Description:
Silenced semi-auto rifle. Owned by Human Assassin. Clips found in Human Primary Ammo packs.
- Katana:
-
Range: Melee (twice normal distance, i.e can hit people standing in second row)
Power: 45
Model: New
Primary: Slash
Secondary: n/a
Max Carry: 1
Description:
Tradition Japanese curved blade. Owned by Human Assassin.
- Needle Gun:
-
Range: Standard
Power: N/A
Model: New
Primary: Single shot - Adrenaline / Tranq
Secondary: Single Shot - Health
Max Carry: 5
Description:
Fires hypodermic needles. Owned by Human Scientist. Clips found in Human Secondary Ammo packs.
- Classes:
-
Points system has been changed to work of class value and damage inflicted. Class values are:
- Headcrab: 1 / 7
- Barney: 3
- Rest: 5
There is a 10% bonus for getting the kill shot in.
Also all classes now have a choice of two weapons packs. Currently the pack is chosen at random. In future there will be a menu to allow players to select a pack.
- Game Play:
-
Fixed problems with scoring system.
Changed CTO missions to use "standard" as oppossed to "map" models. Required new FDG.
Removed ammo type check boxes from ammo packs. It was getting rediculous due to the number of weapons we have.
Removed Friendly AI setting. Now turrets can be team specific. Will add Xen model when available.
Fixed problem with scores not being awarded at end of round.
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