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Desert Crisis v1.5 [Client/Server Update]

This is the client and server v1.5 patch for this new...

  • Category First Person
  • Size 65.8 MB
  • Program by Desert Crisis Team

Desert Crisis v1.5 [Client/Server Update]

This is the client and server v1.5 patch for this new modification for Half-Life. Both server and client need this patch and see additional information for installation instructions and what's new.

NEW FEATURES

All New USA player models

brand new hud and color scheme

new css w/ item descriptions

brand new "QuickCSS", a simpiler group of selection menus to be used during the round to quickly change weapons

new maps dc_sandtorn and dc_alienrelic

updated maps with new features

new arm models and skins

new flamethrower model, effects, and animations

new katana model and animations

Improved ingame music

3d objective location sprites to help learns maps faster, +info to show the sprites

SMAW, a single shot rocket launcher

USP Match 9mm single + akimbo

Raging-bull revolver single + akimbo

Laser assault rifle

bullet whizzing effects

new beam sprites

new head accessories

facial hair color selection

Ingame secrets/map easter eggs can now be disabled server-side (sv_secrets), mappers control this with master_secret

new snow, sand, and dirt impact effects

greatly optimized master string and objective string parsing (less CPU usage on servers)

select chosen primary/secondary/melee/equipment command, bind a key to "melee" or "primary", etc

Location is now shown on team say text

Server-side weapon restrictions (add a restrict.cfg)

katana and sledge are now throwable

new anti-grav and shield toggle sounds

anti-grav impact sounds and effects

added generic draw and weapon mode change sounds

scoreboard watermark and timer

new timer and health counter flashing effect

spawn invulnerability icon

a 256x256 win graphic for each team + music

fade to black on death

1, 2 & 5 minute warning flash on timer

alarms now print a triggered message when tripped w/ the location of the alarm included

cl_brasstime and cl_cliptime to control how long brass and clips stay around

cl_brassfadespeed and cl_clipfadespeed to control if/how fast they fade after their life has expired

new flamethrower physics

"/" say commands, allowing client commands to be called from the message prompt instead of the console

muting someone on the scoreboard will now mute both that players saytext and voice comm

new crosshairs (12)

walljumping off another player causes damage

NEW SERVER OPTIONS

server logs in newer Half-Life Standard Log Format

server commands "end_round" and "map_restart" commands that can be called from the server or rcon

server command "forceteam" to directly set the team of a certain player

server command "swap_teams" to swap the players on each team

server command "shuffle_teams" to even shuffle all active players between the two teams

server commands "stfu" and "unstfu" to globally silence spammy players say text

server command "nextmap" to automatically enter intermission and load the next map in the mapcycle

server commands "cancelvote" & "passvote" to cancel/pass any vote in progress

spam prevention system to protect against saytext and nick changing spam (mp_maxspam, mp_sayspam, mp_nickspam)

cvar to enable/disable nick change notifications (mp_nicknotify)

VOTING, use the command "callvote" followed by a valid vote command.

Vote commands are: map_restart, nextmap, swap_teams, shuffle_teams, map

, kick

|

, stfu | unstfu

, sv_gravity

voting can be enabled/disabled with mp_allowvote (0/1)

Admins can lock out certain votes

team switching/joining messages are now global

new cvar to cause notifications every X seconds of unbalanced teams (mp_notifyunbalanced)

new cvar to set the minimum amount of time before changing teams (mp_minwitchtime)

new cvar to control whether a player can join a team that already has the larger number of players (mp_forcebalance)

new cvar to allow servers to disable free floating spectators (mp_freespectator 0/1)

cvar to set a limited number of lives on any map (mp_lives)

UPDATED MAP ENTITIES

easier for mappers to implement ctf maps (see example maps)

a new map specific group spawning option to cause all dead players on a team to spawn at once

Dynamic map based weapon restrictions (certain weapons can be turned on/off while the game is going with map entities)

a new "activator" flag on ambient_generics to cause a certain entity to emit a sound from a specified channel (voice, body, etc)

new flag on target_team_score to award points to the activators team

info_player_start_prox, a proximity based spawnpoint (similar to func_player_start)

Win round by most points map option

Reset player scores at round map option

optimized zone_nodamage, it's much cheaper to have several of them now.

invulerability icon will show when standing in a zone_nodamage

info_multiple hold times

multi_manager loop flag

info_status can now add score and use info_objective style messages

timer_add to add/subtract time directly from a timer

prevent mid-round team join map option

new master_round_active entity to more easily allow entities to be disabled during intermission and round start

env_fog for adding fog to maps

rocket and flame sentries

new expression operators (>,<,>=,<=,==,!=,+,-,/,*)

master string constants (num_players, etc)

new "trigger_speed" entity to slow/speed-up players walk speeds in defined areas

new "master_round_active" and "master_round_start" entities

master_living to apply different entities to only living or dead players

the objective system now provides much better error messages for mappers if something is setup incorrectly

BUG FIXES

fixed the initial unable to join team bug

fixed client overflow on changing maps

corpses now work again, they are controlled with the sv_corpsetime cvar, and sink into the ground ala q3

cvar cl_corpses to disable drawing corpses client-side

players can no longer capture certain points through walls

mp_forcerespawn is now obeyed

+use no longer causes you to come to a stop instantly, you decelerate normally now, but still walk more slowly

water movement physics are fixed

fixed a model change exploit

fixed certain weapons that could be used while capping

flamethrower no longer fires underwater

knives are no longer lost when you damage something

info_status now works properly

dead players no longer count as being inside a trigger_hold

fixed draw/holster flicker when running a listenserver

XOR in objective and master strings is fixed

fixed smoke for burning players

alarms are only triggered by enemy players

flares properly set other players on fire

Death messages for flamethrower fixed

only the scoreboard is shown during intermission

fixed the ordering of elements draw on the hud

random selection in CSS now works properly

no more "bobbing" while capping

tempents reset with round

wootastic can no longer use new pistols until they have an akimbo set

timer on kinetica fixed

fixed certain holstering exploits

fixed weapon deploy animation/sound on respawn

cleaned up weapon switch order when dropping/losing weapons

fixed func_tank

fixed triple thrown tknife death message

players no longer pick up empty weapons

fixed the continuation of a 3-round burst after respawn

eliminated all double prediction bugs on listenservers

BALANCE TWEAKS

lowered default spas ammo to 24

increased accuracy on single desert eagle

Removed extra ammo from the regen perk

Removed weapon restrictions from the stealth and sharp-shooter perk

Reduced overall headshot damage

Changed armor speed penalties

fixed spas/1100/mp5k/chaingun headshot bug

adjusted weapon damages

grenades do half damage if held while exploding

increased the power of anti-grav

improved how flamethrower deals damage

laser pistol charge can no longer be held indefinitely

having extra adrenaline no longer causes the player to gain adrenaline back slower

one must wait a short time after firing the emsniper, plasma cannon, or 1100 before he can holster

decreased shield hitpoints

regen now only restores 70% of hitpoints lost

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