Tour of Duty v1.1

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04:25 December 19th, 2002 - 1,725 Views
Version 1.1 of this Half-Life Vietnam modification has been released some minutes ago. Check full article for complete list of changes. Gamer's Hell Local Download:
  • Download Tour of Duty v1.1 (101 MB)
  • Version 1.1 changes Auto team balancing. The CVAR mp_teambalance controls this. The default is 0 which is team balancing off. Anything > 0 means that the teams cannot be any more than that number apart. Added prone Prone regains stamina faster than crouching Prone has greater accuracy and less recoil than crouching or standing. Added limping animations when hit in the legs. Cannot fire weapons when prone and moving. Fixed bug where flag indicator got removed for a bit on control map round resets. Removed several unnecessary network communications from player spawns and from control point gameplay. Fixed some potential client memory issues, including one that was a Halflife bug (not sure if it exists in shipping versions of Halflife) Ladders now play noises (something got messed up merging in Spirit of Halflife code with ours) Players spawn only once per round, not several times while picking menus, etc. Umm.. not per round. You'd have to be sluggo or Commando to know what I mean Teamplay is combinable in many ways, CTF and bombing work on any kind of map, you could combine CTF and CP and Bombing, having either CTF or the bomb win the round on cp_maps (you can't really combine cp_ and the other styles as easily). Expect many mapping tutorials explaining this in the future. Fixed a possible heap memory corruption error in Valve's code, and one in mine. Fixed a weird array declaration that may cause memory problems (or not, depends on how the engine implements fog internally). Scoring is now different. Each team's score is just how many rounds they've won. Don't know if I like to '0' in the deaths spot, for the team or not yet. I didn't like it being total frags, because then the team got rewarded for just kills, not objectives (kinda). We may change this. Fixed Jitters on first spawn and round winning events (still jitters if you hold the movement keys on round end). Explicitly reset state on the client for the game related HUD items. Eliminated a lot of the problems joining servers because of the above two items. Fixed the hidden 0 class bug. Revamped changing teams, it doesn't kill you, it just works like changing classes. Recoded the reenforcments respawn to be a true timer for each team, so your team spawns in waves, not just a 10 second delay for each player. If you died after throwing a grenade and it killed someone, it sometimes counted as a suicide for the person that was hit. This has been fixed. Added re enforcement spawn points that mappers can use to allow a team to spawn closer to the action after a round has started. Medics cannot fully heal players and the more damaged a player is or the more they have been healed previously in this round, the less they can be healed. Medics can only heal players now and cannot heal monsters. Medics can now heal themselves by using the second mouse button, but they do not get points for healing themselves. Name changes to not get printed out to the screen when the player who changes their name is dead. This will hopefully prevent some cheating. Increased the firing speed of the pistols Tripmines now arm themselves more consistently. Players do not get stuck on the tripmines when they are placing them. Officers can mark targets for all other players using the binos. When they do, an arrow will appear above the target for that team and a compass will appear in the HUD that points the direction to the target and a bugle call will play to attract players' attention to it. Fixed developer mode errors for unused skillvars. When you change mags, you put on a new full mag now and the ammo that was left in a partly full mag that you take off is not added back into your total ammo. At the moment, that ammo is lost although at some point in the future we may change it so that partial mags are kept, then when you run out of full mags you start swapping the partial mags back in. Grenades now get thrown immediately. You can no longer cook them. We may add in the option to cook grenades later using the secondary mouse button, but they will work realistically and blow up after 3 seconds if you don't throw them or try to switch weapons. Added 2 positions to each HUD weapon slot to make room for the new weapons, re arranged some weapons in the HUD to make the bayonets and pistols easier to select quickly. Damage bits were being set when a player got hit by friendly fire. This caused limp animations to play even though FF was not on and extra damage areas to appear in the HUD next time the player took real damage. Added a button to the team menu to allow you to go into spectator mode. Fixed bug where you could spam with the vox commands and cause players to overflow. Replaced all voice commands for USMC and NVA. Most NVA voices are in Vietnamese. Added 3 new voice commands. Moved the has flag sprite up above the bombzone sprite now since they can now conflict when combining gameplay styles. Added Tour of Duty graphic to InstallShield Dialogs Updated Installshield project so that it properly detects CounterStrike retail and properly sets up desktop and start menu icons for it. Updated Intallshield to show this readme file after installing or patching. Medics now see a small red cross above the heads of their team members who call for a medic. The cross will disappear after 30 seconds. Added DMC style view roll when the player strafes. Players can change this by changing the cvars cl_rollangle and cl_rollspeed. The defaults for these are 0.65 and 300 respectively. Added support for regular crouch & prone and for prone & crouch toggle keys. Players can now use whichever they prefer. Fixed the red cross sprite, it now displays in color. RPD no longer switches to another weapon when empty. M 60 can no longer be reloaded when the belt is full. Yet another attempt at fixing the buggy M 60 reload animation. This time I am delaying the next idle animation to be sure the server is done it's reload because the idle may have been resetting the pev >body to the empty ammo state. You can no longer get through the anti spawn camp areas on both sides in village and camp out in the spawn area. Merge in HL SDK 2.3. This allows several new spectator modes, try pressing duck when you are a spectator. Added overview support. Fixed flag hud indicator does not disappear when the map changes. Implemented the new sv_alltalk cvar from HL. Fixed round based games, there is no more 'mini round'. What happens instead is that players all spawn and join teams. Every 15 seconds, the game checks to see if the other team has players yet. Once both teams have players, then the round restarts normally. Added a sprite to indicate if you are standing, crouched or prone. Fixed the sometimes not respawning bugs (wasn't related to kill just team change and death with funky states). Added prone getting up / going down sounds (kinda weird in some spots). Completely rewrote the scoring system. Players and team scores are seperate (fixes the problem with a player disconnecting taking the team score down). Added an activated by flag to many entities so that they can only be used by one team or the other, or by the winning/losing team. It now also prints out a message when someone who cannot activate it tries. Repositioned the ejecting shells to the proper location on all the weapons. All server side client print functions now use strings from titles.txt so that they can be internationalized and to reduce network traffic. Change non round end bombs to display a custom string of the text (if the mapper chooses). Revised stamina system to regain slowly 'at rest' i.e. not jumping, regain more while crouched/prone. Changes to bombing. One bomb per target, goes to ONE team member. The bombs respawn on the bombing team's spawn points every few seconds if they are lying in the world (fallen from dead players, or dropped but not claimed). The bomb is droppable using secondary fire now (so if you're an officer or sniper, you can pass it off, because you won't want to plant bombs). Fixed problem with trying to use varargs and titles.txt in ClientPrint. The flag captured messages now specify the correct object that is captured. Increased the grenade damage a bit to prevent grenade jumping. Spectators getting damaged, at least I think I got that one. Changing teams does kill you again. Added an NVA medic. Cycler is now a point sized entity (mappers will have to clip them manually). allow free overview also without targets TODO: allow PIP and first person clean up respawn code, get rid of possible race condition where you could get set to spectator mode, THEN get a respawn timer, or get set there when wavetime == 0. May need an explicit check if wavetime != 0 first to cure the 'stuck player' bug once and for all :) Apache now is changed as follows: mappers may specify a sound mappers may specify a model resets on round restart one team or the other friendly Fixed a long standing bug in CToDMonster, I was doing pev >effects |= ~EF_NODRAW, since most monsters set, pev >effects = 0; on spawn, I hadn't noticed, it was however leading to invisble helicopters on reset. Now fixed to clear this bit properly. Hit indicator flashes when taking damage rather than remaining on between spawns. May undo this if we don't like it. Mappers can now reset func_tracktrains back to their start when they hit the end of their track. The end round flag on flag_capture_points now works properly. Fixed the end round conditions for escape gameplay. Attempting to fix the helicopter being blocked by mulitple players bug. I determine if a player is on a chopper, then if they are, check players around them. If players around them are too close, I push them away. It is jerky and can push people out of choppers, but it is better than nothing. May want to tweak the values, or maybe make the velocities in the direction the chopper is going??? You now get less morale for working together as an entire team and more for working with a fire team partner. It now takes awhile for your accuracy to settle down after jumping, ducking, going prone, getting up, etc. Jumping repeatedly like an idiot is even worse. Added muzzle flash lighting the area around based on Mazor's tutorial. Added a Dragunov sniper rifle. Adjusted the firing speed of the M21 and Dragunov to reflect the fact that they are semi automatic now that we don't have to balance the M21 with the Mosin. Added new gameplay style, King of the Hill. The teams must occupy an area for a set length of time to get points. Points are awarded only if the other team is also not in the area. Rewrote logic for determining if player is no longer in the bomb zone to prevent lag. Got rid of bomb zone, sniper scope and has flag network messages to reduce network traffic. Because the dragunov and M21 fire much faster, both now have poor accuracy when zoomed out to compensate. Fixed a bug where you were in 'double spectator' mode on level change. Rewrote the voice command bindings from command menu (or if players bind keys to them). Now the commands are like voice_help, etc. Increased damage multiplier for an arm to .75 from .5 Gave officers rifles instead of SMG's for now. Most people felt they were underpowered. Updated the game manual to include all of the recent changes. Updated the recoil of weapons so that prone is minimal, crouching is medium recoil and standing is heavy recoil. Added command line switch to the install to ensure ToD is running in OpenGL mode. Every map updated and several new ones.