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