Half-Life Featureful SDK 2023-11-10
Pre-release
Pre-release
FreeSlave
released this
10 Nov 13:47
·
793 commits
to featureful
since this release
The mod sample is included in the archive, with the test map and assets
The provided FGD has an extended format used by J.A.C.K. and won't work with Valve Hammer Editor!
Changelog
BugFixes
- Fixed Pitworm entity light, laser attack sprite, strafe beam and missing sound precache.
- Fixed barnacle grapple physics to match Opposing Force.
- Fixed
player_weaponstrip
unintentionally removing player's flashlight or NVG. - Fixed
trigger_camera
no longer prevents enabling the control if player dies while using the camera. - Level transition won't be activated if player is dead, to avoid strange situation when player gets transitioned to another level in a dead state (which is possible if
trigger_changelevel
is triggered by something else with a delay). - When
trigger_camera
entity gets removed it automatically releases the player who activated it.
Entities
- Added
Ignore Armor
flag fortrigger_hurt
andtrigger_hurt_remote
- Added
No Camera Punch
flag fortrigger_hurt
andtrigger_hurt_remote
- Added
Alive player only
flag fortrigger_camera
to ensure that the camera won't start if player is dead. It also makes camera release the player's view if player died while camera was activated. - Allow opfor human grunts to have no weapons if weapons are set to "None".
- Opfor medics and torch grunts can be set to throw hand grenades. FGD was changed accordingly.
Client cvars and commands
hud_min_alpha
cvar to control the minimum HUD alpha value.hud_color
is now a client command. The color is now getting saved to the player's configuration.
Server cvars
- Added
items_physics_fix
server cvar in attempt to fix items and ammo sometimes falling through the floor (e.g. if spawned from afunc_breakable
on a shelf). Changing this cvar may have some unwanted side-effects. Read description infeatureful_exec.cfg
Configurable features
monsters_spawned_named_wait_trigger
. When set to false, named monsters spawned from monstermaker won't wait 5 seconds before entering their regular AI loop, unlike they do in Half-Life. Previously the default behavior in this SDK was the same as having this feature set to false, and while it's usually desirable, it might break some existing maps. So now it's set to true by default in order to match original Half-Life behavior.vortigaunt_squad
allows to add a capability to form squads for vortigaunts. In original Half-Life they don't have this capability set.