Half-Life 2 Deathmatch: Orange Box Beta 3 Released

Sub-Zero1324

2009-06-29 19:10:35

Changes/Fixes
Fixed Delayed Gravitygun fire
Fixed Crossbow first person effects
Fixed Issue with Impulse 101 not giving crossbow Ammo
Changed Combine movement sounds to rebel movement sounds,cause In competitions the loud noises would give away your position and cause a huge disadvantage
Improved Movement to act more like regular hl2dm

Windows dedicated server files Available for download,Also thanks to [KBH]Keeper for the Linux version

Click here to visit the web site for download

Silla

2009-06-29 20:48:13

Hi

i say it already, hl2dm ob can be a real good replacement for the original one, but ... aehm ....
Sub-Zero1324 wrote:Changed Combine movement sounds to rebel movement sounds
lol .... can this fixed, maybe a sv_combine_movement_sound_as_rebel 0/1 (default 0) ?

:-) please :-)

Skaruts

2009-06-29 20:55:43

I think the key to that is not to change combine sounds, cuz, as much as combine sounds can be annoying, it feels pretty weird to play a combine and get shoes sounds as in the pro mod...

imho, allowing ppl to choose the type of team (if both choose rebels, they go like Blue rebels against Red rebels) is a very straght forward solution. (And also to allow both combines, if both teams preference goes towards them)

Keeper

2009-06-29 21:02:02

I think giving the server operators a choice is always best. Locking things in is never a good idea IMO.

CellarDweller

2009-06-29 21:03:18

heh. i just got around to d/l'ing beta 2 yesterday. :sketchy: :lol:

L2k

2009-06-29 21:21:04

I guess having the option would be a good idea if possible but for competitive reasons, having the same sounds solves a huge fairness problem we have always had.

Sub-Zero1324

2009-06-29 21:22:21

I changed the sounds cause a lot of people requested it,I could add an option latter but for now don't worry about it..

L2k

2009-06-29 21:23:33

Skaruts wrote:I think the key to that is not to change combine sounds, cuz, as much as combine sounds can be annoying, it feels pretty weird to play a combine and get shoes sounds as in the pro mod...

imho, allowing ppl to choose the type of team (if both choose rebels, they go like Blue rebels against Red rebels) is a very straght forward solution. (And also to allow both combines, if both teams preference goes towards them)
In competitions no one would chose combines, the extra loud noises give away your position. In team death matches the team that is combine is always at a disadvantage.

Skaruts

2009-06-29 23:34:02

I know. That's why I was sugesting that. I wouldn't choose combines unless both teams would agree to. Which would probably not happen much. :wink:

But anyway, having the sounds changed is not a bad thing. It's actually an improvement on competitiveness. Just gets weird to be a combine and make such a "light weight" noise...

Perhaps if someone could arrange some boots sounds for Combies... :mrgreen:

Ghost Dog_TSGK

2009-06-29 23:45:41

Sub-Zero1324 wrote:I changed the sounds cause a lot of people requested it,I could add an option latter but for now don't worry about it..

The Valve programmer must have had a loooong night when he left the combine steps louder...This needed fixing thanks.

Walking Target

2009-06-30 00:45:42

Fixing combine sounds is something I'd have asked Valve to do if they were porting it, so I think this is the best choice to make here.

Paradox

2009-06-30 02:18:51

I hate the combine sounds. Not only do they tell everyone that youre right around the corner, they impede hearing other players IMO. I will be very very glad if they are gone.

Pernicious

2009-06-30 03:02:40

2 things i think would be kool.

1: A wait command like in original hl2dm, eccept sv_cheats only.
2: The option to have old style grav gun ie double/triple+ tap etc

SND

2009-06-30 15:45:59

would be cool if the alias command could be blocked.

[EYE] Valar

2009-06-30 17:50:57

i agree with pern and SND. as for the combine sounds - there's been so much complaining about it that now seeing people wanting them back even as an option is, pardon moi - very funny.
for argument sake: what would you want them for exactly? "ugh, hey way don't i use the old shitty loud as a PA system combine sounds now. oo great - *click*. yeah, that's much better".

Ko-Tao

2009-07-01 03:13:29

Dont forget to disable the stunstick zap; that effect is actually worse than the loud footsteps, as the zap goes off every time you pull out the weapon or enter a new visleaf, and can generally be heard across the entire map.

Also, agree with Pern about removing the multi-hit limitation on the gravgun. Being able to control prop speeds, turn caught orbs into speedballs or use objects as bouncepads added extra dynamics to the game and increased its overall skill ceiling.

Pernicious

2009-07-01 03:16:08

nah the alias command has other uses, these days, with sv_allow_wait_command, all the annoying scripts are gone.
Aliasing allows for thing like time+scores etc etc. Theres nothing u can really make with an alias that will give u advantage anymore.
Though scrolling jump is an advantage yea, should get rid of that ;)
And devise a way to stop macro's through input devices haha.

But in all seriousness, with macro's, and everything else, i dont see how blocking alias command will accomplish anything, the alias command merely allows for a slight customisation.

Pernicious

2009-07-01 03:18:18

And wen i say "2: The option to have old style grav gun ie double/triple+ tap etc" i mean like a server command that enables/disables it.

Skaruts

2009-07-01 03:22:57

Pernicious wrote:Though scrolling jump is an advantage yea, should get rid of that ;)
I never belived in that. And it's pretty legit. It's a simple bind you can make in the keyboard options menu. :wink:
Pernicious wrote:(...)
2: The option to have old style grav gun ie double/triple+ tap etc
wth is that?


I don't agree with removing speed-crowl or speed-crouch or whatever is called. It's kinda cool. And anyone can learn it.

Pernicious

2009-07-01 04:40:45

I was joking, but my point was that scrolling jump is more advantagous then the alias command.

Keeper

2009-07-01 05:03:44

Besides, it's not a game macro anymore mostly. You can set them up with your mouse/keyboard software.

SND

2009-07-01 11:49:34

Pernicious wrote:Theres nothing u can really make with an alias that will give u advantage anymore

True but I would prefer to restricted the option of turning one button into two functions. Anyway most already know there are some players out there that use the alias command for their shotgun script and I am more than sure there are other uses for it.

Jelly Fox

2009-07-01 14:28:38

There's a shotgun script? what does it do? :o

Pernicious

2009-07-01 14:46:59

Who cares about the shotgun script, its easy to do without anyways. And obviously its not a definite thing, and is still less advantagous then scrolling jump.....
To be honest i think it would be kool if u could only jump x/ml, would actually make it an actual timing skill, but im not really concerned about it.
And theres still macros, my mouse has macros, i didnt even know for ages till i saw the option in there one day, i even bought a keyboard that doesnt have macros, so, if i have the ability to make macros, without even meaning to, im sure anyone who wants to use multiple action keys, will do so.
The alias command is usefull, leave it. Taking it out will only screw with legit stuff but wont have any effect on...... non-legit?

Deathwish

2009-07-03 09:20:50

shotgun script? who needs a script for that

Vendetta7_7_7

2009-07-04 23:44:46

Downloading atm :D

CellarDweller

2009-07-05 02:24:32

hopped on tng's server for a bit. i was all alone unfortunately. it seemed to me there was a delay when throwing props with the gg. the fast orb seems a bit trickier too.

i for one, do not mind at all the rebel footsteps for the combine model. very nice effort with this!

Sacrifist

2009-07-05 03:40:12

I think that the Combine grav gun should be blue along with the hud and rebels should be orange. Looks alot better and defines the teams better. This is a huge leap from the earlier version I ran through. If you dont know how to accomplish this or have time or the resources, give me a shout.

I also think it would be nice if he used the more popular dm maps as release maps (with permission ofcourse). There is no reason to have the same shitty release maps that hl2dm has with this mod.

[EYE] Valar

2009-07-05 07:23:39

Sacrifist wrote:I also think it would be nice if he used the more popular dm maps as release maps (with permission ofcourse). There is no reason to have the same shitty release maps that hl2dm has with this mod.
2nd

Vendetta7_7_7

2009-07-05 20:13:54

Yeah I kinda agree with Sacrifist's comment about adding a few little tidbits of polish to this mod...but I think he needs to work on all the bugs and such before diving into the player models, textures, and etc...

My suggestion (tidbit of polish):

I read on the features that this mod will include TF2 animations....does that mean you can do funny taunts and stuff?...would be very cool

Blasphemy

2009-07-05 20:58:17

Vendetta7_7_7 wrote:I read on the features that this mod will include TF2 animations....does that mean you can do funny taunts and stuff?...would be very cool
:|

L2k

2009-07-05 21:16:05

CellarDweller wrote:hopped on tng's server for a bit. i was all alone unfortunately. it seemed to me there was a delay when throwing props with the gg. the fast orb seems a bit trickier too.

i for one, do not mind at all the rebel footsteps for the combine model. very nice effort with this!
Grav gun is fixed in the newest unreleased version, orbs still getting tweaks.

Walking Target

2009-07-05 23:13:32

WIP folks.

Pretty impressive so far I would say.

Sacrifist

2009-07-06 10:17:15

Blasphemy wrote:
Vendetta7_7_7 wrote:I read on the features that this mod will include TF2 animations....does that mean you can do funny taunts and stuff?...would be very cool
:|
it would be lol

Keeper

2009-07-06 16:37:52

Only if he gets an animator/modeler. Those aren't stock in the models used in the SDK.

ninjins

2009-08-02 03:34:33

Disabling the scroll jump is not a good idea obviously. Why don't some of you suggest we remove the ability to bind any key to anything so we can't actually play the game at all so we dont have to worry about any complaining? No? Ah thought so.

Scrolling is not an advantage if you can do it too.

Nutri-Grain

2009-08-02 05:10:01

.

Pernicious

2009-08-02 07:27:00

"Scrolling is not an advantage if you can do it too."

lol, IF? Why would there be a question of IF?

Anyways thats not wat was being said, only that taking out the alias command is bad idea and comparing it to scroll jumping i thought was a good way to put it in prespective.

Paradox

2009-08-02 18:56:05

Nutri-Grain wrote:Lmao... yeah great idea guys! Disable the scroll jump. It's only the most used macro for jumping. No biggie.
Technically its not a macro, that makes it sound like its a script. Its a keybind folks, you are just keybinding jump to mwheel, which is a key like all the others that just happens to spin.

Its not really an advantage, its just a technique people learn to make bhop even easier to perform. Its not some magical script that people hack the game code to do. Everyone can do it. If people learn it, its not an advantage, which I think is what Tiggy's point was.

Most of us have learned to drive, does that give us any special powers over the people that dont? Not really because most of them will learn in eventually and in some places like New York City, knowing how to drive gets you nothing because of mass transit.

Pernicious

2009-08-03 06:03:13

Yea, just dont confuse it for something that is skillfull.

Beef

2009-08-09 00:47:13

I'm really enjoying OB so far. Must play it moar!

Good work. :D

CellarDweller

2009-08-09 02:15:55

i think we killed the new guys server. :(

ninjins

2009-08-15 02:55:24

Pernicious wrote:Yea, just dont confuse it for something that is skillfull.
If you really wanted to be technical...no button pressed in this game is skillfull.

Ghost Dog_TSGK

2009-08-15 04:57:48

TiGGy wrote:
Pernicious wrote:Yea, just dont confuse it for something that is skillfull.
If you really wanted to be technical...no button pressed in this game is skillfull.

TIGGY GNAWED ON U NIGGA

Uncle Rico

2009-08-15 05:01:20

I miss Tiggy. :cry:

Pernicious

2009-08-15 07:07:25

"Wheel only makes something easy thats isnt very hard to do anyway"

I said something like that somewhere, neither is especially skillfull but the timing of pressing a singular button at aprox the right time everytime is more skillfull, keyword being more.

*burps*

Sub-Zero1324

2009-08-18 17:14:17

The next release is coming soon,It will include the fix for the physics bug with the physcannon and also the player animations are fixed.

CellarDweller

2009-08-18 21:31:41

sweet. great work sub!

Vendetta7_7_7

2009-08-29 14:30:55

Uncle Rico wrote:I miss Tiggy. :cry:
i wanna 1v1 tiggy again :cry:

Sub-Zero1324

2009-09-06 11:53:24

Sorry guys the computer with my work crashed so it may be some time till the final release,I think its the motherboard but no money right now to replace it :cry:

DEATH-ANGEL

2009-09-07 22:54:00

Sub-Zero1324 wrote:Sorry guys the computer with my work crashed so it may be some time till the final release,I think its the motherboard but no money right now to replace it :cry:
All in time. We'll be waiting. :)

Sub-Zero1324

2009-09-18 08:45:53

Okay good news guys it turns out I had a spare Motherboard and got my pc running again so the mod is back on track :D

P.s Should I add more player models? I have Breen Alyx Barney and Eli working in another mod I am working on

Maxtasy

2009-09-19 16:12:45

add female_05

Sub-Zero1324

2009-09-19 20:39:12

There is no female_05 I have already checked

**DDF**

2009-09-30 14:30:53

I wanted to test the result of your work sub-zero. Cuz well I have already DLed the C++ code of HL2 provided with the SDK to try to mod and when I have seen the number of bugs that was remaining in this non clean code and given that I didnt have the free time I needed I have canceled what I was planing to xD So with the Orange box code added I imagine it cant have been easy.

So well played, the OB engine looks like to be well implemented. The way the maps are redenring looks better too. And quite funny to see the scoreboard in the OB style, like in TF2.

So thx to you for this release. It's what should have provided valve for months.


To come back of what have been said ( yep I'm late x) ) I agree with most of the things.
- Indeed the zap of the combine stick is a prob.
- Indeed a way to know quicker if you are rebel or combine is better.
- Indeed the scroll jump is not a cheat given that its fully "manual"
- And indeed the combine sound is a big disadvantage.

But to set the rebel sound for both team is not the solution. Cuz you cant preshoot anymore !! I mean if you are rebel and hear a combine sound behind a wall you know its an enemy and you can jump behind the wall and preshoot him whithout seeing him yet. If both teams have the same sound you have 1 chance among 2 to team-kill one of your friend. Without that help of the sounds you lost precious informations :/ So the solution is not a rebel sound for the combine : its to record a new sound, as smooth as the rebel one, not noisy like the combine, but different from the rebel one. But I know its not easy to record that kind of sound ^^

Wp anyway !

keefy

2009-09-30 17:05:59

Hve a force model like quake does that forces enemy models to combine elites.

Sub-Zero1324

2009-09-30 22:27:11

hey **DDF** thanks for your post and yes I am going to make a new sound for the Combine the change to the Rebel sound was only temporary :)

**DDF**

2009-10-01 00:30:40

Sub-Zero1324 wrote:hey **DDF** thanks for your post and yes I am going to make a new sound for the Combine the change to the Rebel sound was only temporary :)
Cool then :D But it requires some extra talent, which are not coding skills ^^
keefy wrote:Hve a force model like quake does that forces enemy models to combine elites.
Thats a good idea. HL has a lot to learn about Quake (like unique nick and account in QL, the ready system to start matches, etc...) but I have lost everyhope to see that since sv_pure 2 has come and since most of the leagues are running matches with sv_pure 2. Its a good point for some reasons but in another hand 3 years ago we were playing with brights skins in HL2 and then (at least in Europe I dont know for US people) in CU for instance a unique guy has decided that matches will be with sv_pure 2 cuz bright skins were a cheat and we were not able anymore to play with them (when In quake its allowed for almost 10 years and when its a console command to turn it on x) )

So a force_enemy_model doesnt go in the way of sv_pure 2 :|

Paradox

2009-10-01 05:31:50

Having the combine have a different sound, epecially if it is louder than a rebel gives the rebels a distinct advantage in a competative setting. No likes to be combine now because they make too much damn noise and everyone can hear them a mile away. Please do not make the sounds different or at least allow the server owner to choose to make them the same.

Thanks.

Sub-Zero1324

2009-10-01 20:16:12

Paradox wrote:Having the combine have a different sound, epecially if it is louder than a rebel gives the rebels a distinct advantage in a competative setting. No likes to be combine now because they make too much damn noise and everyone can hear them a mile away. Please do not make the sounds different or at least allow the server owner to choose to make them the same.

Thanks.
Well I will not make new sounds but i will reduce the volume for the combine walk sounds and yes **DDF** i know its not coding and i know how to edit sound files :mrgreen:

**DDF**

2009-10-02 14:20:54

Paradox wrote:Having the combine have a different sound, epecially if it is louder than a rebel gives the rebels a distinct advantage in a competative setting.
Yep but if it's different but NOT louder then its ok. It could have been a more pleasent sound for the combine than the rebel but still different :P

Paradox wrote:Please do not make the sounds different or at least allow the server owner to choose to make them the same.
Man if you set them the same then you cant ditinguish by the sound if behind you or behind the wall it's a rebel or a combine. So you have to play with what you see only and no more with what you hear. Good players always play with the sound.


Imagine a sound for the rebels and a sound for the combines. Both not noisy. But different to make players able to distinguish them. Then where is the prob ?




Sub-Zero1324 wrote:I will not make new sounds but i will reduce the volume for the combine walk sounds and yes **DDF** i know its not coding and i know how to edit sound files :mrgreen:
Haha reducing the sound with Audacity is not difficult yep ^^ I was speaking of recording a new sound from zero that is another story :P But maybe its a good idea to decrease if from some dB :P

Sub-Zero1324

2009-10-02 19:36:31

I have finished with the sounds and they are a ton better!!!

keefy

2009-10-02 20:34:46

**DDF** wrote:
Paradox wrote:Having the combine have a different sound, epecially if it is louder than a rebel gives the rebels a distinct advantage in a competative setting.
Yep but if it's different but NOT louder then its ok. It could have been a more pleasent sound for the combine than the rebel but still different :P

Paradox wrote:Please do not make the sounds different or at least allow the server owner to choose to make them the same.
Man if you set them the same then you cant ditinguish by the sound if behind you or behind the wall it's a rebel or a combine. So you have to play with what you see only and no more with what you hear. Good players always play with the sound.


Imagine a sound for the rebels and a sound for the combines. Both not noisy. But different to make players able to distinguish them. Then where is the prob ?




Sub-Zero1324 wrote:I will not make new sounds but i will reduce the volume for the combine walk sounds and yes **DDF** i know its not coding and i know how to edit sound files :mrgreen:
Haha reducing the sound with Audacity is not difficult yep ^^ I was speaking of recording a new sound from zero that is another story :P But maybe its a good idea to decrease if from some dB :P
Would using new sounds they will revert back to defaults from the gcf when sv_pure is used, if tyou used code to apply rebel footsteps all round then sv_pure 2 will work yes becasue they come straight from the gcf?

Paradox

2009-10-03 00:58:11

Man if you set them the same then you cant ditinguish by the sound if behind you or behind the wall it's a rebel or a combine. So you have to play with what you see only and no more with what you hear.
That is exactly my point. Rebel footsteps are very difficult to hear at times whereas the jingle, jangle, clang, jingity jang of the combine sounds can be heard by a deaf man without a sound card. No one likes playing combine and any player above the level of noob never ever uses a combine model in a FFA or 1v1 match simply because the sound gives the other side a huge advantage. Its just not a fair fight unless you make them both equal in terms of loudness/ablity to be heard. Otherwise, the combine side might as well paint themselves orange and stand in the middle of a map saying "Shoot me I am over here!"

Here is a thought: It would level the playing field so to speak and might actually make everyone have to use a bit more strategy if the sounds from both models could both be heard equally.

Sacrifist

2009-10-03 23:47:15

Paradox wrote:Here is a thought: It would level the playing field so to speak and might actually make everyone have to use a bit more strategy if the sounds from both models could both be heard equally.
Pretty sure that is what he did, just not with the exact same sound. I don't think the sounds should be identical either. They should be equal in dbs though and should also be equal in terms of how often they are played. For example, rebels basically just have a footstep sound whereas combines have footsteps AND a jingle. I'd like to see a different sounding footstep for the combine without the jingle and even it up that way.

Paradox

2009-10-03 23:53:01

That would be fine with me as well just as long as one side does not have an advantage over the other because of the differences.

**DDF**

2009-10-05 12:50:46

Sacrifist wrote:Pretty sure that is what he did, just not with the exact same sound. I don't think the sounds should be identical either. They should be equal in dbs though and should also be equal in terms of how often they are played. For example, rebels basically just have a footstep sound whereas combines have footsteps AND a jingle. I'd like to see a different sounding footstep for the combine without the jingle and even it up that way.
Exactly what I had in mind :D Same "quantity" of noise, same dB, but different :D


And keefy I dont see why you speak of sv_pure 2. Sv_pure 2 forbide custom stuff (custon sounds in this case) The ones you add yourself as a player. As a client. Whereas we speak to add them in the code of the game no ?