The Crossfire Update - Content Update 0.2.0

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Server owners - Multiplayer Servers must be updated
NewFeatures
* Added Crossfire!

  • Added ‘God Rays’
  • Multiplayer animation system has been overhauled and rebuilt. New multiplayer animations.
  • Weapon Bob and Weapon Drag Added
  • Score Persist on Leaving and Rejoining a Multiplayer Match (bm_multiplayer_persistent_scores cvar added to disable this)
  • Steam controller configuration
  • Servers now track stats for players and rank them on that server
  • New Gluon Gun model
  • New Crossbow model
  • New RPG model
  • New Shotgun model
  • Shogun will now gibb characters if damage is high enough
  • Added third person shell ejects from NPCs
  • Added Tau Wallshotting in Multiplayer
  • All workshop submissions have no filesize limit anymore. Make stuff without limits!
    SinglePlayer
    • Closed Captions/Translations: Black Mesa now has updated closed captions for all supported languages: English, Finnish, German, Italian, Norwegian and Spanish.
  • All voice-over dialogue has been updated to use soundscript entries.
  • Updated Localization Files
  • Added H-Grunt death noises when gibbed
  • Head crabs inherit momentum when shot off a zombies head! (zoom!)
  • Increased view model blood texture resolution
  • Increased flashlight and FOV cone
  • Increased crossbow bolt speed
  • Anomalous Materials

[list][*]Map A (bm_c1a0a)

  • Made visual improvements to airlock particles
    [/:m][]Unforeseen Consequences
  • Map C (bm_c1a1c)

[list][]Adjusted trigger placement for zombie that flings flaming barrel at the player
[/
:m][/list:u][/:m][]Office Complex

  • Map A (bm_c1a2a)

[list][*]Various miscellaneous fixes

  • Fixed Barney getting stuck on a crate near the sentry turret
    [/:m][/list:u][/:m][*]Map C (bm_c1a2c)
  • Fixed triggering the transition to We’ve Got Hostiles by going underneath the lift at the end of the level
  • Various miscellaneous fixes
  • Fixed walkway glass before the final lift shaft not breaking upon xen portals opening
  • Fixed texture sorting issue at end of chapter
    [/:m][]We’ve Got Hostiles
  • Map A & B (bm_c1a3s/bm_c1a3b)

[list][]Fixed fire doors being blocked by ground sentry turrets
[/
:m][/list:u][/:m][]Power Up

  • Map A (bm_c2a1a)

[list][]Removed charge from broken health charge in the track control room
[/
:m][/list:u][/:m][]On A Rail

  • Map A & B (bm_C2a2a/bm_c2a2b)

[list][]Adjusted the c2a2a to c2a2b level transition to counteract a variety of bugs that appear relating to the tram, from now on in order to proceed to c2a2b the tram needs to have been bought to the top of the rotating lift
[/
:m][/list:u][/:m][]Apprehension

  • Map A (bm_c2a3a)

[list][*]Fixed mysterious floating box shadow near the start of the level

  • Adjusted position of crossbow in the cage and added a clip to the bottom of it to prevent it from falling into the water
    [/:m][]Map C (bm_c2a3c)
  • Increased fade distance on some vehicles in the main hangar room
    [/:m][/list:u][/:m][*]Residue Processing
  • Map A (bm_c2a4a)

[list][]Added missing env_sun entity for use with godrays
[/
:m][*]Map B (bm_c2a4b)

  • Fixed visible nodraw
    [/:m][/list:u][/:m][*]Questionable Ethics
  • Map E (bm_c2a4e)
  • Tweaked lighting around the ladder transition to QE to make it more visible
    [/:m][]Surface Tension
  • Map B (c2a5b)

[list][]Added sounds for when the apache flies over the player near the start of the level
[/
:m][*]Map E (bm_c2a5e)

  • Fixed Hivehand falling through lift near the end of the level
    [/:m][/list:u][/:m][*]Forget About Freeman
  • Map A (bm_c3a1a)

[list][]The ceiling turrets near the beginning of the level are friendly to both the guard and player once deployed.
[/
:m][/list:u][/:m][]Lambda Core

  • Maps A to H (bm_c3a2a – c3a2h)

[list][*]Various miscellaneous console error fixes

  • Removed redundant entities related to the spawning of npcs

[/:m][/list:u][/:m][/list:u]Multiplayer

* New	multiplayer animation system
  • Crossbow zoomed shot is now predicted. It appropriately handles latency now.
  • Added godrays to MP maps
  • Additional detailing on Stalkyard
  • Added Tau wallshotting
  • Particles and sounds play on player and weapon spawns for better player awareness
  • Servers now track stats for players and rank them on that server
  • Can now lock teams for competitive play
  • Intermission improvements 1st, 2nd, 3rd announcement and icons
  • Scoreboard now shows next map
  • GMan now has proper hand model
  • Increased footstep volume
  • Use button now slows player like in Half-Life 1
  • Added a walk button with no footstep sounds
  • Fixed sheen effect not showing on some items in MP
  • Fixed players spawning during intermission
  • Fixed players not freezing in place during intermission
  • MP score persists on leaving a match and re-joining
  • Team colors now appear in kill feed
  • Added post match timer
  • Rewrote and shortened loading screen tips
  • Added multiplayer team chat colors
  • Added Chopper, Rail and Power to the official MP map list.
    Bugs
    • Possibly fixed jiggly tie bug
  • Fixed HECU taking cover from hive hand bees
  • Fixed steam cloud not working
  • Fixed satchel detonation delay
  • Fixed satchel detonation switching to left click on last satchel
  • Fixed satchel flicker bug
  • MP5 muzzle flash on ground bug
  • Disappearing viewmodels fixed
  • Fixed crossbow and tau tracers coming From player face
  • Tau Effects Staying on Weapons
  • 357 now plays draw_admire animation
  • Fixed MP5 Grenade spawning from center of the screen
  • Fixed reload sound stopping when"+use" is called
  • Fixed bloom glowing window textures
  • Reduced Sensitivity when zoomed in with crossbow
  • Fixed hive hand pickup in single player
  • Fixed Gman spawning HEV gibs
  • Fixed sheen not showing on all pickups in MP
  • Fixed Guards not playing gestures
  • Fixed static props disappearing in MP
  • Fixed tracers from HECU appearing from above gun
  • Fixed crossbow zoom sensitivity
  • Fixed MP screens showing on SP load screens
  • Fixed func_rotating objects stopping
  • Fixed Assassin’s holding incorrect Glock model in left hand
  • Fixed 357 not playing correct aim down sight animation
  • Fixed Freeze damage displaying incorrect damage type on hud
  • Fixed Apache not acquiring missile targets. Apache now shoots Surface Tension dam like in the Mod
  • Fixed Gman text on character select screen
  • Changed default gamma to 2.0 instead of 2.2
    SDK/Modding
    • Workshop data filesize limit has been removed.
  • Deathmatch/Team Deathmatch Spawns and Items Enable/Disable for MP Assault
  • New user generated content Tool with uncapped mod size
  • Added enable/disable inputs for pickups so weapon pickups can be turned on and off
  • Added game_round_start entity
  • Stationary rocketlauncher added for multiplayer (func_tow_mp)
  • Added enable/disable inputs for Deathmatch/Team Deathmatch spawns
  • Added the ability for info_player_deathmatch to specific which items the players can start with in multiplayer.

[list][*]To set which items players spawn with, set the “List of Items to spawn the player with.” keyvalue to the entity name(s) of what you spawned.

  • Setting items to this list will overwrite the default list of spawn items (Pistol + Grenades), so you will need to add in ammo and such.
  • This feature is meant to spawn just weapons and ammo, but at the moment can spawn any entity at spawn. We aren’t too sure what you can do with other entities in MP, but we’re excited to see what you come up with.
  • If you’re setting multiple items on spawning, separate each of these items by a comma.

[list][]For example, to spawn with a 357, and extra 357 ammo you would put item_weapon_357, item_ammo_357 into the Value.
[/
:m][/list:u]

[/:m]
[
]VRAD now has additional commands to support texture lights with higher lightmap sizes, and to control color transmission and overall global illumination. (previous update)[/*:m][/list:u]Other:

* Added	Patch Notes

KNOWN ISSUES:

  • Server ranks lists players as un-named
  • Snarks are floating on Crossfire
  • Players can pass through some barrels in Crossfire
  • Flash effect applies to people in bunker
  • Crossbow sound effect have horrible screeching sound (link on how to fix that coming soon)
  • Turning off muzzle flashes does not work (fix coming in next patch)
  • Tau is overpowered
  • Tow launcher aim get screwed up if you step to close
  • Crossbow may float in some single player maps
  • Game may build .ain files when changing levels
  • Collision is on teammates in TDM
  • Closed Captions May not be working - Please see workaround for Closed Caption Enabling here. They do work!
  • Fix UGC workshop Publish tool so that it can actually launch. (It did before the update, we swear!)

We are currently and actively updating this list.

No STU :frowning:

Wonderful job.

Those new models are soooo goood, and crossfire is perfect.

As a side note can I suggest you add a way in hammer to have players do no damage to each other, so i can get my janky/lame coop map to function nicely

Got that shit qued and ready to go

hmm what are c2a5h and c2a5i and why do they appear on the list of multiplayer maps?

also crossfire is epic.

EDIT: wait think thoughs are the map names of ST:U that would explain why trying to load them crashes the game.

Really awesome job on this update!

Fixed jiggly tie bug? For real?!

edit: Ah, it says “possibly”. Will definitely have to check!

Uhhh.
Errr…

~You don’t see anything… yet~

does not fall for the jedi mind trick

I havn’t seen anything… only cause there is nothing to see, just reporting a bug as trying to access either map crashes the game.

Woah. Wasn’t expecting this. Looking forward to trying it once it finishes downloading!

Ok, well crap, I may have just managed to run c2a5h… looks really good so far. Uh I know to much… what do I do!!!

Dustin, let us know! Thanks. Also can you include your system specs?

I wouldn’t play it if I were you. It’s incomplete atm. I assume c2a5i is incomplete as well.

To late, my want to see uncut beat my common sense, yeah. IT looks good for incomplete. Though the fact it is incomplete doesn’t stop it from being epic, that and missing some “key” parts to do anything… at most I can now mess with peoples heads by showing none detail screens of just random crap.

I only have one image shown and will likely remove it in an hour… ok I will remove it in an hour or less if told to.

EDIT: uploaded the wrong damn image, so removed and replaced.

EDIT2: [redacted] from the [redacted] is cool, especially [redacted][redacted]

im not supposed to post images im pretty sure but it looks really great so far

And some bastard went and ruined it, some one actually posted spoilers for the uncut levels. (atleast I just posted an image of a corner the other guy posted some pretty spoilery images and didn’t even spoiler tag them)

I will definitely do so! I may have to wait until tomorrow morning though; it’s nearly 1:00 AM where I live, and my download speed isn’t top-notch (Steam indicates that a couple of hours remain until the download will finish).

Nice work… I hope the Uncut levels are 100% finished soon (I just hope we got it early and bug free :slight_smile: ), and fix some SP bugs. :slight_smile:

hmm… it seems Workshop models will have that no texture (purple and black texture)…

Loving this new Crossbow!!

Oh wow, this is insane :smiley: . It would seem that MP and the Workshop parts received a MAJOR overhaul, can’t wait to see this in action.

In particular, I’m glad to see that the viewmodels blood effect was improved, it was just so bad until now due to its quality, pretty much anything else was expected to be seen (or at least I did expect to see the rest. Workshop, MP overhaul, new models were pretty much announced a couple of months ago).

However. unless I missed something, you guys haven’t showed us the new shotgun and apparently even the new rpg models before you released the update. Can’t wait to see them in this case :slight_smile: . Other than this, great job.

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.