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Releases: mapbase-source/source-sdk-2013

Mapbase v7.2

25 Feb 21:50
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This update fixes some long-standing issues and includes a few interesting new features, including support for custom game_text fonts through VScript.

More information on changes can be found on this article.

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Mapbase v7.1

24 Nov 16:41
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This update primarily focuses on VScript VGUI, Linux support, and bug fixes.

More information on changes can be found on this article.

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Mapbase v7.0

06 Oct 01:43
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This update focuses on new NPC animations, some big Alien Swarm SDK ports, changes to developer commentary mode, bug fixes, and additional augmentations to existing content.

More information on changes can be found on this article.

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Mapbase v6.3

16 Mar 23:42
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This update includes video playback improvements, VGui world screen videos, VGui world screen text, VScript convars/commands, VScript optimizations and improvements, etc.

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Changelist:

  • Added video panel code from Alien Swarm SDK + custom looping support
  • Added logic_playmovie and vgui_movie_display from Alien Swarm SDK
  • Added "Disable flashlight" keyvalue/inputs inspired by Portal 2's
  • Added keyvalue to combine_mine for disabling companion avoidance (prompted by Shadowysn)
  • Added EnableCrouch input to npc_strider (suggested by iiboharz)
  • Added semi-standardized custom model support to several NPCs (not yet reflected in FGD)
  • Added vgui_text_display, an entity which displays a VGui text label oriented in the world
  • Fixed a crash related to an obscure choreo event
  • Fixed env_credits always resetting sv_unlockedchapters to 15 when it shouldn't
  • Fixed a crash on exit involving the presence of multiple VGui screen manifests and a possibly defunct memory leak fix
  • Added halo scale and custom material keyvalues to point_spotlight
  • Added volume scale to env_microphone
  • Added keyvalues for controlling func_rotating min/max sound pitch (suggested by Kralich)
  • Added keyvalue/input to set suit zoom FOV in logic_playerproxy
  • Added vgui_screens_mapbase.txt for loading shared VGui screens
  • Added custom convars and console commands for VScript (contributed by samisalreadytaken)
  • Added effects singleton for engine effects, including TEs, d-lights, etc. (contributed by samisalreadytaken)
  • Fixed critical script context thinking bugs (contributed by samisalreadytaken)
  • Added clientside VScript context thinking for the world entity (contributed by samisalreadytaken)
  • Added several shared utility functions related to Vector, math, game time, etc. (contributed by samisalreadytaken)
  • Added various serverside entity functions to clientside VScript entities (contributed by samisalreadytaken)
  • Changed Vector print syntax to be more like Source 2's (contributed by samisalreadytaken)
  • Exposed CAI_BaseNPC::GetActualShootPosition() and related functions to VScript
  • Exposed npc_sniper to VScript
  • Added hooks for CBaseAnimating::HandleAnimEvent() and C_BaseAnimating::FireEvent()
  • Fixed spelling errors of "Receive" in the NetMsg VScript singleton
  • Fixed VBSP VScript documentation not working

Mapbase v6.2

28 Jan 16:13
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This update includes viable applications for client-side VScript, CS:S viewmodel chirality, and tons of improvements or fixes for other misc. or VScript-related subjects.

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Changelist:

  • Added CS:S viewmodel chirality, meaning weapons can be mirrored with the cl_righthand cvar (contributed by 1upD)
  • Added "Fixed constraints" spawnflag to prop_ragdoll
  • Fixed func_rotating angles fix not working
  • Fixed host_timescale scaling sounds when cheats are off
  • Fixed a npc_zombie crash caused by inflictor-less crush damage
  • Added logic_script_client, an entity which could run VScripts on the client
  • Expanded CNetMsgScriptHelper to support fully custom network communication (contributed by samisalreadytaken)
  • Added save/restore to client-side VScript
  • Fixed crash from reloading a save from a previous session of the game (contributed by reductor)
  • Reworked VScript save/restore cache to fix various related issues (contributed by reductor)
  • Fixed player instance not working in client-side VScript (contributed by samisalreadytaken)
  • Exposed client-side ragdoll class and functions to VScript, allowing control over client-side ragdolls
  • Added debugoverlay to the client (contributed by samisalreadytaken)
  • Added a bunch of client-side VScript functions to C_BaseEntity and C_BaseAnimating
  • Added OnServerRagdoll hook for VScript
  • Exposed full context-based thinking to VScript (contributed by samisalreadytaken)
  • Added display-related functions for client-side VScript (contributed by samisalreadytaken)
  • Added hash maps for save/restore tables and event listeners (contributed by samisalreadytaken)
  • Moved VScript documentation to its own namespace (contributed by samisalreadytaken)
  • Made instance name fixup stop fixing up names starting with !, which was causing problems with procedurals like !activator (reported by 1upD)

Mapbase v6.1

17 Dec 07:09
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This update mainly aims to fix issues introduced in previous updates with low regression risk.

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Changelist:

  • Added postprocess_controller entity from later versions of Source
  • Added env_dof_controller entity from later versions of Source
  • Fixed auto-breaking game_text/choreo text not null terminating
  • Fixed console groups showing up at the wrong developer levels (reported by Iridium77)
  • Added more mesages to console groups, including a new "NPC AI" console group
  • Fixed typos and added elaboration in various cvars, console messages, etc.
  • Fixed npc_metropolice not using frag grenades correctly when allowed to use them
  • Fixed npc_metropolice not registering stitching squad slots in AI
  • Fixed SetModel input late precache warning
  • Fixed env_global_light angles resetting upon loading a save
  • Fixed a crash caused by removing the active weapon of a Combine soldier while it's firing
  • Changed the way metrocops deploy their manhacks so they could use their manhack death response properly
  • Added new inputs to item_item_crate related to crate contents
  • Added spawnflag to npc_helicopter for aiming at enemies even when the gun is off
  • Fixed game_convar_mod "Start Activated" flag not working (reported by 1upD)
  • Added SDK_Engine_Post and DepthOfField shaders from the Momentum repo/Alien Swarm SDK
  • Fixed an issue with ScriptKeyValuesRead using the wrong name and having a memory leak (reported by samisalreadytaken)
  • Allowed VScript functions which return null strings to actually return null instead of empty strings (contributed by samisalreadytaken)
  • Added VScript member variable documentation
  • Fixed VScript documentation lines sometimes mixing together
  • Fixed VScript singletons having a ! at the beginning of descriptions
  • Added Color struct to VScript and allowed color-related inputs to use it
  • Added more VScript functions for weapons, ammo, ragdolling, and response contexts
  • Added GameRules singleton for VScript
  • Exposed AI interaction system to VScript
  • Recovered some lost VScript documentation from older revisions of the Mapbase wiki
  • Added a way to get the current game's load type in VScript
  • Fixed Precache/SpawnEntityFromTable not accounting for a few important field types
  • Added VScript functions for getting a player's eye vectors
  • Added VScript functions for NPC sleeping/waking
  • Added VScript functions for getting sounds from surface data
  • Adjusted CAI_Expresser in VScript
  • Fixed VScript save/restore crashing under certain circumstances involving Vector (contributed by reductor)
  • Fixed excessive amounts of parallax corrected cubemaps messages being printed in VBSP

Mapbase v6.0

26 Nov 03:08
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This update adds console groups, particle rain, and a myriad of VScript changes.

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Changelist:

  • Fixed path_track paths saving as pointers instead of handles (reported by Cvoxulary)
  • Fixed player animations not falling to base class correctly
  • Fixed logic_externaldata creating garbage in trailing spaces (reported by Shalashaska)
  • Added "SetHandModelSkin" input
  • Added unique colors for various types of console message, adjustable via convars (prompted by samisalreadytaken)
  • Added the ability to use map-specific weapon scripts
  • Added a way to display (placeholder) text entirely from Faceposer scenes
  • Added "autobreak" keyvalue to game_text, which automatically breaks long text into different lines
  • Added LightToggle input to point_spotlight (suggested by Kralich)
  • Added Enable/DisableSprites on npc_manhack (suggested by Gameboy555)
  • Added ai_goal_police behavior from metrocops to Combine soldiers and citizens
  • Added func_precipitation particle rain systems from the Alien Swarm SDK (assisted by 95Navigator)
  • Added new func_precipitation spawnflags for controlling behavior in particle types
  • Added "mapbase_version" cvar which shows the version of Mapbase a mod might be running on (suggested by Iridium77)
  • Fixed an oversight with NPC crouch activities which was causing npc_metropolice to stop firing in standoffs (reported by iohnnyboy)
  • Added toggleable patches to npc_combine AI which make soldiers less likely to stand around without shooting or rush to melee when not needed (contributed by iohnnyboy)
  • Added key for custom logo font on env_credits scripts
  • Added SetSpeed and SetPushDir inputs for trigger_push
  • Added a bunch of I/O/KV to func_fish_pool to allow for more control over the fish (suggested by alex_mmc)
  • Added OnLostEnemy/Player support for npc_combine_camera (prompted by Dana Cief)
  • Fixed hardware shadow filtering on projected textures (contributed by RoyaleNoir)
  • Added enhanced save/restore for the Response System, toggleable via convar
  • Added a convar which allows users to disable weapon autoswitching when picking up ammo
  • Fixed $bumpmask not working on SDK_LightmappedGeneric (reported by beefbacon)
  • Made vertex blend swapping in Hammer use a constant instead of a combo (makes it easier to compile the shader, especially for $bumpmask's sake)
  • Fixed brush phong, etc. causing SDK_WorldVertexTransition to stop working (reported by THS2121966)
  • Added limited support for $envmapmask in the bumpmapping shader (prompted by Shift)
  • Added several new singletons and functions inspired by later versions of Source/Source 2, including game event listeners, save/restore tables, file read/write, and much more
  • Added functions for game event listening based on documentation from later Source/Source 2 games (contributed by samisalreadytaken)
  • Added functions for save/restore tables based on documentation from later Source/Source 2 games (contributed by samisalreadytaken)
  • Added functions for file read/write based on documentation from later Source/Source 2 games (contributed by samisalreadytaken)
  • Added singleton for user messages based on documentation from later Source/Source 2 games (contributed by samisalreadytaken)
  • Added functions for I/O instancing on documentation from later Source/Source 2 games (contributed by samisalreadytaken)
  • Fixed EntitiesInBox, etc. not working when entities have identical names (contributed by samisalreadytaken)
  • Optimized various VScript code to run faster and have more utility (contributed by samisalreadytaken)
  • Split VScript base script into its own file
  • Added VScript descriptions for NPC squads and the manager class which handles them
  • Moved several classes, functions, etc. to the VScript library itself for future usage in other projects, like VBSP
  • Made some VScript documentation more clear due to deprecation of online documentation
  • Added VScript "hook" registration, creating a standardized system which shows up in script_help documentation
  • Added VScript-driven custom weapons
  • Added clientside VScript scopes
  • Added a bunch of weapon-related VScript functions
  • Split a bunch of cluttered VScript stuff into different files
  • Added VScript functions for "following" entities/bonemerging
  • Added VScript functions for grenades
  • Added a few more VScript trigger functions
  • Added OnDeath hook for VScript
  • Fixed documentation for aliased functions in VScript
  • Added VScript to VBSP with basic map file interfacing
  • Fixed more issues with parallax corrected cubemaps and instances (reported by THS2121966)
  • Made instance variable recursion consistent with VMFII (prompted by 1upD)

Mapbase v5.1

23 Sep 06:17
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This update improves support for manifests and integrates a few bug fixes. It also contains VScript implementation contributions from samisalreadytaken.

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Changelist:

  • Fixed a major oversight in Source 2013 which was causing some code to think all logic entities were worldspawn
  • Added WIP background nodraw for point_cameras set to not draw skybox at all
  • Fixed map-specific talker not flushing on restore
  • Added optional HUD hint to code-based game instructor hints
  • Added workaround for suspicious crashes in HL2 NPC rappelling code (reported by 1upD)
  • Made antlions summoned by npc_antlionguard report as dead when removed with the "Kill" input
  • Fixed math_mod not saving mod value (reported by Klems)
  • Added SDK_WindowImposter, which uses the SteamPipe cubemap bug workaround and includes support for parallax corrected cubemaps
  • Updated thirdpartylegalnotices.txt to mention the Squirrel API
  • Fixed incorrect type checking for script instances in VScript
  • Added a bunch of new misc. VScript constants
  • Added a few new base VScript functions
  • Added a separate "Clientside Script Language" keyvalue to worldspawn for VScript, allowing client scripts to use a different language from server scripts
  • Fixed debug overlay functions by replacing them with a Source 2-style singleton (contributed by samisalreadytaken)
  • Renamed a bunch of VScript functions to make them more in-line with later Source (2) games, still allowing the original names to be used as legacy support (contributed by samisalreadytaken)
  • Added expanded support for script function thinking (contributed by samisalreadytaken)
  • Fixed worldspawn crashing the game when running entity scripts (reported by krassell)
  • Fixed manifests creating a second worldspawn, allowing them to function properly in HL2
  • Added tons of remapping-related fixes for instances and manifests, including node IDs and overlay remapping
  • Added a keyvalue to func_instance which allows vector axis lines to be remapped properly
  • Added support for manifest root path instances in VBSP
  • Added missing PrintBrushContents() contents to VBSP
  • Added -nohiddenmaps parameter
  • Made manifest cordon somewhat functional

Mapbase v5.0

14 Aug 21:44
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This update is one of Mapbase's biggest updates yet, adding tons of new features and even partly changing how Mapbase operates.

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Changelist:

  • Added keyvalue to hl2_gamerules which allows respawning in singleplayer
  • Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial suggested by Maestra Fenix)
  • Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow
  • Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary)
  • Fixed env_projectedtextures not updating on save/load
  • Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates)
  • Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time
  • Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param
  • Added adjustable convars for main view NearZ and skybox NearZ (suggested by Klems)
  • Fixed map-specific localization files, cleaned up map-specific file code
  • Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters
  • Fixed math_lightpattern corruption when setting pattern/style while active
  • Fixed the "Touch" input crashing when given no entity
  • Added a way to add EFlags via keyvalue (suggested by Niker107)
  • Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam)
  • Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon)
  • Added "Mapbase" header to Mapbase-specific code files
  • Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox
  • Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller
  • Added "SetScale" input to sky_camera for live scale changing
  • Added convar to control player crouch speed multiplier (suggested by SellFace and ArtyIF)
  • Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2)
  • Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.)
  • Added limited support for Valve's Quaternion class in VScript
  • Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library
  • Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought
  • Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it
  • Added various functions and hooks for VPhysics integration in VScript
  • Added VScript-based custom suit devices
  • Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell)
  • Added ability to insert localization strings through VScript
  • Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc.
  • Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances

Mapbase v4.3

16 Jul 15:56
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This update expands various existing features and makes Mapbase more stable for upcoming events.

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Changelist:

  • Fixed major issues with level transitions and save/restore due to certain classes not being registered (contributed by reductor)
  • Fixed a crash with multiple trigger_look targets
  • Fixed an issue where some zombie submodel server ragdolls are not solid to the world
  • Fixed a crash with certain instance classes being loaded in a savegame before the class is registered
  • Added some of Tony Sergi's missing Source 2007 fixes (contributed by Kris)
  • Added "ClientCommand" hook for VScript to allow handling of unknown console commands
  • Added "PlayerRunCommand" hook for VScript to control player movement
  • Added new button-related script functions for players (GetButtons, DisableButtons, etc.)
  • Added CUserCmd accessor in VScript for the "PlayerRunCommand" hook
  • Added "GetWaterLevel" function for VScript
  • Exposed "Ignite" to VScript for controlling how a fire starts
  • Fixed NPCs being unable to unholster weapons
  • Fixed Mapbase crashing when Steam isn't running (reported by Cvoxulary)
  • Fixed issues with angled/updating sky_camera save/restore
  • Added VBSP "-skyboxcubemap" parameter to enable skybox default cubemaps + "-defaultcubemapres" to control their resolution (suggested by Totterynine)
  • Added ability to disable VScript in a map (and fixed a few potential complications from disabling VScript)
  • Made clientside VScript only initialize after world is spawned in order to receive serverside script language in time
  • Added tons of VScript functions to CBaseAnimating related to bodygroups, sequences, etc.
  • Added VScript functions to players for getting user ID and player name, similar to logic_playerinfo
  • Added a few L4D2 script functions missing from the ASW SDK
  • Added "Localize" singleton with a single "GetTokenAsUTF8" function for getting localization strings
  • Disabled r_hunkalloclightmaps by the request of various users (apparently this completely removes the "Engine hunk overflow" error and allows for really high-res lightmaps)
  • Fixed npc_antlionguard NPC_TranslateActivity not hooking into base class (allows for VScript manipulation)
  • Added various unused antlion guard activities to npc_antlionguard AI, allowing for usage as registered activities
  • Added keyvalue to set LOS mask on combine_mine
  • Added +USE bounding box limiter to prop_interactable