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Releases: R4to0/CrackLifeSC5

Version 2.7

02 Apr 09:17
v2.7_r101
53f78b0
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Version 2.6

13 Jul 03:03
v2.6_r93
9d2648f
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  • Move survival function to its own file.
  • Update main and c11_a3 scripts with new survival changes.
  • Add "ammo_glockclip" to the item mapping array, fixes c02_a1 clips near akira elevator giving standard ammo.
  • Directly replacing the remaining default 9mm ammo entities with custom one.

Version 2.5

07 Jul 02:10
v2.5_r89
506ad60
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  • Prevent some maps from running in Survival mode (like the original HLSP).
  • Little less aggressive health math for bosses.
  • Implemented health calculation for Gonarch in cracklife_c15.
  • "sackmusic" is now looped.
  • Added nihilanth crystals to the calculation.
  • Moved some scripts from global include to its own trigger_script entity.

Version 2.1 Hotfix

21 Mar 23:50
v2.1_r85
5ff18ab
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  • Added missing point_checkpoint script include. Fixes survival mode checkpoints not spawning (Thanks Enrory).
  • Removed mp_survival_starton and mp_survival_supported from map cfgs.
  • Added g_SurvivalMode.EnableMapSupport() function to the script mapinit.
  • Removed bundled trigger_suitcheck script and referenced vanilla scripts in place (it was a workaround for include files not working across different game folders).

Version 2

18 Mar 00:23
v2_r84
29f7e8a
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  • Revised weapon scripts, to ensure they match original game behavior.
  • AR grenades is on its own scripted entity to mimic vanilla game, as well as giving 999 grenades instead of 200.
  • Added item mapping to some ammo entites to deal with limited item drop selection from breakable boxes.
  • Added brass eject to MP5 gun.
  • "Pistol" gun now uses same ammunition entity as MP5, fixes issue with low ammo for it.
  • Max player armor is now 300.
  • Survival mode support (disabled by default, can be enabled with voting).
  • Moved item mapping array and weapon register to its own file.
  • Exposed weapon slot and position definitions to weapons/weapons.as script (for servers with buymenu weapon conflicts).
  • Dynamically set nihilanth health based on connected players count. Calc: NewHealth = CurrentNPCHealth x ( Current player count x Server skill level )
  • Moved monster_nihilanth to squadmaker, for support with setting custom health. Also fixed nihilanth sound replacement not working.

Version 1

09 Feb 18:12
bc90967
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First release of this crap, because I'm tired of working on it.

Features:

  • Done from ground up using original mod files, using SC HLSP merged maps as a base.
  • Scripted weapons (not all) as a workaround for client side sounds.
  • Intro logo.
  • Optimized as hell, by removing most of duplicated sound files and linking them (my ears still bleed).