Releases: jamespizzurro/arp-contingency-src
Releases · jamespizzurro/arp-contingency-src
v0.1.8e
v 0.1.8e
- Weapon balance tweaked and totally de-hardcoded, now fully defined in skill.cfg (the values in server's skill.cfg determine the game rules).
- Player now carries 2 SMG1 grenades and reloads the grenade launcher if the fired grenade was not the last one.
- Increased antlion gib chance, now shotgun gibs antlions well and even AR2 primary fire can in the rare specific case (if it hits an antlion with 1 hp).
- Added HUD hints to SLAMs and hand grenades.
Known issues
- To start a server visible through Hamachi/Internet the hosting player has to type 'sv_lan 0' and 'map map_name' in the console after starting a server.
See discussion here: https://steamcommunity.com/app/211/discussions/0/522730700940732111/
v0.1.8d
v 0.1.8d
- Fixed an oversight in ghost prop prevention, now it works when the prop-holding gravity gun is taken away at the end of any game phase.
Known issues
- To start a server visible through Hamachi/Internet the hosting player has to type 'sv_lan 0' and 'map map_name' in the console after starting a server.
See discussion here: https://steamcommunity.com/app/211/discussions/0/522730700940732111/
v0.1.8с
v 0.1.8с
- Fixed an oversight in viewrender.cpp
(the changes from 0.1.8b to 0.1.8c were not in binaries)
v0.1.8b
v 0.1.8b
- Headcrabs have joined the zombie wave, looking for some victims to zombify.
v0.1.8
v 0.1.8
Balance improvements in binaries
- Fast headcrab now has 10 hp to die from one AR2 shot or two shots from other automatic weapons. Didn't notice before that in code it had read the classic headcrab health entry from skill.cfg.
- Fast zombie health has been de-hardcoded and brought to skill.cfg.
v0.1.6
v0.1.6
Fixes in binaries
- Poison headcrabs reducing spawnable barricade props' health to 1 hp has been fixed, now poison headcrabs deal fixed 10 damage to spawnable props.
- If the player was carrying a physics prop with a gravity gun at the moment when interim phase ended (so when combat phase started the player was deprived of the grav gun and the prop was dropped), this prop became collision-less with bullets, players and NPCs. This is no longer the case, and props dropped because of game phase change behave correctly.
- Now the player can detonate the SLAM when holding a detonator (i.e. having a satchel in the world) and ready tripmine-mode satchel in hands.
- Prop fading in the distance is now controlled by convar cl_propfade saved to config.cfg (0 to disable - default value, 1 to enable).
- Darkening of the screen at the start of the combat phase has been disabled as it blinded the players in darker areas/maps.
- "PlayerName's Prop" string displayed when aiming at props spawned by other players getting trimmed to first 8 characters of PlayerName has been fixed.
Balance improvements in binaries
- Fast zombie's health is now 40, to get dropped from one .357 Magnum shot.
- Players' weapons damage values now are 5 for SMG1, 8 for 9mm pistol(s) and Alyx's gun, 10 for AR2, 15 for the turret.
- SMG1, 9mm pistol(s) and AR2s deal the same damage when wielded by enemies and players.
- Both players and NPCs take 4x damage from headshots.
v0.1.5
The last version of Contingency, officially released to the public on January 7th, 2012.