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Releases: jamespizzurro/arp-contingency

v0.1.8e

01 Jun 18:53
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v 0.1.8e

  • Weapon balance tweaked and totally de-hardcoded, now fully defined in skill.cfg (the values in server's skill.cfg determine the game rules).
  • Player now carries 2 SMG1 grenades and reloads the grenade launcher if the fired grenade was not the last one.
  • Increased antlion gib chance, now shotgun gibs antlions well and even AR2 primary fire can in the rare specific case (if it hits an antlion with 1 hp).
  • Added HUD hints to SLAMs and hand grenades.

Known issues

v0.1.8d

16 Apr 19:35
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v 0.1.8d

  • Fixed an oversight in ghost prop prevention, now it works when the prop-holding gravity gun is taken away at the end of any game phase.

Known issues

v0.1.8c

06 Sep 10:13
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v 0.1.8с

  • Default server settings now have zombie wave multiplier 1.5 instead of 1 accounting for spawning headcrabs as well as zombies.
  • Fixes for maps contingency_bunker, contingency_factory, contingency_lockdown, contingency_overpass and contingency_ravine by MyCbEH (Musien) who added headcrab spawn flags and force field hum/buzz.
  • Fixed an oversight in viewrender.cpp (attached distributive was updated on Feb 7, 2023)

v0.1.8b

01 Sep 16:46
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v 0.1.8b

  • Headcrabs have joined the zombie wave, looking for some victims to zombify.

v0.1.8

29 Aug 11:38
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v 0.1.8

Balance improvements

  • Fast headcrab now has 10 hp to die from one AR2 shot or two shots from other automatic weapons. Didn't notice before that in code it had read the classic headcrab health entry from skill.cfg.
  • Fast zombie health has been de-hardcoded and brought to skill.cfg.
  • Some weapons' weights (that affect the wielder's speed) have been adjusted for balance: Alyx's gun is now the most lightweight of primary weapons, AR2 is the heaviest, crossbow is the second heaviest.

v0.1.7

28 Aug 18:43
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v 0.1.7

Map updates

  • contingency_canals improvement by MyCbEH (Musien), head of Snowdrop Escape dev team.

v0.1.6

18 Aug 15:26
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v 0.1.6

Visual improvements

Fixes of game bugs

  • Poison headcrabs reducing spawnable barricade props' health to 1 hp has been fixed, now poison headcrabs deal fixed 10 damage to spawnable props.
  • If the player was carrying a physics prop with a gravity gun at the moment when interim phase ended (so when combat phase started the player was deprived of the grav gun and the prop was dropped), this prop became collision-less with bullets, players and NPCs. This is no longer the case, and props dropped because of game phase change behave correctly.
  • Now the player can detonate the SLAM when holding a detonator (i.e. having a satchel in the world) and ready tripmine-mode satchel in hands.
  • Prop fading in the distance is now controlled by convar cl_propfade saved to config.cfg (0 to disable - default value, 1 to enable).
  • Darkening of the screen at the start of the combat phase has been disabled as it blinded the players in darker areas/maps.
  • "PlayerName's Prop" string displayed when aiming at props spawned by other players getting trimmed to first 8 characters of PlayerName has been fixed.

Balance improvements

  • Players' weapons damage values now are 5 for SMG1, 8 for 9mm pistol(s) and Alyx's gun, 10 for AR2, 15 for the turret, 20 for the stunstick.
  • SMG1, 9mm pistol(s) and AR2s deal the same damage when wielded by enemies and players.
  • Manhacks now have 15 hp as they're really hard to hit because of the server latency.
  • Stalkers now have 20 hp for the reasons they're dystrophic cripples and to compensate for their extremely precise long-range laser attack.
  • Zombies and fast zombies now have 40 hp to get dropped by one Magnum shot.
  • Fast/regular/poison headcrabs now have 10/15/20 hp.
  • Both players and NPCs take 4x damage from headshots.

v0.1.5

15 Aug 13:56
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The last version of Contingency, officially released to the public on January 7th, 2012.