Content Update 0.1.0

Happy summer everyone! We are very excited to introduce our first content update to you, 0.1.0. This update contains new features, a new deathmatch map, and bug fixes that will enhance your experience with our product. Please find the changelist below:

Update Highlights[/size]

dm_stack!
-Added dm_stack! dm_stack is a brand new, outdoor, fun map designed for smaller player counts.[/size]
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[attach=4034,none,800][/attach]

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-Added G-Man as a playable multiplayer character.[/size]
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-Added first person zombie hands model for zombie scientists
-Added first person zombie hands model for zombie guards
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-Added first person guard hands model[/size]
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Detailed Updates[/size]

SINGLE PLAYER CHANGES

General

  • Fixed some music tracks not being affected by the music volume slider in the audio options (Office Complex, Blast Pit, Surface Tension & Lambda Core)

Unforeseen Consequences
Map A (bm_c1a1a)

  • Fixed blocking the crashing elevator with physics objects.
    Map C (bm_c1a1c)
  • Fixed z-fighting pipe model.
    Map E (bm_c1a1e)
  • Fixed canal bullsquid scene triggering late if the player took the lower pathway.

Office Complex
Map A (bm_c1a2a)

  • Fixed various prop shadows.

Blast Pit
Map D (bm_c1a4d)

  • Fixed player getting pushed under the lift and out of the map when falling.

Apprehension
Map B (bm_c2a3b)

  • Made freezer entrance scientist a non-critical npc once the door has been opened to prevent a save loop if killed by the player after entering the freezer.
    Map C (bm_c2a3c)
  • Removed glock that was left in accidentally for testing purposes.

Residue Processing
Map A (bm_c2a4a)

  • Various miscellaneous console error fixes.
  • Fixed Barney being unresponsive if the player saves him from death.
    Map B (bm_c2a4b)
  • Various miscellaneous console error fixes.
    Map C (bm_c2a4aC)
  • Various miscellaneous console error fixes.

Questionable Ethics
Map E (bm_c2a4e)

  • Fixed broken soundscape.
    Map F (bm_c2a4f)
  • Various miscellaneous console error fixes.
    Map G (bm_c2a4eg)
  • Various miscellaneous console error fixes.
  • Fixed several broken overlays.
    Map H (bm_c2a4h)
  • Fixed car model having the incorrect orientation.
  • Fixed some brushwork that had been moved accidentally.

Surface Tension
Map G (bm_c2a5g)

  • Added in bounce jump pad decal.
  • Fixed floating pipes near the water tower.
  • Fixed floating debris from destroyed wall.

Forget About Freeman
Map A (bm_c3a1a)

  • Added in bounce jump pad decal.
  • Fixed a visible nodraw area near water.

Lambda Core
Map H (bm_c3a2h)

  • Fixed an issue with the sounds at the end of the final teleporter sequence, where you sometimes would not hear the scientist telling you to “jump now!”. You should be able to hear him all the time now.
    MULTIPLAYER CHANGES

dm_stack!

  • Added dm_stack! dm_stack is a brand new, outdoor, fun map designed for smaller player counts.

dm_gasworks

  • Adjusted weapon placements in quite a few places:

[list][*]Gluon Gun has been moved slightly (though is still on the same tower), to a position up high. It is now perched on top of a pipe on the same tower, and can now only be reached by hopping up to it from the railings, so requires 2 (simple) jumps.

  • Both uranium packs removed from Gluon spawn.
  • Removed one uranium pack from the hole Tau Cannon spawn.
  • One of the batteries on the tower bridge replaced with a uranium pack.
  • Added a clip of Crossbow ammunition on the red tower.
  • Removed a clip of Crossbow ammunition from the middle building.
  • Added 2 frag grenades in the top middle shack on the surface.
  • Replaced the MP5 by the forklift with a Shotgun with one ammo pack.
  • Adjusted the positioning of the RPG Fort’s pickup so the RPG no longer appears to be floating.
  • Removed both batteries from the ibeam on top of the elevator shaft. Removed one uranium pack from there too.
  • Added 2 frag grenades by the planks in the control room (which form a ramp to drop out the control room window).
  • Removed one ammo pickup from the Shotgun on the upper catwalks in the underground cavern.
  • Added a second MP5 grenade to the MP5 pickup on the underground tower.
    [/:m][]Tweaked lighting and player direction in a few areas:
  • In the underwater swimming routes (01 and 02), added caution stripes surrounding the entrances to make them much more obvious to players.
  • Brightened up the lighting surrounding the swimming routes to make them stand out more.
  • Added a large spotlight shining onto swimming route 02, to make it stand out better as a major route.
  • In the underwater part of the elevator shaft, added a fill light so the underwater section is no longer dark.
  • Added a red light at the base of the elevator ladder, to make the route more apparent.
  • Significantly brightened up the light from the elevator shaft teleporter, to make that part more obvious at a first glance.
  • Next to the conveyor drop down, turned on a light next to the double doorway, to make that major route area less dark from outside, and improve player visibility.
    [/*:m][/list:u]

dm_subtransit

  • Reverted the tram back to the original 1-car style. The DREADNAUGHT is no longer ingame, we felt that while it was fun, it was too buggy to be reliable or useful.

MODEL CHANGES

  • Added first person zombie hands model for zombie scientists
  • Added first person zombie hands model for zombie guards
  • Added first person guard hands model
  • Updated first person scientist hands
  • Added G-Man as a playable multiplayer character.
  • You can now get blood on the MP5.

PROGRAMMING CHANGES

  • Fixed the ragdoll bug where occasionally the Vortigaunts/Marines corpses would spawn in a T-pose/be behaving extremely oddly after loading a save game or level transition.

  • Adjusted RPG reloading mechanics to be more in line with HL1. Now, if you fire your RPG with the laser on, you cannot reload it until the rocket has detonated. If you fire with the laser off, and press reload, you are able to reload it even while the rocket is still in the air.

  • Adjusted Shotgun reload so you can interrupt the reload properly by firing, and it will fire instantly, instead of waiting for the current shell to be loaded first.

  • Tau Cannon adjustments:

[list][*]Tau Cannon full charge time in MP is reduced from 1.5 seconds to 1.25 seconds, to better match the original Half-Life.

  • Tau Cannon full charge ammo usage reduced from 12 uranium to 10 uranium, to better match the original Half-Life.
  • Tau Cannon jump velocity reduced from 1100 to 850, to bring it closer to HL1 and to make it a bit less ridiculous and easier to control.
  • Tau Cannon hitreg fix - fixed a bug in the Tau Cannon’s hit registration that was making it register unreliably.
  • Tau overcharge volume reduced from SNDLVL_100dB to SNDLVL_norm.
    [/:m][]Crossbow adjustments:
  • Zooming in with the Crossbow is now instant in MP. Welcome back, quickbow!
  • The Crossbow’s zoomed shot is now properly lag compensated, so should now register more reliably.
    [/:m][]Voice chat is now enabled in MP and is bindable via the options menu![/*:m][/list:u]

Reminder:

Please be sure to restart your Steam client and download the latest update. Running a dedicated server? Please be sure to run an update to bring your build up to date. Players running on the new client version will not be able to connect to out of date servers.

As always, be sure to report any issues you find in our discussion forums and thank you again for the support.

:lambda:






Really excited for the Tau & instant crossbow changes in MP. Keep up the good work.

This update is on balance which is more on Multiplayer balance which many or some will like. :slight_smile:

There is one issue I came across, my Norton 360 removed the patch while I was downloading it. So I have to uninstall the game and re-install it again.

Here’s a filename if you want to know:

Damn son, I like those TAU changes.

Good job with these patches, always love it when devs fix even small issues.

I love how you guys fixed always run in this recent update, that’s awesome

however, I personally would like it if it behaved in the classic way like Half-Life, because the sprinting animations are a bit distracting every time I move.

Sprinting animations are not only annoying for me but it will also bug tau cannon like this.[/size]

Heh, the Tau looks really cool when it’s fully juiced up like that. Might have to make it so that it gets like that normally when at full charge, rather than full overcharge.

Turn off always run. Doesn’t work properly right now.

sounds like a really damn good update. I really like the changes on the weapons and hitregistration… I will try it later today.

Sounds awesome! New maps are always good, too. I seem to be stuck in one of those “Updating! Validating! Updating!” loops so I can’t check it out for myself right now, but I’ll give it a shot once that’s resolved.

Oh, is it out of line to request a model’s src, to bypass fussing with decompilation?

Make sure you don’t have the BM hammer, or any BM/Hammer related processes open. (VBSP, VVIS, VRAD. The last 2 being the likely culprites)

Wooohooooo great update guys! :thumbsup:

Thanks a lot I am going to play right now!
Cant wait :smiley:

even though always run is bugged, if i turn it off and sprint with my pistol out, he does a weird thing with his left hand

the animation appears to be broken

Hello devs,

First of all, nice update.

Second thing : I’d like to report that the new update has replaced the viewmodel HEV hands to zombie viewmodel in singleplayer mode.

Here’s a picture showing the issue :

it actually looks pretty badass playing SP with zombie hands, i wouldnt even have thought it was a bug until i noticed chargers not working, then i realized that my old saves were fucking everything up

hey, this update makes the game a lot more enjoyable.
somehow i couldnt get my hands on a tau cannon in deathmatch so far - but the crossbow zoom feels decent.

how about making the possibility to respawn instant the next feature to implement? cause every time i die and have to wait for respawn its driving me nuts :confused:
also mb add a functioning walkbutton, weapon drop(binding possibility) and hl1 style falldmg? these features would be easy to implement and add a lot to the games gameplay

anyway, nice patch!

It’s what happens if you fail the headcrab latch. The plot must continue!

And this update was released? I really like it

With this new update, can Tau Cannon cross walls?

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.