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Xash3d-FWGS-for-ESHQ

Xash3D FWGS Engine adaptation for ESHQ and ES: Randomaze mods

Xash3D FWGS Engine adaptation

for mods ESHQ and ES: Randomaze

ƒ  RD AAOW FDL; 2.08.2024; 21:30



General information

This engine adaptation was created especially for ESHQ mod and ES: Randomaze mod for Half-Life part 1.

It is based on one of the newest versions of Xash3d FWGS engine (v49/0.20).

 

Main changes:

  1. We have fixed some known bugs (like non-rotating func_rotating; crashes on some events triggered by scientists and bullsquids, etc) for which we had enough mind and time.
  2. We have added the trigger_sound entity that replaces the env_sound. It works as well as trigger_multiple (with hardcoded wait value – one second). We cannot understand why there were no brush entities to set sound effect. Spherical env_sound has very weird and unpredictable behavior, and it is difficult to apply it in cases like long narrow building entrances (f. e., partially opened gates). This situation really needs a brush entity with bidirectional processing.
  3. We have returned the green blood to some monsters. This feature was implemented but wasn’t enabled in client library. Also it has been added to env_blood and monster_generic entities (with an ability to set it up).
  4. Also we have returned human-like gibs and red blood to zombie. We think that zombie is more like a scientist than a bullsquid.
  5. We have removed the cycler_sprite entity from our maps and added the non-solid flag to the cycler entity. Also our cycler now have the material field (crowbar sound depends on it) and two fields that defines collision box endpoints (like the color setup). cycler and env_sprite entities can also accept body, skin and sequence fields. Also cycler now can trigger its target. Finally, our cycler now can be breakable (with the specified explosion and health coefficients).
  6. Our doors (momentary, rotating and simple) have different fields for “Just opened” and “Just closed” sounds. Also we’ve fixed some bugs (basically, around the starts open flag) and expanded the list of sounds. Finally, our doors will not play locked sounds when they’re opened.
  7. Our turrets, sentries and apaches can trigger something on their deaths. Also player cannot stuck in them anymore.
  8. Breakables can spawn crowbars (why it wasn’t so?), gauss gun clips, axes, headcrabs and some other useful things.
  9. Our ambient_generic (and all entities that can sound) has more accurate sound radius.
  10. We’ve added the item_key entity in addition to item_security to simplify doors triggering. It can look like a card or like a bunch of keys.
  11. We’ve added the game_player_set_health entity that sets absolute value of health and armor. It is applicable when you need to create an effect of immediate but controllable damage.
  12. Our func_illusionary triggers its textures when get call (as well as func_wall or func_button).
  13. Our grunts, Barneys, scientists and zombies got “burned” state. Now it is possible to add burned corpses to the map. Also zombie got “dead” animation.
  14. Our gman has killable flag and two skins.
  15. Our monster_rat can run and can be smashed (as well as monster_cockroach, but with red blood, of course). Also rats can trigger anything when die.
  16. Our .357 and crossbow got correct reload sounds.
  17. We’ve added don’t reset view angle / speed flag to the trigger_teleport entity. It’s useful in case of map space expanding.
  18. Our weapon_fastswitch mode is now really fast (as it is in HL2). You just need to press slot button again to select the next weapon.
  19. Our game_end entity now works correctly (it ends the game), and player_loadsaved can “kill” player (so you don’t need the trigger_hurt or some other “freezing” method).
  20. Wood, glass and snow textures got their own sounds for player steps.
  21. We have added the trigger_ramdom entity that can randomly trigger targets from a specified list with specified probabilities.
  22. Our item_security and item_antidote are collectable . Their counts can be used to trigger events on maps and activate extra abilities.
  23. Our lasers can be turned off correctly. The older version of an engine turned off a sprite, but didn’t turn off the damage field.
  24. Added support for an achievement script. Our modification generates script with extended player’s abilities according to count of collected item_antidote items.
  25. Added support of origin brush for breakables and pushables when they drop items on break. Now item will be dropped at the center of the origin brush or at the center of entity if this brush is not presented.
  26. Range of sounds for pushables has been expanded. Now they depend on materials. Sound script for pushables has been improved (better behavior fitting).
  27. The scripted_sentence entity now can play single sound (it should be prefixed with !!). Also you can add text message from titles.txt in addition to the sound sentence.
  28. Some speed improvements applied to shotgun, mp5, hornetgun, .357 and other weapons.
  29. Fixed mouse wheel’s behavior and some inconveniences in the keyboard settings interface.
  30. Fixed the gag flag’s behavior: now all scientists with gag will be really silent.
  31. “Credits” section added to the main menu. The map for it can be specified in the game configuration.
  32. Added the locked sequence flag for all monsters. When set, engine will loop the sequence that is specified in monster’s settings before its first damage, death or before the call from the scripted_sequence entity. This feature works without additional scripted_sequence entities.
  33. Behavior of sounds of momentary doors has been reviewed: sounds of moving and stop are working properly now.
  34. Fixed bug with stucking weapons that can be dropped by dead human grunts.
  35. Use only flag for doors will now work as a lock. Triggering these doors by their names will unlock them without opening. If no name specified, the door will be initially unlocked.
  36. Added replacements for entities from HL: blue shift and Afraid of monsters mods.
  37. Barnacles can shoot no gibs on death.
  38. Fixed the too long stuck on automated jumping from the water.
  39. Switching between walk and run now works as well as in HL2 (run requires / key holding by default). Always run flag has been added to Advanced controls menu (it disables this behavior).
  40. Fixed the mapping for additive textures: now they are able to be transparent and semitransparent conveyors.
  41. Breakables now have sounds that depend on their sizes (including the explosion).
  42. HUD now can display extra abilities (superflashlight, invisibility for enemies, damageproof).
  43. Pushables are now reacting on explosions, shooting and hitting by a crowbar (they move from the source of damage).
  44. Implemented the “meat mode”: corpses can now be destroyed by bullets and crowbar in one hit. It requires the line meat_mode "1" in file config.cfg.
  45. Our trains can have parts of their paths where they will not emit the sound of moving. The corresponding flag has been added to path_corner entity.
  46. Our trigger_gravity now can set the coefficient for all objects on the map and save it for the next game loading. All values greater than 80 will be treated this way.
  47. Our adaptation is now able to save the current room type (echo effect) for the next game loading.
  48. Our monstermakers are now able to emit teleportation sounds and show specified sprites when activated.
  49. Our brush entity trigger_fog can smoothly turn on / off the fog effect of the desired color and density.

 

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