Entropy : Zero 2

Entropy : Zero 2

After Shelled
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Update: 5 Sep, 2024 @ 8:12am

Fixed some problems in Russian localization.

Update: 4 Sep, 2024 @ 4:43am

Added Russian closecaptions and HUD texts.

Update: 18 Jun, 2023 @ 2:55am

Tried to fix the bug that- the leader guy picks up a gascan, then does nothing due to AI failure, and the final dragging scene cant work correctly. Though the AI failure seemed can't be completely solved, I add an output that cancel hes sequnce when the dragging scene begins, to make the scene work.

Delayed the time that the canister event being enabled, for trying to solve the AI failure of the leader guy picking up gascan.

Tried to fix the problem that the citizens rush to the gonome on the bridge. By setting some NPC CLIP textured func_brush with the specific NPC only.

Prevented the gascan in the air being shot to explode or drop in to the canal.

etc.

Update: 16 Jun, 2023 @ 10:59pm

The gray color correction will be disabled after 20s since player dead.

The leader guy will get into the hallway right away, because many players would be blocked by him when they are trying to jam themselves in.

Added a glow effect for the pistol on ground at the dragging scene.

Tried to fix the problem that mouse may moving very slow forever even the canister is dropped.

Changed the way of barriers at the start scene. Now the zombies are more visable for the zombie watch guy. And their behavior are also improved.

Changed the zombie watch guy's behavior. The possibility of happening AI failure bugs before he throwing ammo box is decreased, I guess.

Changed the way that zombies come out at the start scene.

Tried to fix citizens' AI at the plaza standoff. They will shoot headcrabs now, perhaps.

Tried to fix the problem that the leader guy may fly away at the ramp ahead the canal.

Fixed the problem that the leader guy will speak 2 sentences at the same time at the canister scene.

Added env_soundscape for environment sounds, instead of using ambient_generic.

Changed the male Refugee's weapon from pistol to smg2. Because holding pistol will make him dumb(perhaps), so I'm trying to fix his AI problem. But he seemed still very dumb and often block the way!

Fixed the bug that the gravity still very high after falling to death then loading a game.

Citizens will be slain at the plaza standoff, if they don't catch up for a long time due to AI failure or something. This will fix counting problems to many events.

Tried to place a few of info_node_hint in the map. Hope this will make citizens behave smarter.

Replaced many prop_dynamic to prop_static, this decreased entities number in the map.

Set citizens' Eflags to "[131072] Pretend to be in skybox (always transmits to client)", hope this will improve their AI behavior and less AI failure, due to they always become dumb and numb and refuse to do anything once they are not in player's sight.

Changed citizens' willpower to 10, in order to avoid running away during the combat then lead to AI failures. However, they seemed still loving run away in combat very much and pretty often.

Tried to fix the problem that the gonome runs faster than citizens.

Changed the time that BGM goes to next part ahead the canal.

The leader guy will run to the other side of the canal right away once the canister is placed.

The dead couple at rooftop of the staircase are more visable now.

Tried to fix the navigation and AI failure bug when the leader guy picks up the gascan.

Fixed a clip leak problem at the start area.

Tried to fix the bug that citizens may do nothing on the ramp due to AI failure or something.

Update: 22 May, 2023 @ 10:48pm

Fixed the problem of a hint that display text from "Kick to break crates" to "Use to break crates".

Change the lables of weapons.

Update: 22 May, 2023 @ 6:43pm

Fixed a bug since the last update, the missing clip around the plaza.

Update: 22 May, 2023 @ 8:01am

Language selection is automatic now. Doesn't need to switch it manually anymore.

補上了之前忘記放進來的繁體中文版地圖內文字。
Traditional Chinese game_text is added.

Fixed a display problem in closed captions, "So violent it was" - "So violent it is"

Changed player's foot step sounds, now it sounds like a citizen rather than a Combine.

Changed way of modifying player's moving speed while carrying the canister. From modifying sv_maxvelocity to cl_forwardspeed and cl_sidespeed. This fixed the bug that other creatures also move very slow while player is carrying the canister.

Increased player's health from 20 to 40, and eating melon from 35 to 50 extra health. This is in order to decrease the difficulty of the map.

Added a game_convar_mod for modifying sv_gravity from 600 to 1000 when player decides to jump off building, because the increased health may be enough to make player survive after that.

Deactivates most of convars when player dies, in order to avoid some problems.

Added a selection during the sleeping, give player a option to choose whether disable the friendly fire, in order to decrease the difficulty, and reduce the suffer due to teammates often stand at player's muzzle.

Added a snoring sound while player sleeping after having the dinner.

Fixed the problem that player may float down to the ground when decides to jump off building.

Change the spawning time of the secret poison zombie.

Made the washing mashine motion disabled, because I saw some players are using addon models, which changes models collision and push it down to floor then may block NPC's path and lead to AI path finding failure at last.

Changed the autosave point during the drag plot. More reasonable.

Expended the time that the guy eating his melon. For giving player more time to explore the intro scene.

Made the M3 shotgun easier to be seen.

Preventing every creature jump into the canal, in case of the hurt entity seems doesn't work somehow.

Changed the way of preventing player being stuck by melon eater's collision box, from put a playerclip brush around the melon eater to put a trigger_teleport fixed with the melon eater's collision box in order to teleport player out of the melon eater's collision box if player is stand in the melon eater's collision box. Gosh I don't know how to organize the language of this sentence!

Changed the model of the table that at the door in the player and blue citizen's room, and disabled its motion, in order to make player put a melon on it more easily.

Expanded fake P228's shoot range during the dragging plot.

Expanded the triggering area when citizens go through the window.

Update: 21 May, 2023 @ 6:16am

Fixed a bug that creatures fall into canal but doesn't die.

Add a timer for the canister to explode, even if the Gonome doesn't go through the bridge.

Update: 21 May, 2023 @ 3:07am

Fixed problem that citizens often run far away during the standoff in central plaza.

Even the player died, the citizens can complete the whole map with themselves, if they can survive through the zombie horde.

Added author hint at the end of the map.

Added the .vmf file in the maps directory.

And other tiny things, etc.

Update: 20 May, 2023 @ 2:32am

Edited the "resource_used.txt"