Source: Frontline Message BoradRelated: Science and Industry
Since the latest release, we've been working on and off on what should be the final big update to the mod: version 1.0. Here's a list of what you can expect in 1.0:We now have a very solid beta build of 1.0, only a few things need to be finalized before we can release this new version. Here's a couple of screenshots from one of the regular playtests we've been having recently:
- New techtree: a simplified version of the techtree based on 5 basic research categories: weapons, implants, armor, devices and process upgrades.
- New device, the EMP Cannon: the EMP cannon comes with two fire modes: a discharge of energy and a grenade launcher mode. The basic discharge rapidly removes enemy armor and disables implants for a short period of time, while the secondary launcher drains away armor as well as shortfuses nearby tripmines and satchels.
- New notice system: the notices have been greatly improved and they now tell you if a scientist is missing from your laboratory, or where a teammate has dropped a scientist, and other key information about the game.
- New HUD: each company's cash is now part of the Status HUD displayed on the top-right corner of your screen. A Team HUD has been added on the top-left corner giving you a list of your teammates, their location and their current status. A cloning HUD is now also displayed when you are being cloned, informing you about the implants used to recreate your body.
- New VGUI menus: the map briefing, company selection and model selection VGUI menus have all been revamped.
- New player model, Yvan: with the addition of Yvan, companies now have different employee models. AFD has Vinnie and Butch, while MCL has Charlie and Yvan.
- Various gameplay and weapon tweaks: the Flesh Eating Virus now creates a cloud of d3th, a secondary mode has been added to the Cloaking Device allowing you to move freely while remaining invisible for a short period of time, the Akimbo Uzis are now a lot deadlier... and some gameplay tweaks have been done in response to the feedback from the community.
- Improved netcode: some might know that client side effects have always been problematic in SI. But the bugs are no more and 1.0 features client side weapon effects working perfectly.
You'll also notice that the website has been updated: the new 1.0 techtree is now available, as well as an advanced guide to SI.
Source: HalfLife-2.nlSource: Frontline Message BoardDamn that is a lot of players. For that amount you will need a very powerfull system. Like a dual xeon for a server.
While the engine is setup to handle 256 players (was only 64 in HL1), I don't think you'd be successful running that many, you might be fine running 128, you'd have to test it. The reason is CPU and bandwidth. With a single server handling all of the transactions at the speed at which they need to happen, there may just simply not be enough horsepower to handle that many players. RickValve
Thursday, 01 July 2004