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While we said we were hoping to release 4.5 by the end of August, we had actually been aiming for a while earlier than that (i.e. today). Unfortunately, though, we uncovered some last-minute problems and ended up busy with those -- which put us behind schedule. Here are some of the features we would have been forced to leave out of the release, if we had kept to our original target:
- At least two new maps.
- Client-side prediction for the M16 (it's no longer delayed by lag)
- Switchable fog. Fog can be enabled, disabled, or have its properties changed mid-map, instead of having to be the same throughout the entire map as in earlier versions.
- The trigger_vote entity. This allows maps to give players choices that they can vote on.
- Repairable func_breakables. This allows for breakables that can be repaired using the wrench. Useful for objectives that players need to defend from monsters. Using a trigger_condition to check a breakable's health, mappers could create things like structures which players must build and keep in repair in order for them to perform a function (like manufacturing weapons or allies).
- HUD Info for func_breakables. This allows a breakable's health (and name if it has one) to be shown in the same way as for monsters. This is especially handy for repairable objects -- which show as Friendly -- or brush-based enemies.
- Legacy support features preventing existing maps from being adversely affected by new sound engine changes.
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While we were fixing those, some other features were also completed:General fixes to existing features that were also made during this time:
- The sound engine can now ignore missing/non-precached files without problems. This would have caused the game to shut down in HL1/SC3.0, or a total loss of sound in SC4.0x.
- Mappers can prevent Sniper Assassins, HWGrunts and Shocktroopers from dropping their weapons via a simple option (Shocktroopers already had this feature, but it could not previously be used from squadmakers).
- Friendly monsters can now be commanded to move to & guard a specific location.
Hopefully you'll find that these were worth the extra days. Hopefully you'll find that these additional changes were worth waiting a few extra days for. In any case, the release is still planned for this month, so we're technically still on schedule
- Fixed monsters sometimes running in circles or running in place (separate issue).
- Fixed Slime and Lava from dealing damage incorrectly.
- Fixed linked doors occasionally causing massive lag when blocked.
- Fixed monsters sometimes shooting at corpses.
- Many other miscellaneous fixes and improvements to AI, maps, models, weapons, etc.
. More news shortly.