Initial (WIP) schedules for Alien Grunts, HoundEye, Barney, Scientist, Headcrab, and Zombie
Ensure the new Source engine soundDefs actually function
AP9 & Taurus: Tweaked bullet ejection
Make monsters inheritable
Update readme
weapons.def changed to weapons_hunger.def to allow inheriting for They Hunger
Remove zpak001
Decl updates and fixes
Updates for latest Nuclide.
WeaponDef fixes, some WIP
EntityDef attempt at making TH specific monster additions work
ReadMe updated and remove old cfg
All weapons and monsters now use entityDef, removed all custom code. The enhancements are more or less default and can't be switched off now unless you mess with maptweaks.
Player / Footstep sounds now match Source engine standard
Weapon Decls: Now have defines for ACTs, now uses weapon_base, and model_player field entries
Use Half-Life Source and Half-Life 2 names for PropData
NPCs are now using HL:S sound shader names
Giving some push to the weapons, more Source sound support
Fix Battery
Some fixes for the cut entities
More cut entity stubs
Tripmine: This looks better
More updates to cut monsters.
Add back some of the cut monsters, especially with some new community documentation on them
WIP Weapon Defs
Fixes for scientist body types
Map preview images
Waypoints for every official map excluding 2fort and ravelin
Map preview images
Map preview images
Waypoints for 5AM
Rename map previews so they can be recompressed for packaging
Waypoints for all official maps, map previews images
Every official HL map is now waypointed
Waypoints for all official DM maps
Waypoints for all official DM maps
All NPCs are now converted to def, very WIP
NPC updates, added dead variants and some various fixes
NPCs for Opposing Force
- Finish removal of sh_scialert
- Add (early) bot support
Slowly making changeteam work, make sure the MOTD opens when the player first joins
Implement sh_hchorror
Rebase player.qc
- Can now join teams from VGUI
Some comment cleanup
monster_scientist: improve attack visuals, make attack trace against player so they can miss, poison is now curable upon healing
implement sh_chainspark
Chainsaw should now shake player's screen like original
Implement sh_announcescinum and sh_allowteamchange
spawn.qc remove this hack (for scientist hunt and other team mods)
weapon_gauss: Add special effect for overcharge, fix a mistake with overcharge damage, update gauss to use new weapon sound API
weapon_gauss: Secondary fire improvements
Implement sh_announcescideath
Updated README to reflect current state
Temp fix so snark doesn't do this hilarious bug anymore
VGUI: my crummy inital implementation
Make parse data respect the newely implemented scimax cvar
Gamemode constructors
Gamemode Standard Hunting: move this out to gamerules.qc
Gamemodes:
restore +sciscore, the name of sciboard was a mistake
monster_scientist: now respects properly sh_scimax and works with sh_scispeed again, gave him poison attack more true to the original, respects more gamemodes, updated some functions to use newer API calls, thanks to eukara for his help, teaching, and patience with this stuff
Rename sv_realistic back to sh_realistic for compat, and create an alias to sv_gamemode
Added map previews, fix #7
monster_scientist: rebased off latest in FreeHL, should clean up and inherit most of these functions, but this will do for now
Insanity is now fully reimplemented
I'm full of mistakes today it seems
pm_autoJump should be capital to follow standards
Added new movement related cvars, update Building documentation for Fedora (thanks @dhalucario), updated readme with some cool people
Fixed healthkit check, Hide should now be Disappear
func_physbox: Use Disappear API call
WEAPON_MEDKIT: Almost feature complete, lacking poison and just damages once
WEAPON_KNIFE: Implemented backstab
WEAPON_SNIPER: Basic implementation
WEAPON_AUTORIFLE: Specify correct world/player models
WEAPON_RAILGUN: Should use this sound call
WEAPON_AUTORIFLE: Bringing some functions up to modern spec
WEAPON_KNIFE: Basic implementation
Add missing sounds for RPG, Incendiary Cannon, and Tranq
WEAPON_INCENDIARY: Basic functionality and renamed Railgun function to standard
Railgun now fully works, just needs visual fluff. Nailgun now uses modern crosshair approach
Replace some Hide calls with Disappear and we don't need this check in TalkMonster anymore
Add documentation for Arch Linux and remove SVN from the list as it's going bye bye
Moved to https://github.com/fte-team/fteqw/issues/154
Moved to https://github.com/fte-team/fteqw/issues/153
Moved to https://github.com/fte-team/fteqw/issues/152
Moved to https://github.com/fte-team/fteqw/issues/151
Moved to https://github.com/fte-team/fteqw/issues/150
Moved to https://github.com/fte-team/fteqw/issues/149
Moved to https://github.com/fte-team/fteqw/issues/148
Moved to https://github.com/fte-team/fteqw/issues/147
Moved to https://github.com/fte-team/fteqw/issues/146
Moved to https://github.com/fte-team/fteqw/issues/145
Moved to https://github.com/fte-team/fteqw/issues/144
Moved to https://github.com/fte-team/fteqw/issues/143
Merged into https://github.com/fte-team/fteqw/issues/17
Moved to https://github.com/fte-team/fteqw/issues/142
Moved to https://github.com/fte-team/fteqw/issues/141
Moved to https://github.com/fte-team/fteqw/issues/140