- Added 'Target X' baseclass to func_button. - Added choices into 'classtype' key for monsters. - Added 'notdamagedby' and 'grenadetouch' key to BaseClass Breakable. - Added in weapon options for 'onlydamagedby' and 'notdamagedby' keyvalue in func_breakable. - Removed 'UseSentence' and 'UnUseSentence' keys from BaseClass Monster - Removed spawnflag 8 from monster_apache. - Removed the 'preset' key from speaker entity. - Added spawnflag 2 and 4 to func_tank. - Added 'grenadetouch' key description to BaseClase Breakable (Wonky key but useful for realistic glass.) - Added discription to monstermaker entity. - Added 'zhlt_embedlightmap' and 'zhlt_embedlightmapresolution' to BaseClass 'ZHLT'. - Added monster_terrorist_jungle_xyz to monster_counter_terrorist_repel and monstermaker entities. - Moved 'fleeondanger', 'cower', 'provoke' keys from BaseClass Monster to 'monster_npc' (Checked and these seem to be NPC exclusive). - Fixed the Cycler entity set from showing it's help info in a a keyvalue area. - Fixed BaseClass 'Monster' keyvalues 'Pumped/Wander/etc' choices. On some entities, it removes the ability to see the models in editor for monstermaker - Fixed a lot of format issues to do with sprites and models. - Rewrote the descriptions for the Path Entities. - Rewrote some of the discriptions for BaseClase Worldspawn. - Rewrote trigger_zipline description. - Rewrote discription for 'MaxRange' in entity 'worldspawn'. - Removed 'env_particle', it seems too broken to work at the moment. They were from Ritual Entertainments build of Ubertools, most likely they used a custom ZHLT build tool too. - Removed 'dot_product_weight','spherical_ambient','angle_hotspot','falloff_curvature','angle_penumbra', 'falloff_start_dist' and 'falloff_end_dist'. - Removed unwanted notes from the 1.1.1 HF release. Try it out and see if you can get it to work. - Re-added the 'rescueanim' key to 'monster_hostage'. - Re-added BaseClase Monster keys 'Behavior' and 'Weapons'. - Add flavor text and other specifications (Ammo, damage, math stuff to do with ammo amounts, funny text, uses etc.) to WEAPON ENTITIES, - Added a fully working version of 'func_model_brush' into the FGD. - Added all items to 'item' key on 'player_weaponstrip' for easy access. - Added a custom version of ZHLT.FGD that includes compatibility with its own sprites to show in editor. (Thanks Kenny.NL for the 1-bit Pack of tiles!) - Added iconsprite compatibility for all point entities in the FGD. - Added missing materials 'None' and 'Last Material' to BaseClase 'Breakable'. - Added ':FOG FIX:' to ':DETAILS AND NOTES:' section of FGD. - Added some Comments from one of the LD of Ritual Entertainment, CASTLE, on BaseClase Monster keys 'Behavior' and 'Weapons' and a few - Added item_generic Fog fix to the :DETAILS AND NOTES: section. UPDATE - 1.1.2 'CASTLE was here' Edition - Partially renamed the door/button sounds to a better, non-HL1 description. - Switch monster_npc model to npc_scientest model. - Set 'FX amount' key to a default '255' for convenience. - Fixed 'lightmultiplier' keyvalue discription in 'Worldspawn' - Fixed 'env_sprite' from having 0.0 on the 'scale' key. - Fixed 'language' key in BaseClass 'Monster' to have choices. - Fixed 'monster_generic' from having 2 render FX arrays. - Fixed 'trigger_once' from having 2 'master' keys. - Fixed flags 1 'monsters', 2 'no clients' on 'trigger_teleport'. - Reverted extended JACK FGD feature 'flags (Light)'. - Added zhlt_copylight to ZHLT baseclass. - Added Lever sounds to 'func_button'. - Added flavor text and other specifications (Ammo, uses etc.) to WEAPON ENTITIES, ITEM ENTITIES and AMMO ENTITIES. So, please have fun making some CS single player maps! Oh, and check back often, there might be an update or two waiting for you! //UPDATE - 1.1.3 'The little things' Hotfix If you have any issues or suggestions, please don't hesitate to write it in the comments! Hello everyone! I've been working on this for far too long. !NOTE!> This is for CS: Condition Zero Deleted Scenes.
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