This release includes:
- The mod sample with all needed assets and demo maps.
- The dev-only package that includes only updated game libraries and FGD.
- The apk for Android (you'll need to manually put the featureful mod folder in your Android Xash3D-FWGS installation)
- Custom FGD provided by the community with related 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 support for some custom barney models. Thanks @C00LK1D233 for reporting.
- Fixed human assassin looping between schedules if she sees the enemy but it's too far (original Half-Life issue).
- Fixed
Trigger on death (locus = killer)not working for some monsters (apache, barnacle, leech, osprey, cockroach and turrets).
Monsters
- Human assassin now can use jumps to chase the enemy if chasing by normal means has failed.
- Added cloaking ability support for apache, osprey, barnacle, tentacle, leech, cockroach, floater and turrets.
- Apache, Osprey and turrets now can have blood if configured.
- Added
UseandUnusesoundscripts for shock troopers, pit drones and gargs.
Tripmines
- Added Tripmine.Glow visual for monster_tripmine - this allows to enable the sprite at the end of the tripmine's beam. Thanks @nreaLms for contribution.
Eye Scanner
- Added soundscripts for item_eyescanner.
- Added sk_eyescanner_sentence_delay skill variable.
Weapon templates
- Multiple animations are supported for reload now.
Sample mod
- Added HUD entries for
item_antidote,item_radiationanditem_adrenalineto the sprites/hud.txt. - Added antidotes and the adrenaline on the featureful_demo map.