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This repository was archived by the owner on Feb 9, 2025. It is now read-only.

Tags: Xaymar/PropHuntExtended

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v1.4.0

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- Changed Prop Hunt SMG Damage from 5 to 4.

- Changed Prop Hunt SMD Refire Time from 0.1 to 0.075.
- Fixed Seekers not gaining health back after killing a Hider.
- Fixed some debug log messages by Prop Rotation appearing without debug log being enabled.
- Rewrote the round manager to use a class based system.

v1.3.1

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= Version: 1.3.1 (Hotfix 1) =

With this update Prop Hunt Extended now has the last core gameplay feature implemented: Scoreboards! You will no longer have to install any other addon just to have a scoreboard that shows who is in what team. But if you do install an external scoreboard, the gamemode now also properly tracks player kills and deaths, as well as team points.

Two other minor fixes were also implemented. You can now play an infinite amount of rounds (ph_round_limit 0) and Hiders should no longer get stuck on themselves.

=== Changelog ===
* Added support for Scoreboards by properly tracking player kills, deaths and team points.
* Implemented basic Scoreboard which shows players separated by teams plus their kills and deaths.
* Fixed Hiders occasionally getting stuck on their own prop.
* Added player class function Alive(), which can be used to tell apart alive and dead players (Note: Player:Alive() is different from this!).
* Hotfix: Fixed lua errors caused by indexing wrong ConVar in SeekerPercentage().

v1.3.0

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- Cleaned up cope

- Fixed hiders getting stuck on their own model (Physics Engine Bug)
- Added a few extra fonts
- Added Alive() function to player classes
- Renamed content directory to prophuntextended from gamemode
- Added transparent wide logo
- Added support for Scoreboards (Team points, Player kills/deaths)
- Added Scoreboard with Team separation
- Allow infinite rounds to be played

v1.2.1

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- Fixed wrong setting ids.

- Fixed selection halo being shown for everyone, instead of just alive Hiders.

v1.2.0

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gamemode: Add new 'Selection Halo' feature

This feature allows Hiders to easily tell which prop they will turn into if they press Use. As always, it can be fully configured and even turned off. By default it is enabled and set to Approximate mode.

In Approximate mode, the client is responsible for guessing the best match to the Use key, but does not have any actual influence on what they will really turn into. This will in most cases be enough, as the internal Use test relies on the forward vector, which is checked by this mode. For those requiring more accuracy, there is the Accurate mode.

In Accurate mode, the server is responsible for exactly knowing the best match to the Use key and sending this to the user. This has a server performance impact that scales with the player base and the rate at which these updates are performed can be configured. This mode is affected by lag and packet loss, so only really useful for high performance LAN servers or testing.

v1.1.3

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gamemode: Add new and update existing cvars with help text

The command 'cvarlist ph_' should now actually be much more descriptive than before.

v1.1.2

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gamemode: Only show nameplates for alive players

v1.1.1

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class/seeker: Ignore damage done to ragdolls

v1.1.0

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gamemode: Add support for name plates above players

Name plates are an easy way to identify other players without looking at them or relying on the Target id to appear (which should no longer happen). Several new cvars have been added to make this possible:

- ph_nameplates_show: Show or hide name plates.
- ph_nameplates_scale: World scale, a value of 1 makes 1 pixel equal 1 unit.
- ph_nameplates_height: Height above the player.
- ph_nameplates_tint_hue
- ph_nameplates_tint_saturation
- ph_nameplates_tint_value
- ph_nameplates_tint_health: Tint nameplate using the remaining health, 100% health = green, 0% health = red.
- ph_nameplates_tint_team: Tint nameplates using the players team.

v1.0.1

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media: Use new and improved workshop logo

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