Earth's Special Forces Beta 1.2 - Full
Author: ESF Team
Beta 1.2 of the Earth's Special Forces mod for Half-Life. For more info check out the manual.
-Beta 1.2-
Features
Added features
o Gamemodes
o Option for character limits (so, say only 2 gokus, vegetaÂ’s, etc)
o Allow spectators cvar
o Cease fire cvar
o Advanced movement
o Walljumps
Weapons
o Generic balls
o FriezaÂ’s telekinesis
Improved features
o Advanced melee
o SDK2.3 Spectator
o Blockstruggles
o Crushing damage
o Beams attached to hands during blockstruggle
Tweaks
o Keep the sb, when hit beam explosions
o Clicking the auto-assign button should let you join the team with the least players, or if the # of players is equal, the team with the lowest score
o Add an extra model dir for piccolo, so mod-modders can change the model
o Voicecom support
o Removed beamjumping on players
o Powerstruggles will be detonated if they donÂ’t move for 5 secs
o Cvar to disable the mp3player
o Automaticly set boundingboxes for envmodels, if they are not provided within the model itself
o Powerlevel shouldnÂ’t catchup when you kill yourself
o BuuÂ’s chocolate gives you 50,000 pl + 40 hp, instead of full ki
o Add classname in scoreboard
o Short period of invulnerability during spawn
Graphics/Sounds/Animations
o Added trail to scatterbeam
o Trail length for flares varying with amount of charge
o Half-models for being killed with the sword/discs
o Shuffle button + current song name and time on mp3player
o Env model animation
o Teleport after-images
o Explosion fx
o New maps
o New Piccolo model
o New sounds
o Optional Japanese soundpack
Fixed bugs
o Buu now has the right scouter sprite
o The weapon select sprites for Trunks sword are working now
o The finishing buster has a blue explosion now
o Fixed the kametorpedoes fov
o You can't get an extra frag by killing someone who's about to be candified now
o Fixed the names above the picture on the class select menu in realistic team mode
o Players in a ps/bs now can't be pushed away/fall down due to other explosions
o Beta1.2 has a fully recoded sdk2.3 spectator, hopefully removing all od spectator bugs
o The thrown deathball is now the same size as the charged one
o If you select generic beam while ascending and descend before the ascending is done, the generic beam will have now have the correct color
o Fixed persistant discs and beams on map edges
o Improved beam shooting from the ground/map edges
o Decreased view screwups on map edges
o Beam swatting now works correctly on beams
o Fixed the fully charged disc crash bug
o Fixed several crashing bugs with GohanÂ’s shield
CVAR List
Server Side (default)
am_maxextanges : 4
am_mediumrange : 0.900
am_minrange : 0.300
am_percentblocked : 0.750
am_prepunch_delay : 0.200
am_prepunch_delaystruggle : 0.100
am_prepunch_driftspeed : 280
am_prepunch_max : 12
am_prepunch_maxstun : 6
am_prepunch_mincombo : 3
am_prepunch_stunperpunch : 0.750
am_strongrange : 1.350
am_struggle_arrowtime : 0.500
am_struggle_enddelay : 1.500
am_struggle_maxarrows : 6
am_struggle_maxextanges : 2
am_struggle_startdelay : 0.750
am_wallstick_canstick : 1
am_wallstick_maxtime : 2
am_wallstick_mintime : 1
am_weakrange : 0.500
mp_allowsensubeans : 1
mp_allowspectator : 1
mp_ceasefire : 0
mp_characterlimit : 1
mp_dbrespawntime : 25
mp_gamemode : 0
mp_laydowntime : 1.500
mp_lockmodels : 1
mp_melee : 1
mp_multipleps : 0
mp_nomeleehittime : 1
mp_plcatchup : 1
mp_realteams : 0
mp_simplemelee : 0
mp_spawn_invulnerable_time : 4
mp_wishlimit : 0
Client Side (default)
cam_xoffset : 0
cam_yoffset : 0
cam_zoffset : 10
cl_3drocks : 0
cl_aurabend : 1
cl_beamquality : 1
cl_drawdiamonds : 1
cl_dusttrails : 1
cl_dusttrailslbl : 100
cl_explosionsmoke : 1
cl_forwardspeed : 216
cl_fxquality : 2
cl_gaitestimation : 1
cl_gg : 0
cl_hightexture : 0
cl_himodels : 0
cl_motionblur : 1
cl_mp3player : 0
cl_smoothflyinganim : 1
Miscellaneous
Beam Jumping - Hold down jump while firing a beam into the ground or wall and you will be propelled by your beam.
Wall Jumping - Hold any direction (Forward,Backward,Left Strafe, Right Strafe) towards a wall, then hold jump. The character will then charge up a jump, jumping distance is determined by the length of charge.
High Jump - The height of your jump can be controlled by the length and pressure you put on your jump key.
Features
Added features
o Gamemodes
o Option for character limits (so, say only 2 gokus, vegetaÂ’s, etc)
o Allow spectators cvar
o Cease fire cvar
o Advanced movement
o Walljumps
Weapons
o Generic balls
o FriezaÂ’s telekinesis
Improved features
o Advanced melee
o SDK2.3 Spectator
o Blockstruggles
o Crushing damage
o Beams attached to hands during blockstruggle
Tweaks
o Keep the sb, when hit beam explosions
o Clicking the auto-assign button should let you join the team with the least players, or if the # of players is equal, the team with the lowest score
o Add an extra model dir for piccolo, so mod-modders can change the model
o Voicecom support
o Removed beamjumping on players
o Powerstruggles will be detonated if they donÂ’t move for 5 secs
o Cvar to disable the mp3player
o Automaticly set boundingboxes for envmodels, if they are not provided within the model itself
o Powerlevel shouldnÂ’t catchup when you kill yourself
o BuuÂ’s chocolate gives you 50,000 pl + 40 hp, instead of full ki
o Add classname in scoreboard
o Short period of invulnerability during spawn
Graphics/Sounds/Animations
o Added trail to scatterbeam
o Trail length for flares varying with amount of charge
o Half-models for being killed with the sword/discs
o Shuffle button + current song name and time on mp3player
o Env model animation
o Teleport after-images
o Explosion fx
o New maps
o New Piccolo model
o New sounds
o Optional Japanese soundpack
Fixed bugs
o Buu now has the right scouter sprite
o The weapon select sprites for Trunks sword are working now
o The finishing buster has a blue explosion now
o Fixed the kametorpedoes fov
o You can't get an extra frag by killing someone who's about to be candified now
o Fixed the names above the picture on the class select menu in realistic team mode
o Players in a ps/bs now can't be pushed away/fall down due to other explosions
o Beta1.2 has a fully recoded sdk2.3 spectator, hopefully removing all od spectator bugs
o The thrown deathball is now the same size as the charged one
o If you select generic beam while ascending and descend before the ascending is done, the generic beam will have now have the correct color
o Fixed persistant discs and beams on map edges
o Improved beam shooting from the ground/map edges
o Decreased view screwups on map edges
o Beam swatting now works correctly on beams
o Fixed the fully charged disc crash bug
o Fixed several crashing bugs with GohanÂ’s shield
CVAR List
Server Side (default)
am_maxextanges : 4
am_mediumrange : 0.900
am_minrange : 0.300
am_percentblocked : 0.750
am_prepunch_delay : 0.200
am_prepunch_delaystruggle : 0.100
am_prepunch_driftspeed : 280
am_prepunch_max : 12
am_prepunch_maxstun : 6
am_prepunch_mincombo : 3
am_prepunch_stunperpunch : 0.750
am_strongrange : 1.350
am_struggle_arrowtime : 0.500
am_struggle_enddelay : 1.500
am_struggle_maxarrows : 6
am_struggle_maxextanges : 2
am_struggle_startdelay : 0.750
am_wallstick_canstick : 1
am_wallstick_maxtime : 2
am_wallstick_mintime : 1
am_weakrange : 0.500
mp_allowsensubeans : 1
mp_allowspectator : 1
mp_ceasefire : 0
mp_characterlimit : 1
mp_dbrespawntime : 25
mp_gamemode : 0
mp_laydowntime : 1.500
mp_lockmodels : 1
mp_melee : 1
mp_multipleps : 0
mp_nomeleehittime : 1
mp_plcatchup : 1
mp_realteams : 0
mp_simplemelee : 0
mp_spawn_invulnerable_time : 4
mp_wishlimit : 0
Client Side (default)
cam_xoffset : 0
cam_yoffset : 0
cam_zoffset : 10
cl_3drocks : 0
cl_aurabend : 1
cl_beamquality : 1
cl_drawdiamonds : 1
cl_dusttrails : 1
cl_dusttrailslbl : 100
cl_explosionsmoke : 1
cl_forwardspeed : 216
cl_fxquality : 2
cl_gaitestimation : 1
cl_gg : 0
cl_hightexture : 0
cl_himodels : 0
cl_motionblur : 1
cl_mp3player : 0
cl_smoothflyinganim : 1
Miscellaneous
Beam Jumping - Hold down jump while firing a beam into the ground or wall and you will be propelled by your beam.
Wall Jumping - Hold any direction (Forward,Backward,Left Strafe, Right Strafe) towards a wall, then hold jump. The character will then charge up a jump, jumping distance is determined by the length of charge.
High Jump - The height of your jump can be controlled by the length and pressure you put on your jump key.
| Filename: | ESF_B12_Full.exe |
| Size: | 213.76 MB |
| Post Date: | May 18, 2004 6:51am PDT |
| Last Updated: | Sep 23, 2010 6:56pm PDT |
| Downloads: | 36,061 |
Add your comment.