Half-Life Featureful SDK 2024-11-21
FreeSlave
released this
21 Nov 17:40
·
139 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!
This release also includes the custom FGD provided by the community with assets like entity-specific icons and models that might help the level designer.
Note: zhlt entities are not included in the FGD. You must add zhlt.fgd to your game profile configuration in the map editor.
If you already have a mod in development based on Half-Life Featureful read this article to get the idea how to apply the new SDK version for your project.
Changelog
New visuals and soundscripts
- Added visuals and soundscripts for the Displacer Ball projectile. Now the look and the sounds of the Displacer Ball are configurable.
Changes to entities
- Added
No camera punch
spawnflag forenv_beam
andenv_laser
to disable player's camera "punching" when the beam deals damage to the player (trigger_hurt
andtrigger_hurt_remote
already have the spawnflag with the same name). Thanks paperboy for suggestion. - Added
Start Sprite
parameter forenv_laser
. - The footstep sounds of
monster_human_assassin
now have longer delays between them if assassin is walking. In original Half-Life assassins play footstep sounds with same frequency independent of whether they run or walk.
Bugfixes
- Fixed Pitworm's eye blast soundscript not being precached (thanks @Alex-98X for reporting).
- Fixed
trigger_xen_return
not choosing the rightinfo_earth_target
(thanks @Alex-98X for reporting). - Fixed some mistakes in JSON schemas.
Sample mode changes
- Floater and Flybee monsters are now enabled by default. The skill values for them have been added to the skill.cfg shipped with the sample mod.
Repository changes
- Automated tests for some functions and data structures now run along with the autobuild. The number of tests will grow with each release to cover as much code as possible.