Half-Life Featureful SDK 2025-01-07
FreeSlave
released this
07 Jan 18:20
·
62 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
Bugfixes
- Fixed poison time-based damage effect wearing off on reloading or level transition (original Half-Life bug).
- Fixed wrong spray decal being painted after reloading the save if tempdecal.wad file doesn't exist (original Half-Life bug).
- Fixed crowbar applying breakable glass decals to pushable objects of unbreakable glass material (original Half-Life bug).
- Fixed weapons dropped from some NPCs (e.g. human grunts) ending up in the solid geometry on some occasions (original Half-Life bug).
- The
controller
entvar property is now properly handled again. - Fixed
player_weaponstrip
not precaching its sound (if set).
Door changes
- New feature
doors_blocked_fade_corpses
in featureful_server.cfg - when set to true the monster's corpses will fade away if they block the door movement. - New parameter
Collision with corpses
forfunc_door
andfunc_door_rotating
allows to ignore collision with dead monsters. This will ensure that the dead body won't block the door.
Pushable changes
- New parameter
Collision with corpses
forfunc_pushable
allows to ignore collision with dead monsters. This will ensure that the dead body won't block the pushable. - The parameter
Hull Size
has been removed from fgd, as it didn't work anyway (the feature was never implemented properly in original Half-Life).
scripted_sentence changes
- Now the player must be in the range of the talking monster if
scripted_sentence
hasRequire listener
spawnflag (before this rule was applied only to monsters). - New parameter
Apply search radius
to do the radius check when searching for monster by itstargetname
. - New parameter
Speaker Search Origin
to set a different entity to search the speaker around instead of thescripted_sentence
itself. Listener type
now supports!activator
as a parameter.- New parameter
Allow use during speech
to allow monster start or stop following the player when +use is pressed while the monster is speaking its scripted sentence.
Gonarch (Big Momma) changes
- Added
Forget enemies
spawnflag forinfo_bigmomma
- to make Big Momma forget all its enemies once it reaches the node. - Added
Lay Crabs Policy
parameter forinfo_bigmomma
- to control the giving birth behavior depending on the node progression. - New feature
bigmomma_lastnode_fix
in featureful_server.cfg to fix Big Momma being able to utilize the last node two or more times.
New soundscripts
- Added soundscripts HAssassin.Pain and HAssassin.Die for female assassins pain and death sounds. The soundscripts are empty by default, but they allow to add pain and death sounds to the assassins.