Releases: Mikusch/tfgo
Releases · Mikusch/tfgo
1.4.6
v1.4.5
This release fixes a bug where the defending team could never achieve a time win due to the game going into endless overtime.
The timer will now also forcibly end the round, regardless of capture progress. This means that the attacking team now has to plant the bomb when the timer has more than 3 seconds left.
v1.4.4
v1.4.3
DHooks Update Required
This version makes use of the new DHooks methodmap API.
Server operators need to update their version of DHooks to Version 2.2.0-detours15 or greater.
Other Changes
- Added a
buymenu
command to re-open the buy menu (player needs to be in a valid buy zone) - Fixed the
SetLocked
input not working on certain control points- The game mode should be compatible with a lot more maps now
- Minor balance and code improvements
v1.4.0
This version does not work properly on Windows servers!
I will put out a patch soon that adds the missing offsets and addresses. Until then, it is advised to stay on v1.3.1 if you plan on using the gamemode on a Windows server.
Changelog
- Each attacking team now gets a carryable bomb
- A bomb carrier is randomly chosen at the start of each round
- The bomb must be carried to a control point to be able to plant it
- The bomb can be dropped to teammates using the
dropitem
command - Carried bombs can be seen through walls by their respective team, dropped bombs can be seen through walls by both teams
- The bomb will automatically reset to its respawn room if it lands in an unreachable spot
- If a bomb is planted, all other bombs in the map will disappear
- Each control point is now hidden in the HUD unless a bomb was planted on it
- Default weapons now show up in the buy menu for $200 each
- Kevlar HUD text now shows if you have a helmet equipped
- As always, code improvements and cleanup
v1.3.1
TF:GO now has a thread on AlliedModders!
Changes/Additions
- The bomb explosion will now damage buildings in range
- Added sample configuration files
tfgo_casual.cfg
andtfgo_competitive.cfg
- Enabled
sv_alltalk
during halftime and at the end of the game - Made cash HUD display show how much was added to the account every time money is earned
- Disabled freeze cam
- Many small code changes and improvements
Fixes
- Fixed a player's Strange Construction PDA not being granted when buying a Construction PDA
- (#68) Fixed halftime state when the
mp_maxrounds
cvar is changed (thanks to @FortyTwoFortyTwo )
v1.3.0
Additions
- Added a proper halftime period, configurable using
tfgo_halftime_duration
(default:15
) - Added the convar
tfgo_halftime_scramble
(default:0
) to scramble the teams instead of switching sides - Updated
tfgo.inc
include- Removed
TFGO_OnMaxRounds
forward- Hook the
tf_game_over
event instead
- Hook the
- Renamed
TFGO_OnHalfTime
toTFGO_OnHalfTimeStarted
- Can be used by map voting plugins to start a vote
- Added
TFGO_HasHalfTimeEnded
- Return
true
to end the halftime period,false
to continue the halftime period and call the forward again - Can be used by map voting plugins to keep the vote running during halftime
- Return
- Added
TFGO_ShouldSwitchTeams
- Return
true
switch the teams,false
do nothing - Can be used by map voting plugins to increase the amount of rounds being played without switching the teams
- Return
- Removed
- Added a new music type
Music_HalfTime
- Give an entry in your soundscripts the name
Music.HalfTime.<kit name>
to use this new sound type - Added a new sound
mainmenu.mp3
to the default music kits, used for the halftime music
- Give an entry in your soundscripts the name
Fixes
- Fixed the round counter persisting over map changes
- Fixed false error messages when passing
NULL_STRING
toTFGO_SetClientMusicKit