3.0.3.9
Changes/Additions:
------------------
Added:
> Character voices! See documentation in "sound/voice/player/*". Use by saying $phrase [varinat] [recipient name] (e.g. "say $taunt -1 Mr.Driller").
> Added more sentence variations.
> Added auto-completion for many server commands.
> DEV: lots of input and design sanity checks that can help mappers and mod makers detect mistakes earlier.
> MAP: CO_ArcticIncident00 slippery roofs.
> CL: HUD: added support for named flags in CTF.
> CL: ability to search rendersystems by radius from view point.
> SV: virtual AI sounds now follow entities allowing monster to track moving objects.
> SV: env_explosion now havs target field.
> SV: mp_adddefault now allows adding random N weapons when set to 4 or more.
> SV: sv_spectatormaxspeed now controls maximum speed of observers.
> SV: sv_specnoclip to control observers ability to fly through walls (spectators have to change mode if this changes online).
> SV: sv_allowbunnyhop to allow mega bunny jumping.
> SV: added hud_menu entity, but still only formally (UNDONE).
> SV: material hardness property, affects landing damage.
> SV: material friction modifiers, affects walking speed.
> SV: "givearmor" cheat command.
> SV: scripted_sentence "pitch" parameter.
> SV: players now slide down slippery surfaces.
> SV: screen shake (explosions, earthquakes) now affects weapon spread factor.
> SV: plats and trains make noise that AI can hear (only if real sound is present).
> SV: monster_human_assassin more fair and realistic step sounds, depend on running/walking and left/right foot.
> SV: model event SCRIPT_EVENT_SENTENCE_RND1 (1009) not uses probability defined in its options as value 1..100.
> SV: server now executes scripts/gamerules/.cfg on every map change for easier server administration.
> SV: support for custom damage in many monsters code ("Damage1/2" kv), leave it 0 to use default skill-based values.
> SV: mp_coop_transferdroppeditems to return all dropped items to their owners at the end of the map.
> SV: sv_replaceentities to replace one type of entities (even unknown) with another (format: "old:new;old:new;...").
> SV: sv_nodegraphreport to explicitly enable/disable generation of .nrp files.
Improved:
> Updated the Command Menu.
> CL: higher limits and better error handling when creating command menus.
> CL: particle system code general logical optimizaitons.
> CL: particle system now has separate weight for each particle.
> CL: "too many particles" error hidden to dev level 3.
> SV: map cycle code rewritten, much safer and more logical.
> SV: xen_plantlight now reacts to damage.
> SV: fair way of spawning players in LMS/RG by adding individual spawn delay and removing penalties in case of spawn-death.
> SV: reduced number of s2c messages to only one event per explosion effect.
> SV: node graph generation is a little faster.
Fixed:
> Picked weapons won't be auto-selected if player has satchel detonator active.
> world3.wad/{grt02al texture seams.
> glow04 ugly borders.
> Bad sound names in some sentences.
> MAP: CO_ArcticIncident minor architecture fixes.
> MAP: CO_ArcticIncident "snow" texture conflict.
> MAP: CO_ArcticIncident lots of other fixes along with improvements.
> MAP: c2a5 func_water design errors fixed by new patch.
> CL: fixed fullscreen spectator map drawn over players on maps with all architecture below 0.
> CL: bugged engine's IsNoClipping() function replaced by own. Fixes wrong view drifting while noclipping.
> CL: Some effects were not drawn parallel to surfaces as intended (SQB).
> CL: Award name localization in statistics window.
> CL: player view cone image on the minimap was displayed inverted.
> CL: reduced memory usage for player statistics, g_PlayerStats is now also 0-based.
> CL: VGUI windows not closing upon disconnection or other situations.
> CL: MOTD text missing a new line character.
> CL: weapon zoom crosshairs (non-fullscreen).
> CL: wrong behavior of rendersystems with framerate 0 and frame != 0.
> CL: crash when client is disconnecting while mouse seleciton mode is enabled.
> CL: HUD messages with effect 1.
> CL: added duplicate hud_timer checks to avoid accepting new timer while having another one active.
> CL: glass, meat and concrete shards no longer jump like crazy.
> CL: weapon selection activated during intermission or in spectator mode.
> CL: weapon selection slipped to next slot after last weapon in current slot.
> CL: TEMPENTITY overflow on studio model events when game is paused.
> CL: weapons were not selected automatically after being picked up if player had previously no ammo for them.
> CL: spectator inset window mode switching.
> CL: weapon priority configuration parsing.
> CL: CHudAmmo::InitWeaponSlots() now has more safety checks and also immediately fills weapon structures (fixes wrong weapon slots on first spawn).
> CL: CPSCustom wrong PointContents checks.
> CL: CParticleSystem now allows mixed flags of particles (normal, oriented, vertical).
> CL: CParticleSystem sometimes did not display last sprite frame.
> SV: monster_alien_controller generated enormous traffic.
> SV: memory corruption if path_corner and path_track were mixed together in one path.
> SV: Ammo, items, weapons were not respawning correctly when mp_defaultitems is empty.
> SV: Important/quest items were removed when player was disintegrated, telefragged or disconnected.
> SV: Weapon box counted weapons even if they were not unpacked to player.
> SV: Ammo of exhaustible weapons was added while weapons were not.
> SV: RPG rocket wrong angles and taret loss (SQB).
> SV: "GetNextBestItem(%d) == WEAPON_NONE!" warning that was caused by bad weapon status on server.
> SV: Entities no longer respawn after being deleted by action command.
> SV: RPG could be put away while still guiding a rocket.
> SV: fixed player getting stuck while standing on a headcrab.
> SV: fixed SelBestItem message flood when player has all weapons empty.
> SV: autoaim code now really works as it should and much faster.
> SV: global entity restore failure.
> SV: fixed engine stop when invalid sequence was specified for an entity.
> SV: all rules entities (CRuleEntity) now have SF_NORESPAWN flag set by default.
> SV: items created by world_items (legacy) had their spawnflags erased/replaced.
> SV: trigger_teleport m_hLastTargetSpot fieldType.
> SV: fixed black hole disintegrating same objects multiple times.
> SV: fixed potential env_sound crash and significantly improved performance.
> SV: func_friction on dm_jap_icetemple is visible again.
> SV: turrets logic, positioning, minimum aiming angle, added workarounds for poorly placed entities and models with bad eye position.
> SV: monsters were ignoring "gag" flag (HLBUG).
> SV: entfile was integrated during load of a saved game.
> SV: reduced save/restore buffer use by removing and compacting entity properties (breaks some old saves).
> SV: amount of blood drips during gibbage is now related to gib count.
> SV: razor blades now get stuck in entities with blood color.
> SV: xen trees and other objects now behave more accurately and also have gunshots handled better.
> SV: monster_tentacle now uses global hearing method and hears better.
> SV: sv_zmax reset after returning to previous map.
> SV: reduced weapon offset constants for monsters.
> SV: optimized monster projectile calculation code.
> SV: optimized monster_alien_controller math code.
> SV: reduced monster_human_assassin step sounds and also fixed sound logic.
> SV: monster_flyer_flock now accepts custom model, class and render parameters for its monster_flyers. TriggerCondition can also be used now, but it is only transferred to squad leader.
> SV: trigger_cdaudio crash when pActivator is NULL.
> SV: func_tank aiming problems (angles, distance).
> SV: func_tank with non-solid flag set could not rotate.
> SV: multisource flag (1) incompatibility with map c2a4e (used there by mistake?)
> SV: human monsters considered bits_SOUND_MEAT and bits_SOUND_CARCASS food too.
> SV: monster try to find cover from danger even when there are no nodes on the map.
> SV: fixed dead monsters exploits with out-of-bounds array reads (design).
> SV: added flood protection for various talk functions.
> SV: AI: monsters now can open doors dynamically, regardless of nodes (waypoints).
> SV: displacer doesn't require tracking of target until fire anymore.
> SV: ammo_fueltank remained visible after detonaiton.
> SV: barnacle code improved, added support to ACT_MELEE_ATTACK1.
> SV: players disappeared without dropping items when dying last time in LMS.
> SV: weaponbox collision size and logic.
> SV: monster_apache did not disappear after final explosion when respawning was enabled.
> SV: beam rifle decals (server sent coordinates too far from target wall).
> SV: typo in plasma gun code.
> SV: env_shooter/gibshooter accepted wrong values. Test case: Feculence_b6
> SV: division by zero error with bad func_breakables. Test case: c1a0c gbreak1
> SV: multi_manager that fires some entities that eventually delete the manager itself situation. Test case: c1a1 dethvmm
> SV: .ENT files were not loaded properly and entities were missing.
> SV: func_plat trigger volume was not set properly and some plats weren't working.
> SV: status bar was showing dead monsters.
> SV: ladder step sounds were not played because func_ladders were not sent to client playermove_t.
> SV: fixed monster_apache constantly flying upwards without path.
> SV: fixed printlevel in CMultiManager::ReportState()
> SV: weaponbox lifetime now disabled only in COOP_MODE_LEVEL (where it's really important) to prevent overflow in other modes.
> SV: Sound directories were in upper case for nihilanth sounds.
> SV: User rights are now added to user info string and shown in "user" command.
> SV: Added mp_mapcompat_setteamcolors.
> SV: Improved OP4CTF compatibility, added rules autodetection.
> SV: Added HLECTF compatibility and autodetection.
> SV: Added CCTF compatibility. Requires mp_gamerules to be manually set to CTF.
> SV: controller_energy_ball, controller_head_ball and nihilanth_energy_ball will not be respawning and use less resources.
> SV: Weapon registry was not sent in time to players in LMS (server side).
> SV: Train and func_trackchange/func_trackautochange were not interacting (c0a0d)
> SV: func_tracktrain base class KeyValue() fixed.
> SV: path_track and func_tracktrain now have custom ReportState() to be used with search|info commands.
> SV: New func_button and func_door code with proper states allows doors to be used as masters.
> SV: info_capture_obj now uses proper animaitons and more common code.
> SV: Displacer and other weapons autoaim reset.
> SV: cycler now uses CBaseAnimating code.
> SV: CBaseAnimating now checks if bad render mode (kRenderGlow) was specified for a studio model.
> SV: BOT: bots stop attacking friends immediately when used by players.
> SV: BOT: minor security issues.
> ALL: Fixed parsing functions to prevent overflows.
> ALL: Fixed parsing of unquoted values followed by comment.
> ALL: Fixed bug where empty files were not detected as existing.
> ALL: General code optimization, clanup of error-prone constructions.
> ALL: Less includes to speed up compilation and project load time.
> ALL: COM_Parse did not work with multiline comments.
> ALL: Error fixed: "ASSERT FAILED: i == 0 HSL2RGB: bad Hue specified!" because of wrong range normalization algorithm.
> ALL: Vector class header (vector.h) made completely independent so it can be included by any external projects.
> ALL: Improved stability in unexpected situations like disconnection.
> ALL: Changed LoadFile() default behavior so it tries loading from base directory if mod directory fails (fixes missing map.txt in MOTD).
> ALL: Less errors and warnings are displayed in the console.
> ALL: Fixed some szFmt.
Changed:
> RPG primary attack now detonates currently guided missile.
> Brought back the hivehand gun.
> MAP: CO_ArcticIncident00 entry door no longer requires crouching.
> DEV: light, ambient_generic, func_tank, func_charger (all chargers) can be masters now.
> CL: IMPORTANT: changed (fixed) particle movement formula that requires fParticleWeight to be changed about -1000x!
> SV: DEV: IMPORTANT: fields "attackdelay[1-2]" are renamed to proper "attackinterval[1-2]"! Because attack delay is a different thing (time from button press to actual shot/hit, ussed by melee weapons).
> SV: IMPORTANT: save/restore data and methods were changed. Implies saved games incompatibility. Sorry.
> SV: by default env_laser beams ignore glass (used by func_tanklaser)
> SV: acid balls are now attached to players and monsters and inflict damage until explode.
> SV: plasma balls can now be damaged by beams.
> SV: checkpoints (trigger_autosave) are now allowed in coop "sweep" mode (mp_monstersrespawn 0).
> SV: squeakbox is now pushable.
> SV: tanks cannot be used while frozen.
> SV: displacer now remembers target while charging in primary mode, to cancel target turn away and press ATTACK2.
> SV: cycler is now just an alias for env_static.
> SV: non-referenced weapons (e.g. dropped by monsters) are now droppable and packable un CoOp regardless of mp_dropdefault cvar.
> SV: mp_dropdefault now only affects weapons dropped during death.
Removed:
> Removed shotgun silly double shot, now secondary attack is just faster and less accurate.
> ALL: Removed all useless ducking prevention code that used pev->iuser3.
Known bugs:
> CL: IN_SCORE bit is now NOT sent to server to prevent some strange packet flood.
> CL: if IN_ATTACK pressed while score panel is active, it continues after the panel is closed.
> CL: non-vp_parallel sprites may be displayed (rotated) incorrectly in client-only mode.
> CL: HL crashes when models/player.mdl has T-model (external textures).
> SV: dropped weapon boxes or weapons that are spawned inside their owners continue to fall through the world.
> SV: crash if gluon/other weapon beams are active during level change.
> SV: func_trackchange is made non-solid to prevent glitches in multiplayer.
> SV: client cannot see entities if trigger_camera is in different room (cut off by PVS).
> HL: Stupid Quake Bug(tm) may still be affecting something.
> HL: headcrab model has animation with ACT_MELEE_ATTACK2, but it has no "bite" event so "melee" attack is disabled in the code.
> HL: level change may hang on some complex singleplayer mods like Hazardous-Course. The cause of this bug is still unknown.
To be done:
> Real flame.
> CoOp spawn spots and description files for Half-Life maps.
> Achievements (requires a player profile).


3.0.3.8
Changes/Additions:
------------------
Added:
> CL: Scripted Render System. Documentation in "/docs" and "/scripts/rendersystem".
> CL: level of detail for player models, it changes every "r_lod_dist" units.
> CL: statistics window now shows combo and award titles.
> CL: at the end of a match you can view statistics of every player.
> CL: letters as hotkeys in command menus.
> CL: ability to temporarily change score panel title.
> CL: close delay for message windows (yes, to make people actually read MOTD).
> CL: GUI buttons now can play different action sounds depending on action result.
> CL: button shortcuts in spectator menu (arrows, "o", "c").
> CL: bubbles to beam rifle explosion.
> CL: custom "ammo" entity, to be used with "maps/mapname_ammotypes.txt" and "maps/mapname_hud_ammo.txt".
> CL: notification when a player exits spectator mode and joins the game.
> CL: ability to scroll text in VGUI windows using mouse wheel (sometimes loses focus though).
> CL: v_inset_bounds controls size of the minimap/overview window, format: "X Y W H" in percents.
> CL: studio model event 5005 "set skin" (used by some new viewmodels).
> CL: new damage types and sprites.
> CL: long jump module icon is now saved/restored properly.
> CL: weapon p_ model changes body/skin along with the v_ model, IT MUST HAVE SAME NUMBER OF BODYGROUPS and texturegroups to work.
> CL: .xpl default playlists for various multiplayer game rules. Loaded when everything else fails.
> CL: fallback to TEMPENTS if RenderSystem is disabled for static architecture.
> SV: user rights management ("modrights" command) - allows certain players to gain special rights like execution of developer commands. Rights: player, mod, admin, dev.
> SV: ability for multiple developers to work simultaneously (most developer commands now work independently for different clients). For example, "mycoordedit" won't interfere with other client's coordinates.
> SV: more virtual AI sounds, monsters react to them.
> SV: certain skyboxes can block air strikes: add them to "scripts/sky_no_airstrike.txt"
> SV: death sounds to scientists.
> SV: env_shake can now have permanent effect (duration 0) and be toggled.
> SV: hud_timer (point entity) which adds a large timer to players HUD.
> SV: trigger_secret (point entity) which affects player's statistics.
> SV: (map design) console entity actions as targets in ALL entities! (e.g. target == "#mymonster set renderamt 127" or "#mytarget rotate "0 90 0"")
> SV: (map design) func_wall* now have targets.
> SV: (map design) func_illusionary can now be toggled. Use effect EF_NODRAW as "start OFF" option.
> SV: (map design) doors can have their "distance" changed dynamically.
> SV: (map design) breakables can now have anything as "spawnobject".
> SV: (map design) env_beam now have "target" field which is fired on every strike.
> SV: (map design) monstermaker can now clone selected (with targetname) monster. Great for customization.
> SV: (map design) support for KillTarget on path_* entities.
> SV: (map design) support for custom materials using maps/mapname_materials.txt (overrides global materials).
> SV: (map design) support for custom models on all weapons!
> SV: (map design) support for custom sounds on func_trains, doors, buttons, mortar_fields.
> SV: (map design) support for custom gib count, health, score and blood color for monsters.
> SV: (map design) trigger_teleport supports multiple targets with the same name (helps preventing players from teleporting into each other).
> SV: (map design) trigger_teleport can now be a point entity without model and be used only by name.
> SV: (map design) custom env_projectiles can have size, different move types,
> SV: (map design) detection of game rules based on internal map property "gameprefix" (does not override file name prefix).
> SV: (map design) team start delays to the world (teamstartdelay1...4 keys).
> SV: (map design) "airstrikepolicy" - allow or forbid use of airstrikes on this map (useful for xen maps). "black" and "xen" skynames disable airstrikes by default.
> SV: (map design) custom capacity for batteries and medkits.
> SV: (map design) ability to set custom models to items, monsters and many other things.
> SV: (map design) check for all monsters to have proper body groups set.
> SV: (map design) team restriciton to rules entities (like game_player_equip, game_zone_player, game_player_hurt, etc.).
> SV: (map design) player_weaponstrip team restriction, "once" and "everyone" flags.
> SV: (map design) support for studio models for all wall-mounted chargers (uses 2 skins, 2 sequences, 1 controller), just paste classname into editor.
> SV: (map design) talking monsters can now have custom sentence prefixes (like "BA" or "SC").
> SV: (map design) bullet modes to weapon_custom (requires damage to be set).
> SV: proper music track save/restore, including currently playing track or playlist.
> SV: AI: headcrabs can bite when sitting on victim's head.
> SV: material-based hit velocity adjustment for breakables.
> SV: mp_pickuppolicy controls which dropped weapons can be picked up (0-all, 1-owned only, 2-owned by friends).
> SV: sv_bullet_distance cvar for server administrators. Sniper rifle multiplies it by 2.
> SV: sv_tau_velocity_mult cvar to tune weapon_gauss recoil velocity.
> SV: class CLASS_HUMAN_MONSTER, used by zombies.
> SV: talking monsters now comment on hearing suspicious sounds.
> SV: game_score flag to award everyone.
> SV: CoOp: ability to keep score across maps to make the competition even tougher (mp_coop_keep_score).
> SV: CoOp: players now respawn in positions where trigger_autosave was activated for them last time.
> SV: CoOp: after level change players spawn only at spots that match used landmark (it it was set by designer).
> SV: revenge on monsters in CoOp.
> SV: sk_osprey_health skill cvar.
> SV: trigger_autosave visible and works in CoOp games.
> SV: players now may change weapons while current weapon is holstered (even while on ladder).
> SV: SF_ITEM_NOFALL (200) flag to all items so they are not dropped to the ground from the initial spawn spot.
> SV: custom maximum armor in multiplayer.
> SV: unlimited number of func_rotating sound presets (sound/fans/fan#.wav, fan#on.wav, fan#off.wav) + start/stop sounds.
> SV: developer commands: searchents, searchradius, searchindex, searchforward (run without arguments for usage info).
> SV: "set keyvalue" from whatever command now accepts entity pointer fields as entity indexes.
> SV: mp_maxteams cvar to use in map_pre.cfg configs (resets to 0 on every level change).
> SV: mp_playerstarthealth and mp_playerstartarmor cvars.
> shake effect is reduced by 80% if travelling across liquid/air border.
> XBM: -modsvdll command line parameter to specify mod server DLL name (available only if compiled with SVDLL_NEWFUNCTIONS)
> env_static colormap (special textures) is set according to rendercolor.
> New co-operative campaign - Arctic Incident.
> ITEM_FLAG_IMPORTANT which prevents weapon from being lost... hopefully.
> "Distant shot" event/stat.
> (dev) Ability to place non-precached entities on maps by unchecking "create now" box.
> plasma balls water hit effects.
> weapon_sniperrifle - lots of people requested it.
> weapon_disklauncher - shoots rotating razor blades that bounce off hard surfaces.
> weapon_bhg - black hole generator, primary fire charges automatically half a clip, secondary may charge full clip.
> Damage types: DMG_MICROWAVE - distorts HUD, DMGM_DISARM (mask) - prevents player/monsters from shooting.
> Many more death notice sprites (tanks, doors, trains, turrets).
> Ability to show ANY entity on the map. But no distinction yet (HL limitation).
> New AudioTrack system which allows saving and restoring track position (works only for external player, not HL CD/MP3 player).
> sk_dmg_mortar for monster_mortar on maps.
Improved:
> CL: added measure tool to Mouse Manipulation Modes.
> CL: updated FMOD library to version 3.75, added Linux and x64 support.
> CL: replaced old voice icons based on client entities with new simple 3D icons (faster, less memory, animated, auto render modes).
> CL: replaced old displacer ball effect (engine particles) with new RS-based one.
> CL: screen shake effects apply on all views including 3rd person camera and spectator.
> CL: ammo sprites are loaded all at once reducing the overall loading time and improving stability.
> CL: removed CHudTextMessage class (the message itself is handled in CHudMessage instead).
> CL: tuned default weapon priority list (hud_weapon_priority).
> CL: spectator panel rewritten (faster, static memory allocation, safer).
> CL: GUI menu buttons are properly highlighted when used by keyboard shortcuts.
> CL: new GUI window handling system (windows can now control order of appearance based on different factors).
> CL: gravity is now applied to client objects too (also discovered another HL bug).
> CL: software mode support (at least it doesn't display errors).
> CL: env_static no longer precaches models on the server!
> CL: removed large unnecesary memcpy() and duplicate data.
> SV: Linux compatibility.
> SV: multisource: added check for existence of user entities to avoid becoming disabled forever.
> SV: AI: talking monsters.
> SV: AI: monsters get angry at attacker like in oldschool games.
> SV: AI: barnacles throw up gibs of last monster they've eaten, even if it had custom gib model.
> SV: AI: barnacles eat corpses, projectiles and accumulate gibs according to the prey size.
> SV: added more crash protection to engine callbacks.
> SV: new powerful game rules autodetection system which uses mp_gamerules, mp_maprules, map name prefix and world key in described order.
> SV: game_team_set completely rewritten and should work for everything including players.
> SV: breakable sounds are now played as loud as hard it was hit.
> SV: breakables can no longer obstruct spawn or teleport spots, they will break.
> SV: virtual sounds (which monsters hear) are no longer overloading the server.
> SV: player invalidation on connect/disconnect reduces "killed by #Y$*R@(^$T(@*^&G" (random string) and many many other errors.
> SV: func_tracktrain looks for "target" instead of doing nothing when "lost path".
> SV: displacer teleporter react to various projectiles (even nihilanth teleporters) more aggressively.
> SV: reduced number of precached sprites thus allowing to place more models on maps.
> SV: new string storage mechanism for classnames - prevents lots of possible engine crashes.
> SV: player HUD is now hidden when trigger_camera is active.
> SV: beamrifle no longer shoots through transparent metal breakables (advanved manual detection of glass).
> SV: item/ammo/weapon fall-through-floor prevention mechanism (still no guarantees though).
> XBM: major code cleanup.
> XBM: bots now know which weapon fire mode is for shooting and which is not (switching, zooming, etc.).
> Player no longer tries to jump out of the water like mad automatically without pressing the JUMP or MOVEUP buttons.
> Increased limits to map-related string lengths (materials, overview names, etc.)
> Merged static models for DM_Tropic maps to greatly improve performance and reduce memory usage.
> DM_Odin and other maps overview.
> On many maps spawn spots were moved higher in the air so players occasionally passing by won't be killed by spawning players.
> Added more textures to materials.txt
> Added new detail textures, reworked some old detail textures.
> ls/sv_dir/svls commands are more secure and do not allow path redirection.
> Some models now have "bright" textures (currently visible only in Xash3D).
> Holstering weapon works even better than before, now mostly on client side.
> Code is much more secure than before. Most potential buffer overflow errors are eliminated.
> Many more compiler optimizations.
> The game allows now really big time and score limit values.
> Angle normalization routines.
> Moved crossbow bolt hit code to client event.
> Repainted pgflare2.spr to have more high definition look.
> Many test/example maps were updated.
> More sprites converted to vp_parallel_upright to look better in game.
> More singleplayer mods were tested.
> More multiplayer maps were tested (over 4000!).
Fixed:
> Stupid Quake Bug(tm). Enough said. Unfortunately, some of it left inside HL engine (example: player's pitch in 3rd person view).
> Shared events like longjump and fall are now played properly (another HL bug).
> ShouldCollide is no longer used due to HL engine bug.
> CL: sensitivity did not change until restart.
> CL: temporary entities disappeared and reappeared on complex maps.
> CL: camera angle during intermission.
> CL: MsgFunc_SelBestItem is now cached and works during respawn.
> CL: potential buffer overflow when loading map description files.
> CL: interception of +USE command in spectator UI prevented players from joining LMS.
> CL: minimap/overview now shows default grid when no image available.
> CL: bad time limit value in the MOTD window.
> CL: bad window titles (MOTD, team menu).
> CL: bad "chooseteam" window buttons in non-teamplay.
> CL: ammo HUD: sometimes clip was displayed even if current weapon had none (like grenades).
> CL: ammo HUD: fixed selector close timeout not reset while user is changing weapon buckets.
> CL: lots of spectator UI bugs.
> CL: crosshair stuck after deselecting a weapon.
> CL: hud distortion effect persisted after changing map in multiplayer.
> CL: HUD pickup images for weapons without ammo were not shown if picked up first.
> CL: geiger counter persists no longer after map change.
> CL: GUI menus wrong sounds and incorrect behavior.
> CL: "game saved" and possibly other engine messages are working once again (length = 0).
> CL: hud_centerid is now working for all lines, text can't go outside screen coordinates.
> CL: buffer overrun error while parsing long map intro message (MessageDrawScan).
> CL: no cancel button in team menu in non-team games and sometimes no auto button.
> CL: kb keys do not work in team menu in spectator mode.
> CL: crash during loading if game window wasn't focused (HL VGUI bug).
> CL: maximum battery value was not updated correctly (caused indicator display bugs).
> CL: some bullet/hit effects on the sky.
> CL: g_pClientWeapons size mismatch.
> CL: potential crash when someone takes revenge on a monster.
> SV: possible crash when starting on a map inside trigger_hurt.
> SV: AI: barnacle grab effect coud persist even after barnacle is killed.
> SV: player no longer gets stuck in his own grenade when held for too long.
> SV: rotating doors with "start open" flags couldn't be opened again (unsaved angles).
> SV: weapon's target is now properly cleared after pickup to prevent re-firing after dropping and picking it up again.
> SV: buggy HL MP3 player is overridden on server to prevent sudden chokes on map change.
> SV: barnacles pulling eaten victims infinitely, causing them to go through the ceiling.
> SV: non-solid func_buttons now work properly when SF_BUTTON_ONLYDIRECT flag is set.
> SV: monster_alien_controller now falls according to world's gravity when killed.
> SV: RPG laser dot was not removed when player dropped the weapon.
> SV: headcrab/babycrab gibs count.
> SV: possible crash with projectiles crossing level transitions.
> SV: rare crash when a decal is placed during level change.
> SV: sword made no decals.
> SV: gauss alt-fire through breakables super damage bug.
> SV: acid launcher stuck permanently with m_fireState = FIRE_ON.
> SV: crash when player dies because of firing weapon.
> SV: HUD damage save/restore.
> SV: players dropped the only default weapon even if disallowed by game rules policy.
> SV: garg stomp endless think code (thanks, valve! :-/ )
> SV: CTalkMonster non-virtual overrides (HLBUG).
> SV: crash wneh monstermaker was used for non-monsters.
> SV: map ban list now works with "\r\n" windows text files.
> SV: respawned monsters no longer count as dead/inexistent.
> SV: MP5 and weapon_custom m_flTimeWeaponIdle was calculated incorrectly.
> SV: multi_managers and other antity target call stack growth (prevented normal funcitoning).
> SV: double pushing of entities by RadiusDamage() and subsequent calls to TakeDamage().
> SV: targets were not activated if KillTarget was set to self (some mappers use this, c4a1).
> SV: func_tank's first shot was accumulating while the target was lost, resulting in deadly multiple-bullet shot.
> SV: tripmines now cannot be installed facing sky.
> SV: tripmines did not explode when host surface is destroyed in radius mode.
> SV: acid grenades won't stick to conveyors.
> SV: monster_osprey engine smoke on wrong sides.
> SV: dropped weapons/boxes are now removed by timeout even if they never touched the ground.
> SV: if dropped weapon box is damaged and destroyed, its contents may be returned to its owner (set by server administrator).
> SV: combo counter in statistics now shows real combos, not frags.
> SV: game_team_master is now compatible with old zero-based "teamindex" (0 == TEAM1, 1== TEAM2, etc.).
> SV: game_player_equip now precaches all listed items (fixes "Precache can only be done in spawn functions" error).
> SV: monster_apache/osprey couldn't be unregistered in CoOp because it never called CBaseMonster::Killed() (HL).
> SV: fixed game_team_master logic.
> SV: GetBestPlayer in LMS.
> SV: no GAME_STATE_WAITING in LMS.
> SV: say_forward and say_private commands.
> SV: HL: trigger_hurt firing targets after applying damage resulted in invalid pCaller.
> SV: sudden sword and strike target malfunctions (pev->impulse conflicts).
> SV: CSittingScientist crash when searching for someone to talk to.
> SV: CSittingScientist is no longer pushable (by bullets, explosions).
> SV: bad sound pitch which can crash HL engine is now detected and fixed.
> SV: breakables weren't ignited in some cases.
> SV: func_mortar_field missed key/value data (another valve bug).
> SV: best weapon selection on respawn.
> SV: players get proper score updates when awarded with negative values.
> SV: RadiusDamage(): start inside solid! error for breakables.
> SV: crash when beam start/end entities are destroyed.
> SV: many monster temporary effects changed from MSG_BROADCAST to MSG_PVS where possible.
> SV: trigger_auto changed to default USE_ON and allows only USE_ON or USE_TOGGLE, which fixes many mistakes on maps (like c5a1).
> SV: breakables with "ceiling" material were not igniting by flame.
> SV: beam rifle no longes shoots through breakables made of concrete or metal.
> SV: train "occupied" after save/restore.
> SV: monster gibs were missing sometimes.
> SV: skyname is reset properly on level change so new map won't inherit skybox of a previous map.
> SV: server now sends team info of players who leave the game so clients won't get wrong notifications.
> SV: gluon gun sound is no longer interrupted by flashlight.
> SV: player view height is wrong after using camera (HACK, the cause is unknown).
> SV: beamrifle, grenade launcher and possibly some other weapons sometimes shot through thin walls.
> SV: gluon beam direction was sometimes wrong.
> SV: monster_human_grunt without bodies (test map: magnum).
> SV: train activator was lost during save/restore process, also the HUD train control was missing.
> SV: rewritten obsolete monster_flyer code that caused crashes on some maps.
> SV: player score update was not sent over network if score was added added by game_score entity.
> SV: team info_player_deathmatch in non-team DM were used improperly
> SV: func_tankrocket direction upside down (SQB).
> SV: player climbing ability is restored immediately after thawing (by fire, heat, etc.).
> XBM: executing botmatch.cfg in singleplayer.
> XBM: dev: fake client command now works properly.
> XBM: it is no longer required to restart entire game to switch between single and multiplayer.
> XBM: bots color randomization.
> MDL: fixed hi-res flag model to have proper lightening.
> MDL: fixed many environmental models like rocks to have better texture usage.
> SV->CL WRITE/READ_ANGLE single-byte message no longer invalidates values.
> monster ID not shown in statusbar.
Changed:
> CL: use just "commandmenu" instead of "+commandmenu" command. It is just better, and the input code is less laggy.
> CL: scripts/voicemodel.txt is now obsolete, just use cl_voiceiconoffset cvar.
> CL: EV_ZoomCrosshair no takes only one sprite which combines 4 frames of the crosshair + 2 side frames.
> CL: HEV_WEAPONNAME sentences changed to W_WEAPONNAME to allow lengthy names.
> SV: (map design) trigger_endsection now starts intermission in multiplayer games.
> SV: (map design) env_funnel now uses "model" for setting custom sprite.
> SV: (map design) game_counter now switches between 0 and maximum value if USE_TOGGLE is used and any of those two values supplied.
> SV: (map design) "gag" flag disables monster's idle sounds.
> SV: "say_private" command is now replaced by "sayto" which allows specifying recipient either by index (#3) or by name ("ThePlayer").
> SV: item/weapon respawn time "0" now means "don't respawn".
> SV: there is now separate ar_grenade.
> SV: gman is now a CTalkMonster.
> SV: CHEAT: +USE no longer stops players when walking on ice (func_friction).
> SV: players can no longer be killed by teleporting teammates, this prevents impossible revenge in mode 2.
> SV: disintegrated players don't drop any weapons.
> SV: black hole implosion effect pulls items and destroys them.
> SV: func_tank is now CLASS_MACHINE by default.
> SV: ALL entities now have relationship matrix.
> SV: IsLockedByMaster() now takes pActivator in account in all places (for example, game_team_master).
> SV: mp_noshooting no longer affects automatic (non-controllable) tanks.
> SV: LMS rules now allow zero respawn limit.
> SV: LMS game start conditions: server full and everyone is ready / jointime.
> SV: "setkeyvalue" command now only operates on picked entity (mouse manipulation mode, MMM), use "searchforward" if needed.
> SV: env_message sends messages to all players in CoOp
> SV: game targets like "game_playerspawn" are now fired ONLY when mp_firetargets_player is > 0.
> SV: beam rifle no longer shoots through glass, only gauss does.
> SV: dead monsters can be gibbed by bullets too.
> Capture objects/flags now use texture/body groups numbers equal to team IDs: 0-all, 1-team1, 2-team2, etc.
> weapon_flame reverted back to the simple "gas lighter" mode because of countless HL limitations and invalid player angles transmission to clients.
> Saytext does not have to start with '2' anymore!
> Changed status bar format: now it is printed as it is in titles.txt.
> Moved all CBasePlayerWeapon code to game_shared to be used by both server and client DLLs.
> Moved lastinv and _sw commands from server to client side. Improves control response.
Removed:
> CL: removed v_idlescale (slow screen movement) because it caused too much traffic sent to server.
> SV: commands: setkvbyindex, mycoordshow
> Maps: DM_Cliff, DM_Columns, DOM_Forest.
> p/v_satchel_radio.mdl is no longer used by weapon_satchel, but left there for compatibility.
> AmmoPickup sv->cl message, client now tracks ammo changes in inventory.
> WeapPickup sv->cl message, client now tracks addition of weapons via weapon_data_t.
> In-model reload sounds (9mmar, 9mmhandgun) in favor of normal reload sounds hearable by everyone.
Known bugs:
> CL: IN_SCORE bit is now NOT sent to server to prevent some strange packet flood.
> CL: if IN_ATTACK pressed while score panel is active, it continues after the panel is closed.
> CL: non-vp_parallel sprites may be displayed (rotated) incorrectly in client-only mode.
> CL: HL crashes when models/player.mdl has T-model (external textures).
> SV: dropped weapon boxes or weapons that are spawned inside their owners continue to fall through the world.
> SV: crash if gluon/other weapon beams are active during level change.
> SV: turrets.
> SV: client cannot see entities if trigger_camera is in different room (cut off by PVS).
> XBM: Stupid Quake Bug(tm) may still be affecting something.
> HL: headcrab model has animation with ACT_MELEE_ATTACK2, but it has no "bite" event so "melee" attack is disabled in the code.
> HL: level change may hang on some complex singleplayer mods like Hazardous-Course. The cause of this bug is still unknown.
Undone:
> CoOp spawn spots and description files for Half-Life maps.
> Achievements (requires a player profile).


3.0.3.7
Changes/Additions:
------------------
Added:
> Player statistics (wins, fails, etc.) can be saved locally at the end of match (cl_log_stats > 0). Look in XDM/logs/*.txt
> Basic player statistics GUI is available at the end of match.
> Customizable weapon priority!! Use hud_weapon_priority cvar to store weapon IDs in order of preference (most desired go first).
> Ammo types are now defined externally by scripts/ammotypes.txt and sprites/hud_ammo.txt. You can control amounts of ammo players may carry!
> Headshots! (last hitgroup - armshots/legshots are also possible, theoretically).
> HEV suit HUD gets damaged by some types of damage like fire, radiation and shock. Battery restores it.
> Weapon selection menu hides automatically, use hud_weaponselection_time to tune.
> Team selection menu that finally works as players expect it to.
> Normal plasma gun. People really wanted it.
> Ignited objects continue to burn for some time (depends on amount of damage taken).
> Player body drop sounds (both alive and dead).
> New spectator inset mode: free look.
> Entity: func_ammocharge - wall-mounted ammo charger (like health/armor chargers).
> Entity: hud_icon - displays HUD icon.
> SV: monstermaker now allows mapper to override some monster's values like model, class, render fields, etc.
> SV: World global gravity is applied to ALL entities (even gibs and grenades).
> SV: Advanced projectile collisions: almost all projectiles may be shot down with other projectiles. :)
> SV: mp_noweapons - disables all weapons on the map.
> SV: Dynamic shooting accuracy (mp5, glock) in medium/hard skill levels, which depends on player movement.
> SV: In multiplayer, maximum player health can be tuned with sv_playermaxhealth.
> SV: Status text shows your killer's name if you're dead, winner name during intermission and target's name when autoaiming.
> SV: Failsafe console logging of game events (awards, combos, etc.)
> SV: Skill cvar for food (currently soda cans).
> SV: Velocity when hit by bolts.
> SV: squeakbox open animation.
> SV: Limit of how many times players may change their teams (per map/round), if allowed: mp_teamchangemax.
> SV: Map ban list (mapcycle.bad), which is used to skip some maps from any map lists (but does not override direct 'map' commands).
> SV: Unicode (UTF-8) chat support.
> CL: Option to highlight players with team-colored icons above: cl_highlight_players.
> CL: Scoreboard indicators: player pressed ready button (+), player finished level (*).
> CL: Added support for SPR_VP_PARALLEL_UPRIGHT sprites in RenderSystem.
> CL: Advanced HUD StatusIcons support (permanent, hold/fade out).
> CL: Separate cl_announcer_events, cl_announcer_losecombo which allow to selectively disable some announcements (only when cl_announcer_voice is enabled).
> CL: HUD sprites now can use frames! See sprites/hud_frames.txt
> Code: added special SendClientData(MSG_ALL) call upon removal of an entity so client data won't get stuck forever.
> Code: Better validation and exception handling mechanisms.
> Dev: added player start logical types (for CoOp mostly), which indicate map start, finish and junctions.
> Dev: multi_manager now accepts command "SET ". Be careful with that!
> Dev: added 'master' for platforms, trains and many other things.
> Dev: Doors, platforms and trains now use switching textures (+0*,+A*) during movement.
> XBM: bots now select best weapons (dev: potentially using individual preference - TBD).
> XBM: bots can now handle team menus.
> New maps!
> To everyone who complained about XDM was too serious, ROFL sprites! (tune with hud_eventicontime) >:D
Improved:
> HUD sprites (especially ammo), HUD fading and highlight effects (flags, control points, ammo display when changing weapon, current weapon in selector, etc. etc.)
> CTF/DOM special effects.
> Teleporter (trigger_teleport) effects.
> env_warpball effects are now 90% client-side.
> Redone some overviews (minimaps).
> CL: MOTD window now displays: server MOTD, game rules intro, game flags (what's currently allowed), map information (from maps/mapname.txt).
> CL: joystick-related cvars and commands won't be created if HL is started with -nojoy (use to improve performance).
> CL: hud_saytext_lines controls number of chat lines, hud_deathnotice_num controls number of death notice items.
> CL: Flashlight light (test in tunnels).
> CL: crosshair for spectator view is now picked from weapon_unknown.txt
> SV: Adjusted item respawn/pickup sound hearing radius.
> SV: Monster relations: many frend/foe/food relations have been improved; monster code is faster and cleaner. Watch headcrabs eat grenades!
> SV: Improved accuracy of using of game objects (like buttons).
> SV: RadiusDamage() (various explosions) is now emulating shock wave more precisely: players can't take cover behind thin bars, having their bodies only partially exposed.
> SV: weapon render effects are no longer lost when picked and respawned (like on DM_Manticore)
> SV: Maximum number of dominaiton points per map increased to 8!
> SV: Dropped flags no longer stuck in players.
> SV: Spawn spot selection mechanism.
> SV: Bullsquid different attack sounds (it uses deadly spin attack on targets with low health).
> SV: Teamkills do not require special death notice, thus allowing players to see which weapon was used.
> SV: Soundent is no longer an entity (++stability, ++performance)
> Code: VS2010 and MinGW compatibility.
> Code: overall type optimization (for example, there's no point in using signed integers for 0-255 values which fit into a byte).
> Code: TakeDamage() is now universal for monsters and players, which means same health/armor calculations.
> Code: overridden most of Q1/HL hacks (which was, in fact, a lot of work!)
> Code: less magic numbers across the code, more flexibility.
> Code: More stable memory cleanup.
> Code: VGUI themes are now loaded and used properly (except some generic VGUI1 controls).
> Code: GUI/HUD code (faster, cleaner, more flexible).
> Code: Spectator modes, interface, network data, movement code.
> Code: Game Rules logic is now VERY flexible and universal, code is even more stable. :)
> Dev: per-map config files now include (in order of execution): mapname_pre.cfg, mapname_botmatch.cfg, mapname.cfg, mapname_cl.cfg (client-side config).
> Dev: detailed report for bad keys and bad values in entities.
> XBM: bots now select and use weapons in more proper way.
Fixed:
> Objectives minimap icons team colors were sometimes missing.
> Winner notification in CTF/DOM wrong when no frags were taken by anyone.
> CoOp: monstermaked or children monsters could respawnin.
> CoOp: player_loadsaved, env_fade are not activated for everyone anymore.
> CTF/DOM: no winner if multiple teams have the same best score (draw game).
> HUD: rare inability to select special weapons without ammo (like hgun, satchel).
> HUD: code bugs and errors (like flipped width and height of damage sprites). Added support for different sizes of damage/ammo/item icons.
> HUD: chat lines no longer highlighted is local player has no team (all players were treated as teammates).
> CL: Toggling env_rain during its shutdown process could make it behave wrong.
> CL: Music player GUI permanent cursor stealing bug.
> CL: Local player's killer was not detected by scoreboard at the beginning of the game.
> CL: 32nd player (last possible) sometimes wasn't displayed on the scoreboard.
> CL: wrong limits displayed for different game rules.
> CL: Gibs bounce sounds (materials, volume).
> CL: music player pause and volume reset problems (FMOD is buggy, so it's a hack).
> SV: Long jump is now only initiated if player is facing along his current velocity (no run-and-turn cheats).
> SV: Potential endless loop when selecting spawn point for spectator.
> SV: Some sources (with index < 32 and some targets of doors) of a multisource were not registered.
> SV: multi_managers and other entities are once again allowed to activate self (unfortunately, required by some HL maps).
> SV: Player spawn spots on teamplay maps were used incorrectly.
> SV: Items added by game_player_equip could appear in the world.
> SV: If a player died while using camera (controls disabled), he was never able to respawn.
> SV: World objects disappeared is intermission camera moved to location invisible to the original player.
> SV: Crowbar and sword bad aiming due to old bug in FindHullIntersection(). Now it's more precise.
> SV: MP5 fire modes affecting each other, messing up shooting intervals.
> SV: Got rid of most "Cache_UnlinkLRU: NULL link" crashes caused by stupid mappers who use sprites instead of models (in cyclers, etc.).
> SV: Also, fixed crashes when even more stupid mappers use studio models for env_sprite and env_glow!
> SV: monster_gargantua is no longer pushable by bullets and explosions (looked pretty bad).
> SV: Turret and garg glow could stay after the monster was killed or removed.
> SV: Infinite garg stomps that endlessly fly through walls.
> SV: barnacle now eats monsters and random junk properly. Try feeding it some explosives...
> SV: monstermaker could crash the game if not properly configured by the mapper.
> SV: Egon/plasma beams disappeared upon hitting sky. Also, they now should hang less.
> SV: Death view and gib view camera was seeing through walls.
> SV: Map chapter message was dispatched to 1st connected player only (HL).
> SV: hgrunt kick sounds and logic.
> SV: healthkit pick-up not indicated when picked by a player with health = 99.somefraction.
> SV: Direct-usable only buttons now work almost flawlessly.
> SV: SV_StudioSetupBones: sequence 255/3 out of range for model lgrenade.mdl
> SV: Rats (snarks) kills are no longer displayed as monster kills.
> SV: Rare crash on maps containing multisource entities.
> SV: Wrong "Bad rendercolor in entity" warnings.
> SV: Blood shown if players get hit by gas grenade.
> SV: Non-fatal mp_defaultweapon parsing error.
> SV: SaveRestore gEntvarsDescription mistakes.
> XBM: possible stack corruption in bot chat.
> XBM: bots couldn't shoot when selected weapon only had clip with no ammo in inventory.
> XBM: if a bot fails to create (bad model, name, etc.) its slot won't be activated again endlessly.
> XBM: bots follow player on ladders.
> XBM: foreign team bots use exploit and flashlight troubles.
> XBM: bots avoid dangerous projectiles properly (not bolts that stuck in walls).
> XBM: bots no longer check for light level around enemy (which is always invalid in HL).
> Spectator free roaming modes.
> Possible map music interruption.
> Explosion decal placement.
> Some old player models.
> Lots of other bugs that were not documented due to lack of time.
Changed:
> SV, CL: health, FOV and some other data is now sent over DELTA, not separate messages, thus, increasing network performance.
> SV: Replaced obsolete ammo_chemgun with ammo_lightp. Old one is left for compatibility.
> SV: Use of trigger_dom_point in now abandoned in favor of usual trigger_multiple and other activation mechanisms.
> SV: Teleporter fired by displacer will always disintegrate everyone it touches.
> SV: mp_defaultweapon changes work immediately.
> SV: RPG rockets don't follow laser spot if it's "on the sky" when playing on hard skill level.
> SV: It is now required that all players press fire/jump buttons to end intermission. mp_chattime is now maximum intermission time.
> XBM: bots now use ANY usable entity disregarding its classname with a 40% chance.
> XBM: bot can be re-used by player if he was following another bot.
> MAPS: DM_LostCity, CTF_ProjectX2 and some others were updated.
Undone:
> Minimap icon for any entity.
> Client-side flame. Requires transfering trigger_push (at least) to cliet side.
> Configs for all HL singleplayer maps (player start points at least).
Known bugs:
> Dropped weapons are removed a little too often (otherwise game crashes).
> monster_gargantua causes colossal traffic flood and may crash game server.
> Music player still don't work properly in asynchonous mode (loading a new track slows game for a while).
> Best weapon is selected very slowly after spawning.
> Sometimes client-side best team (sorted by score board) differs from server-side (which is the right one), so final winner/loser notifications are true while score board may lie.
> 3D sky is now drawn in the overview window.


3.0.3.6
Changes/Additions:
------------------
Added:
> More gameplay combos!
> Players can push each other if sv_playerpushable is 1.
> Game skill level affects monsters in more ways: health, turn speed and reaction.
> XBM: bots behavior is a little bit more accurate (shooting skills, ability to duck, other).
> XBM: bots will whine about loosing the game. Winner will boast :)
> Spirit of Half-Life compatible entities: multi_switcher, multi_watcher
> Localizable control point names on DOM maps (titles.txt).
> Dev: you can now specify 'teamcolor1'(2,3,4) in 'rendercolor' field of any entity. Useful for decorating team bases.
> Dev: 'checkpoint' for info_player_* which works like 'master' except each player must 'collect' checkpoints. Right now trigger_autosave works as checkpoint.
> Dev: 'master' for trigger_gravity, trigger_multiple, func_ladder
> Dev: sv_generategamecfg 1/0 - generate game.cfg for HL protocol 47+ games (from settings.scr)
> Dev: very convinient on-the-fly map patching and configuration system (ENT, CFG files and entity values)
> Weapon highlighting in the dark (on ground).
Improved:
> multi_manager now has SoHL-compatible flags (loop, once, start) and maximum of 32 targets.
> Map graph generation is now faster and .nrp files are only created when "developer" is set to 2.
Fixed:
> WorldGraph generation errors and crashes (especially in multiplayer).
> Persistent game rules (even when changing from CoOp to CTF).
> Sound-activating triggers now should work.
> Disintegrated monsters didn't fire any conditional triggers.
> SP: returning to previous map made you unable to return back to next map (info_landmark problem).
> Awards for using func_tank* now work properly.
> Valve-made memory leak in client dll (VGUI).
> Grenade mode text is now really taken from titles.txt.
Changed:
> mp_fragsleft replaced with mp_scoreleft.
> Buttons no longer play "pressed" sounds when locked.
Undone:
> Co-op, LMS.
Known bugs:
> Engine overload is still possible on servers with 32 players and lots of weapon boxes.


3.0.3.5 a,b,c
Changes/Additions:
------------------
Added:
> Overdrive mode! DANGEROUS! Do not use!
> CoOperative mode (unstable!): monster DM, level cleaning, level playing (trigger_changelevel).
> Customizable weapon slots!! Use hud_weapon_slots cvar.
> sv_weaponsscale (1.0...2.0) - tunes weapons scale in world (multiplayer only).
> Runtime map patching with .ent files (toggled with sv_loadentfile cvar). Warning! Disable this when running mod under Xash.
> Number of items picked is now displayed.
> Opposing Force CTF compatibility - added corresponding entities. You can now play op4ctf_ maps too.
> human_grunts now have unique damage resistances.
> More FX!!
> Player can use other player or a bot! Players will get notice and bots will change behavior.
> Players can grab weapon boxes!
> Entities now remember activator chain! E.g. when player activates trigger_hurt, laser, train, etc with a button, he will receive score when someone gets killed with those.
> Players personal colours (topcolor) are now used by score board and spawn effects (hud_useplayercolor)
> New models.
> Damage direction display size can be changed (hud_dmgdisplay_scale).
> Crashproof: weaponboxes are now limited in world in multiplayer.
> Libraries for different CPU architectures, define directly in liblist.gam or in dlls/XBM.arc if using XBM.
> Chat highlight (color and sound) for teammates and by player name (hud_saytext_hlight).
> Monsters respawn control in multiplayer (mp_monstersrespawn, mp_monsrespawntime).
> "Killed by door" and "Killed by env_laser" icons (if there is a func_tank_laser on the map).
> Customizable team colors (mp_teamcolor1-4).
> Train frags! You need to control the train to receive score.
> mp_laddershooting - decides if players can shoot while clibming ladders.
> mp_respawntime - players cannot respawn for this period, works along with mp_forcerespawn and mp_forcerespawntime.
> Player view motion amplitude increased. Game became harder!
> Automatic back-up script (backup.bat) to help saving your config files.
> Entity disintegration effects (used on satchels, tripmines, grenades, crossbow bolts and other things).
> Atomic Demolition Device (use 'impulse 121' command, also available in Command menu, configurable in standard Controls menu).
> More in-game messages and announcements.
> Fully client-side static architecture (env_static) which does not use network bandwidth (use sv_serverstaticents to disable).
> Cool intermission camera positioning.
> Some new sounds.
> Tournament announcements (time left, winner, etc.), "cl_announcer_voice" cvar.
> (untested) Crashproof: server saves last playing map (and some parameters) to "server_run.cfg", so the game can be resumed after crash.
Improved:
> XBM: bots now use real weapon fire delays from game DLL code (global header).
> Weapon fire effects ported to RenderSystem (even less overflows).
> Train control display.
> Spectator mode.
> Updated FGD file.
> Monstermaker (can spawn even if there are non-solid entities nearby), cockroaches (better and faster code).
> Game rules: better initialization, stability.
> Monster code, more code reusage. A little bit faster.
> Physics: no more safe landing on ladders and shallow water areas, better sounds and effects.
> XBM: bots now behave more "conscious", notably when following player.
> weapon_plasma effects and sounds.
> Gravity and radioactive grenades tuned.
> kRenderFxFullBright now works as it should.
> Network code: reduced number of separate weapon update packets.
> Optimized some models.
> XBM: bots no longer drown hopelessly.
> XBM: bot code improved, bots now strafe to avoid attackers.
> Bullets and explosions physics.
> Music player made much more usable.
> Render system code major improvements.
> Radioactive grenades work on all players, damage goes through walls.
> Localizable and more compact status bar.
> More code optimization!
> Weapon balance, especially grenades. Now all types are really usable.
> Item respawn effects.
> Weapon boxes disappear when touch sky (they can't be picked up anyway), thus improving game stability.
> Player screen shakes more from beam/bullet damage in appropriate directions.
> More detail textures used.
> In-game messages corrected.
> Steam-aware game user interface.
> Tweaked sentences.txt and titles.txt
> Player award system (internal logic).
> Game rules code.
> XBM: updated code to HPB 4.0
Fixed:
> Disappearing trees on some maps.
> Bullet hit sparks and decals.
> Shaking crossbow crosshair when fully zoomed in.
> Crosshair and ammo display turn off when last weapon is dropped.
> Gluon/plasma beams no longer disappear when player walks into another room.
> No more jumping/moving while camera view is active (trigger_camera).
> XBM: bots used by a disconnecting player stuck being unusable.
> Trains now stop properly when intermission begins.
> Human grunts respawned with no gun in hands.
> momentary_door movement and sounds (check at c2a1b) (long awaited valve fix!).
> HEV suit now really speaks when you pick up a new weapon.
> DMG_IGNITE fire and smoke effects are no longer shown under water.
> Crash: track changes while the music player window is opened.
> Scoreboard code.
> Flag dropping.
> Shotgun ammo pickup failures.
> Some detail textures.
> mp_laddershooting prevented players from using func_tanks (since 3035 TESTING).
> NEW_DLL_FUNCTIONS API reverted back to be compatible with HL1110 (since 3035 BETA).
> Dead barnacle cannot be destroyed with crowbar.
> XBM: bots look properly at player they following and also crouch along.
> XBM: no more using of non-teammates (anticheating).
> item_airtank did not respawn in multiplayer.
> Bug with non-detonating l_grenades.
> Barnacles die and fall properly.
> XBM: bot_create default parameters (no options except name and model specified) were never used.
> func_tanklaser beam will no longer stay active when player is killed while using it.
> Some HUD sprites.
> Human grunts will attack player's rats.. er.. snarks.
> Death notice/double kill award text length.
> func_pushables (crates, barrels, etc.) were not affected by gravity grenades.
> Some maps fixed and updated (DM_Garden1/2, DOM_Forest, DOM_SnowFields).
> Camera movement parameters did not restore after first intermission.
> Persistent gauss spinning sound.
> XBM DLL APIs.
> HLDS hangings.
> Some gameplay issues.
> Flag dropping bug.
> HEV fire damage notification
Changed:
> Completely rewritten weapon code. Fewer entities in the world at one time, less recreation, less traffic, less traces and collisions, more flexibility for future use.
> Game rules: more strict distinction between game types: you can't win by frags in score-dependant game.
> How many grunts osprey carries now depends only on skill level.
> Players can use objects and switch flashlight without waiting (during reload, etc.)
> Wall-mounted chargers will "respawn" not after being depleted but after last use.
> Server-side cvars renamed to match their purpose, added prefixes (sv,mp): e.g. allows_pectators -> mp_allowspectators
> Players now drop ONLY weapons physically picked up in the world, but not those added by game rules or cheats.
> More accurate freeze time.
> Player view height.
> Grenade type text now loading from titles.txt (localizable)
Undone:
> Co-operative mode still incomplete (sources are available - you are welcome to write it!)
> Same with LMS.
Known bugs:
> Grenade in-hand models shows wrong (fixable, but takes lots of time)
> Camera may show space behind walls when viewing from a gib.
> Flamethrower still generates tons of traffic and I cannot think up a way to make good and reliable fire.
> Gibs are totally random, no distinction between body parts.
> Entity-attached effects like dynamic lights and particles may loose their target and appear at random places in game.


3.0.3.4
Changes/Additions:
------------------
Added:
> mp_endgamedamage - can players be hurt after the match has ended? (allowing this MAY change score results after the end of game!)
> mp_teambalance, mp_teamchange, mp_teamchangekill vars for better game control.
> Players carrying flammable ammo will explode if gibbed! >:D (mp_playerexplode)
> Ability to create universal (any team) capture zones for CTF! (set 'team' to 0)
> Server event logging (DOM, CTF)
> Turrets and tanks new fire modes (bullet types: light, flame, plasma)
Improved:
> Tele.. er... gravity grenades.
> UI graphics.
> Player death animations.
> Anti-cheating: players are not allowed to change team colors on model in teamplay.
> Dropped flags now can take damage and be destroyed by world objects.
> Network code slightly modified (rain effect).
> Improved some beam/bullet effects.
> More realistic werapon_357 screen shake effects (also depends on fire mode).
> Significantly reduced CPU usage.
> Flashlight state gets saved and restored properly.
> Weapon code slightly rewritten.
> Satchel charges now use reliable control mechanism and display activated charges count.
> Telegrenades affect satchels and tripmines too.
> Total ass-kicking client-side code optimization!
> Added a mechanism that (hopefully) will decrease "no free edicts" crashes in multiplayer games.
Fixed:
> Hands colors - models (v_ textures) and some more network code.
> Players were unable to capture flags after picking up dropped flags in CTF.
> Monsters gib count was not saved.
> CountPlayers() always returned maxplayers.
> Incorrect death notices.
Changed:
> Distribution license (received some complains)
> Some more code moved to client side.
> Removed a bunch of cheats.
> Poison grenades behavior: larger radius in open air, but lasts longer under water


3.0.3.3
Changes/Additions:
------------------
Fixed:
> Scoreboard.
> Spectator mode and team selection.
> Crash when using gauss in a network game.
> Connected player didn't get domination points info. (net spec upd!)
> Teleporter grenade code - now it really sucks!
> Map config command 'setkvbytn' finally works 100% properly!
> Weapon-related crash.
> Beamrifle trail disappearing too fast.
> Invisible acid balls in HL1111+.
> IntChangeSignal potential crash.
> Crash when changing level with active flamethrower.
Improved:
> Game balance.
Changed:
> Hornets do not track teammates in multiplayer.


3.0.3.2
Changes/Additions:
------------------
Fixed:
> DOM_SkyTown1 overview image.
> Sensor mines can no longer be triggered through glass.
> Beam rifle view model.
> DOM_Forest "South" point name.
> Entities spawned using map config file have wrong classnames and unable to respawn.
> map_globalfog created unlimited number of env_fog entities.
Added:
> Teleporting players may clean their way by killing things near destination point (mp_telegib).
> InstaGib mode (mp_instagib).
> Minimap (flashlight works incorrectly when enabled).
> New sequence events: 5012, 5022, 5032 - same as 5002 but on attachments 1,2 and 3.
> Domination points names under HUD icons.
Improved:
> Spectator mode.


3.0.3.1
Changes/Additions:
------------------
Fixed:
> Minor displacer ball code fixes.
> Acid balls don't detonate when touched by owner.
> Render systems brightness and last frame flickering in software mode.
> GetAutoaimVector() with no active item crash.
> Charging weapons (like gauss) now cannot be interrupted.
> Light projectile flat sprite orientation.
> Airstrike targets cannot be disabled by tele grenades.
> func_tank*s do not bring any score.
> Crossbow first time zoom.
> Weapon box collision/pick up code.
> Death notice logic.
> sv_lognotice can be changed during a multiplayer game.
> Save/load crash on maps with sound entities.
> Dedicated server startup crash.
> Weird weapon crash.
> Satchel size.
> env_sky now works properly.
> Client-side text buffer overflow (crash when loading maps with large .txt files)
> Server hangs when loading map without any info_player_deathmatch entities.
> Explosion damage TOO small.
> Image TGA compression for Steam HL.
Added:
> Beam rifle effective against displacer balls.
> mp_wpnboxbrk cvar. Weapon boxes can now be destroyed (prevents overflow sometimes). Box hit points: 200.
> Triggers can be activated by sound (flag 64, see docs for details)
> CTF/DOM objects now showing in overview window.
> New weapon - Beam rifle! Very powerful, but slow. Creates a beam that causes an energy explosion. Ignores armor.
> Score display in CTF.
> Music player user interface!
> mp_teamplay cvar. Enables teamplay in DM_ maps by default when autodetecting game gules.
> bgm_playcustomlist and bgm_defplaylist cvars.
> Timer to the scoreboard.
Improved:
> Steam UI (not tested).
> Major code cleanup.
> Elevators/plats looping sounds.
> Gauss beam goes through the glass.
> Developer/cheat commands in multiplayer game are now more secure.
> Map config files execution system.
> Render System (tm) code optimized and fasterized.
> Shotgun reload code.
> Minor code cleanup.
> Better icons in DLLs. =)
Removed:
> Inventory window (unfinished).
Under construction:
> Last Man Standing and Assault game rules.
> Spectator modes.
Known bugs:
> Dynamic lights do not follow entities in software mode.
> Spectator mode is still experimental. Should be disabled on game servers.
> Special effects in software mode.
> Old particles problem.
> Unknown "Illegible server message - svc_bad" error.


3.0.3.0
Changes/Additions:
------------------
Global:
> Particle System code revisited.
> Weapon/ammo storage code rewritten. Faster, much more stable.
> Skill system redone.
> Resource handling slightly improved.
> Updated compiler (this fixes strange crash).
Fixed:
> "unable to load map description file" error.
> Player hit boxes detection.
> Transparency bug in multi-layer map overviews (draw order).
> Problem with more than 2 teams.
> Monsters invincibility.
> Crash when loading saved games.
> Material sound system.
> Invalid HUD in teamplay.
> Gauss holster problem.
> Rain effect performance issue.
> Improper rocket aiming (func_tank, c2a5b).
> Displacer autoaim bug.
> Spectator problems in teamplay.
> Colormap is now being set properly according to the player's team.
Added:
> New sounds.
> Nice shockwave effects.
> 3rd person death camera (UT-style). (cl_death_view)
> invup and invdown commands that are very useful for +MWHEELUP/DOWN input.
> mp_specteammates - spectators can only follow teir teammates.
> Third person view restriction in multiplayer.
> Automatic game type switching (by map prefix).
Improved:
> New damage adjustment algorithm. Faster and better.
> Test maps updated.
> Tuned overview look.
> Gauss fx code moved to client-side really nicely. That was really difficult!
> RPG laser spot brightness depends on distance.
> RadiusDamage(): radiation and beam damage ignores glass and living things.
> All view- and most player models redone for teamplay. What a hard work!
> monster_gargantua lagless stomp effect (uses particle system).
> monster_barnacle fall code.
> Client-side (lagless) progressive zooming!
> Maximum number of materials increased to 800.
> Crowbar code.
> Game type-related user interface.
> Tournament-style messages moved to client-side. Strings are now localizable.
> Score board and client teamplay-related code rewritten. Faster, nicer.
> Chooseteam command moved to client side.
Changed:
> "mp_addweapon" to "mp_defaultweapon" like in HL2.
> All *menu.txt scripts moved to scripts/ folder.
> Weapon slots.
> New interface.
> C4 charges explode immediately (again).
> Custom 'mapcyclefile' is now allowed only in deathmatch game type.
Removed:
> Most w_ models. Memory usage reduced.
Under construction:
> weapon_beamrifle, weapon_plasmarifle (like in Doom 3). They'll be done as soon as I'll find/make models.
> Last Man Standing and Assault game rules.
> Sword swing style.
> Music player UI.
Known bugs:
> XDM hangs when loading several maps.
> Particle smoke trail disappears when projectile gets inside sky or water.


3.0.2.3
Changes/Additions:
------------------
Fixed:
> Weird network error.
> Bots shooting teammates.
> Large memory leak and crash caused by improper MOTD/map info file handling.
> Human gibs dropped by monsters.
> Wrong HUD sprites (ammo).
> End of level in overview mode.
> Crosshair doesn't reset when loading a new map.
Added:
> New maps - CTF_InfernalVillage2, CTF_ProjectX2, DOM_000, DOM_Forest, DOM_SkyTown1, DOM_SnowFields.
> Separate 'mapcycle.*' file for each game type.
> 'mp_teammines' cvar. Yripmines will not react with teammates if > 0.
> Ability to load dom/ctf in deathmatch/teamplay.
> Dominaton game mode. Map prefix: DOM_. Max. 4 domination points per map.
> Capture The Flag game mode. Map prefix: CTF_.
> Team deathmatch.
> HUD can now use team color (hud_useteamcolor).
> Some new static models.
> A giant water circle appears when monster_apache falls into water.
> Headcrabs eat roaches!
Improved:
> Teamplay code rewritten COMPLETELY.
> Entities outside visible radius (sv_zmax) are not sending any updates to client.
> Render System code cleanup and optimization.
> Render System code now uses rotation matrix.
> Temporary entity code optimized.
> Weapon box code.
> Message-Of-The-Day now includes map information.
> Content control.
> Scoreboard title.
> FX code.
Changed:
> 'mp_tournamentfx' to 'cl_tournamentfx' because it's now individual client option.
Removed:
> 'identify' command and 'mp_allowid' cvar. Obsolete.
> 'mp_autocrosshair' cvar.
> 'rpgr_rgb' cvar because rocket fx code moved to client side.
Under construction:
> Last Man Standing game rules.
> Sword swing style.
> Music player UI.
> Assault.
Known bugs:
> Particle smoke trail disappears when projectile gets inside sky or water.
> Some other...


3.0.2.2
Changes/Additions:
------------------
Global:
> Resources now loading faster.
Added:
> FGD file.
> env_flamespawner custom sprite support.
> A 'music/.xpl' playlist will be automatically loaded in a multiplayer game if 'bgm_playmaplist' cvar is > 0 (CL).
> DM maps: DM_AbandonedPlant, DM_Cliff and DM_Minez by Skaarj + soundtrack + new textures.
> DM map: DM_Garden 2 with weather effects.
> Scoreboard - spectator's target highlighting.
> sv_lognotice cvar (0 by default). Allows server to bypass many UTIL_LogPrintf()'s.
Improved:
> Render system manager reorganized. New fast algorithm.
> DM_Garden map updated to version 1.2.
> func_train start sounds
> Some weapon view models.
> Documentation.
> Minor code optimizations (SV + CL).
> Bot creation method.
> Weapon box code.
> Rain render system - water circles.
Fixed:
> Displacer ball effect.
> Plat/train sound reset on each path_ entity + start sounds.
> Bot skin reset on respawn.
> Players 'flying' to respawn points.
> Some particle effects disappearing.
> Render system crash on level change.
> Missing FX.
> Win2000/XP crash and 'no DLL API' bug.
Under construction:
> Music player GUI.
> Sphere and disk render systems.
Bugs:
> VGUI memory leak (HL)
> Stuck on elevator (HL)


3.0.2.1
Changes/Additions:
------------------
Global:
> Updated UI scripts.
> Client.dll code optimized.
> cl_zsr cvar renamed back to zoom_sensitivity_ratio
> Crossbow bolt speed increased.
> VGUI- and filesystem-related commands moved to client DLL.
Added:
> ui_reloadscheme command to reload current color scheme without restarting.
> Weapon documentation.
Fixed:
> Some network bugs.
> Crossbow zoom and bolt bugs.
> One of "MSVCRT" crashes.
> Invisible strike target.
> Alauncher half-ammo.


3.0.2.0
Changes/Additions:
------------------
Global:
> Multilayer overview support. Up to 6 layers!
> Custom color and font schemes support! (schemes//*.txt) Use cl_scheme "" in console, or cl_scheme "" for default.
> Universal client-side renderer !!!
> env_rain does not spam traffic anymore!
> Chase camera code rewritten.
> Monster corpses float in water.
> Global (worldspawn) key: 'roomtype'.
> New graphic user interface.
> New deathmatch maps included.
> Most FX code moved to client side.
> Anti-cheat system: skill (sk_plr_) CVars now cannot be changed in multiplayer.
> Network code optimization.
> Transparent model textures support (requires system files from 'Day Of Defeat' Mod).
> GUI for Steam version.
> Botmatch in this release.
> Profile system.
> VGUI schemes redone.
> On-the-fly effect switching (for slow computers).
> Code optimization. Reduced CPU usage.
> Breakable objects can break (or explode) when fall.
> Half-Life mp3 soundtracks are no longer included in XDM.
> DOS-style console commands (like 'dir').
> Music Player FMOD API v3.63 (see 'changes').
> Command menu and user interface customization.
> Snow, wood and grass texture type and step sounds (sound/materials.txt).
> Voice communication support.
> You don't need to restart map after changing sv_cheats.
Added:
> weapon_strtarget. Invokes a big airstrike in ANY map that has sky (connects to a satellite).
> 'hideitems' command for overview shots.
> Sensor mines! Tripmine altfire.
> Added new player models and improved some old models.
> env_ststic - very similar to 'cycler' but lagless. Extremely useful in multiplayer.
> env_funnel now allows custom sprite ('noise' key).
> env_fade 'stay out' flag (after 'only one client' flag).
> path_track 'Don't rotate' flag. Right after 'Disable train'.
> Tournament-style multiplayer score counter.
> Detail textures (not tested). Only in steam HL.
> Reversed 'sparks' particle system.
> 'Drips' particle system type.
> Teleportation grenade now reacts with teleporter balls fired by displacer.
> Gauss (Tau Cannon) and Egon (Gluon gun) beam customization.
> Weapon holster animations and personal selection sounds.
> Hands (view model) topcolor and bottomcolor customization
> Material sounds for func_pushable/breakable.
> func_plat start sounds.
> monster_robo_grunt (same as human, but has metal gibs and barnacles dies after eating them).
> Map description ('mapinfo' and 'mapbriefing' console commands).
> Gib effects (lots of sounds and blood).
> Many other effects.
> Single-player maps (xhl#a#,..).
> New commands and CVars (see the end of file).
> New DM_ maps.
> New hi-poly models. New modeling events (see docs/modelevents.txt).
> New textures, models, sprites.
> New weapons:
weapon_sword
weapon_alauncher + ammo_alauncher
weapon_glauncher + ammo_glauncher
weapon_chemgun + ammo_chemgun
weapon_displacer + ammo_gaussclip
weapon_flame + ammo_fueltank
weapon_plasma + ammo_fueltank
Improved:
> All code fasterized ;)
> Optimized weapon models.
> Death notification system.
> Server-client weapon event synchronization.
> FlameThrower code.
> Optimized particle system code (faster, nicer). Network traffic usage reduced.
> Weapons functionality. (New fire modes, etc.).
> Airstrike (mortar) effects.
> Human assassins and grunts AI code and sounds.
> monster_islave AI code. It can now resurect dead friends. Key value: 'medic' < 0 normal, > 0 medic, = 0 random.
> monster_apache death animations and fx, gibs and damage sounds. Now it can explode air.
> monster_turret AI, fx code and sounds.
> monster_alien_controller, garg, nihilanth FX.
> Hornetgun fx code and sounds.
> Bot chat ;)
Changed:
> Flamethrower fire modes: secondary is more distant and eats more ammo.
> Player doesn't loose weapon_satchel detonator to avoid loosing control of previously planted charges.
> Egon PRIMARY fire mode: beam inflicts half direct damage and half radius damage.
> Egon SECONDARY fire mode: beam inflicts only direct damage and eats less ammo.
> Rain effect code completely rewritten. More client-side code, no beams. Nicer, lagless.
> Teamplay. Players can have different models in the same team, but can't change colormap.
> Egon damage infliction method.
> Music player is now on client side and loads fmod.dll dynamically.
> Console background and fonts.
> Crosshair sprites + resolution insensitive zoom crosshair system.
> VGUI interface.
> Identification system code.
Fixed:
> First created bot doesn't shoot at anybody except player.
> Gauss self-headshot.
> Spectator can now see the whole chat, but can talk only to spectators.
> Constant fog effect follows you on level change.
> Secondary ammo display in weapon selection slots
> env_sound, trigger_sound and global 'roomtype' conflict.
> env_sky bug in 3rd person view.
> Looping weapon animations.
> Zoom crosshair is now drawing before other HUD elements.
> func_breakable material and damage types.
> Weapon NULL pointer crash.
> Crossbow zoom bug when lag compensation is enabled.
> Ladder bug.
> Multiplayer CRASH when standing on someone's head.
> Displacer ball dynamic light.
> Particles rotating when the game is paused.
> Particle system CRASH!
> Some singleplayer maps (entities).
> Players freeze in barnacle and cannot respawn.
> Hud sprites.
> monster_barney and monster_hgrunt weapon sounds.
> Crash when you shoot at wall inside func_breakable with gauss.
> Some old buggy models, sprites, sounds.
> Other minor bugs.
Bugs:
> Zoom crosshair doesn't work with software renderer.
> Music events.
> Bot AI.
> Undiscovered bugs, of course!
Removed:
> Some unused code/resources.
> Autoaim.
> Old bogus and laggy identification system.
> Old test entities.
> Some unused CVars.
Undone:
> VGUI music player.
> Monsters AI still under construction.
> Taunt system (sound/taunts.ini).
> Console and VGUI fonts localization.
> Inventory and music player window.
Botmatch:
> Changed bot creation method.
> Bot chat :)
> AI: 'follow' and 'hold position' commands.
> XHL weapons support.