Announcements
Sven Co-op
Tiny news update, exclusive to Steam Community group!
Since some people actually seem to read these announcements, here's a mini-update.
A few new changes just submitted by Sniper:
- Fixed issue with Gonome's and Bullsquid's projectile attacks freezing in-place in the air if couldn't calculate velocity needed to hit target
- Improvements to the guard point feature (npc_moveto), now works /even if/ an NPC is attacking a target.
- Gonome projectiles now behave like the bullsquid's, they have gravity
- Fixed bug with move_and_shoot code applying animations when the monster wasn't allowed to move (e.g. waiting for a door, waiting for another NPC to move)
- Fixed issue with Barney / Otis / Scientists ignoring enemies if they were answering a question.
Some smaller changes that were left out of the svencoop.com news update to save space (mostly by Sniper):
- Made Hud Info work for func_pushables as well as breakables. -SvenV
- Changed default grunt clip size to match player mp5 (30)
- Fixed some improper weapon sub-model selection code for old-models(only mp5 present) / new-models(mp5, m16 present) in hgrunts, op4grunts, maleassassins.
- Changed m16a2 pitch to be within the range of 100 (normal) to match HGrunt's - was too high before.
- Changed blood stream code to be more visible, slightly increased multiplier for normal blood (more blood).
- Moved spark effect clientside for npc_moveto.
- Changed medic framerate to 2.0 for disarm/arm pistol/needle.
- Fixed a crash caused when clients disconnect (or are disconnected) from a server while the Media Player menu is open. -SvenV
- Fixed a problem where clients would become permanently stuck in VGUI menu mode if a vote popup appeared while they had the vote menu open. -SvenV
- Fixed a server crash that occurred when a player tried to start a vote while a trigger_vote was running. -SvenV
- Made normal votes and trigger_votes interfere with each other less. -SvenV
- Reduced 3-round burst speed from 0.06 to 0.08. M16a2 no longer fires remaining shots upon deploying, if it didn't finish firing all 3 rounds.
- NPC MoveExecute() function no longer runs if NPC is falling from the sky. Fixes some rare issues thta caused the NPC to "walk to the ground from the sky".
- Framerate reset for Medic when not arming / disarming pistol or needle.
- ARgrenades legacy hack no longer applies to players who already received an M16. Makes ammo hard to come by in old maps, but ensures nothing strange happens. -SvenV
- Increased AI hearing radius for monster weapons to match player. NPCs can now better respond to hearing a friend shoot something.
- Added AI combat sounds to several monsters (big momma, sentry turrets, tor, alien grunts, etc.) for their (loud) attacks.
- Tweaked some player weapon combat sound radius defines
- Increased maximum AI Sound count to 1024
- Fixed some uzi timing problems (IN PROGRESS)
- Increased client shotgun bullet count to 8 pellets to match server version.
- Tweaked Sporelauncher reloading code. Reduced the time needed to break out of a reload by adding a "reload_aimfast" animation. Generally cut down some other delays to make it less frustrating, as requested by Sniper. -SvenV
- Fixed sniper rifle autozoom -SvenV
A few new changes just submitted by Sniper:
- Fixed issue with Gonome's and Bullsquid's projectile attacks freezing in-place in the air if couldn't calculate velocity needed to hit target
- Improvements to the guard point feature (npc_moveto), now works /even if/ an NPC is attacking a target.
- Gonome projectiles now behave like the bullsquid's, they have gravity
- Fixed bug with move_and_shoot code applying animations when the monster wasn't allowed to move (e.g. waiting for a door, waiting for another NPC to move)
- Fixed issue with Barney / Otis / Scientists ignoring enemies if they were answering a question.
Some smaller changes that were left out of the svencoop.com news update to save space (mostly by Sniper):
- Made Hud Info work for func_pushables as well as breakables. -SvenV
- Changed default grunt clip size to match player mp5 (30)
- Fixed some improper weapon sub-model selection code for old-models(only mp5 present) / new-models(mp5, m16 present) in hgrunts, op4grunts, maleassassins.
- Changed m16a2 pitch to be within the range of 100 (normal) to match HGrunt's - was too high before.
- Changed blood stream code to be more visible, slightly increased multiplier for normal blood (more blood).
- Moved spark effect clientside for npc_moveto.
- Changed medic framerate to 2.0 for disarm/arm pistol/needle.
- Fixed a crash caused when clients disconnect (or are disconnected) from a server while the Media Player menu is open. -SvenV
- Fixed a problem where clients would become permanently stuck in VGUI menu mode if a vote popup appeared while they had the vote menu open. -SvenV
- Fixed a server crash that occurred when a player tried to start a vote while a trigger_vote was running. -SvenV
- Made normal votes and trigger_votes interfere with each other less. -SvenV
- Reduced 3-round burst speed from 0.06 to 0.08. M16a2 no longer fires remaining shots upon deploying, if it didn't finish firing all 3 rounds.
- NPC MoveExecute() function no longer runs if NPC is falling from the sky. Fixes some rare issues thta caused the NPC to "walk to the ground from the sky".
- Framerate reset for Medic when not arming / disarming pistol or needle.
- ARgrenades legacy hack no longer applies to players who already received an M16. Makes ammo hard to come by in old maps, but ensures nothing strange happens. -SvenV
- Increased AI hearing radius for monster weapons to match player. NPCs can now better respond to hearing a friend shoot something.
- Added AI combat sounds to several monsters (big momma, sentry turrets, tor, alien grunts, etc.) for their (loud) attacks.
- Tweaked some player weapon combat sound radius defines
- Increased maximum AI Sound count to 1024
- Fixed some uzi timing problems (IN PROGRESS)
- Increased client shotgun bullet count to 8 pellets to match server version.
- Tweaked Sporelauncher reloading code. Reduced the time needed to break out of a reload by adding a "reload_aimfast" animation. Generally cut down some other delays to make it less frustrating, as requested by Sniper. -SvenV
- Fixed sniper rifle autozoom -SvenV
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If I could quote all lines that I am so glad to see fixed/changed/added... but I'd run out of characters to post this here.
