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Desert Crisis 1.1 to 1.5

Author: Desert Crisis Team

This patch updates Desert Crisis 1.1 to 1.5.

NEW FEATURES

  • All New USA player models

  • brand new hud and color scheme

  • new css w/ item descriptions

  • brand new "QuickCSS", a simpiler group of selection menus to be used during the round to quickly change weapons

  • new maps dc_sandtorn and dc_alienrelic

  • updated maps with new features

  • new arm models and skins

  • new flamethrower model, effects, and animations

  • new katana model and animations

  • Improved ingame music

  • 3d objective location sprites to help learns maps faster, +info to show the sprites

  • SMAW, a single shot rocket launcher

  • USP Match 9mm single + akimbo

  • Raging-bull revolver single + akimbo

  • Laser assault rifle

  • bullet whizzing effects

  • new beam sprites

  • new head accessories

  • facial hair color selection

  • Ingame secrets/map easter eggs can now be disabled server-side (sv_secrets), mappers control this with master_secret

  • new snow, sand, and dirt impact effects

  • greatly optimized master string and objective string parsing (less CPU usage on servers)

  • select chosen primary/secondary/melee/equipment command, bind a key to "melee" or "primary", etc

  • Location is now shown on team say text

  • Server-side weapon restrictions (add a restrict.cfg)

  • katana and sledge are now throwable

  • new anti-grav and shield toggle sounds

  • anti-grav impact sounds and effects

  • added generic draw and weapon mode change sounds

  • scoreboard watermark and timer

  • new timer and health counter flashing effect

  • spawn invulnerability icon

  • a 256x256 win graphic for each team + music

  • fade to black on death

  • 1, 2 & 5 minute warning flash on timer

  • alarms now print a triggered message when tripped w/ the location of the alarm included

  • cl_brasstime and cl_cliptime to control how long brass and clips stay around

  • cl_brassfadespeed and cl_clipfadespeed to control if/how fast they fade after their life has expired

  • new flamethrower physics

  • "/" say commands, allowing client commands to be called from the message prompt instead of the console

  • muting someone on the scoreboard will now mute both that players saytext and voice comm

  • new crosshairs (12)

  • walljumping off another player causes damage 

NEW SERVER OPTIONS

  • server logs in newer Half-Life Standard Log Format

  • server commands "end_round" and "map_restart" commands that can be called from the server or rcon

  • server command "forceteam" to directly set the team of a certain player

  • server command "swap_teams" to swap the players on each team

  • server command "shuffle_teams" to even shuffle all active players between the two teams

  • server commands "stfu" and "unstfu" to globally silence spammy players say text

  • server command "nextmap" to automatically enter intermission and load the next map in the mapcycle

  • server commands "cancelvote" & "passvote" to cancel/pass any vote in progress

  • spam prevention system to protect against saytext and nick changing spam (mp_maxspam, mp_sayspam, mp_nickspam)

  • cvar to enable/disable nick change notifications (mp_nicknotify)

  • VOTING, use the command "callvote" followed by a valid vote command.

  • Vote commands are: map_restart, nextmap, swap_teams, shuffle_teams, map <mapname>, kick <player> | <userid>, stfu | unstfu <player>, sv_gravity <value>

  • voting can be enabled/disabled with mp_allowvote (0/1)

  • Admins can lock out certain votes

  • team switching/joining messages are now global

  • new cvar to cause notifications every X seconds of unbalanced teams (mp_notifyunbalanced)

  • new cvar to set the minimum amount of time before changing teams (mp_minwitchtime)

  • new cvar to control whether a player can join a team that already has the larger number of players (mp_forcebalance)

  • new cvar to allow servers to disable free floating spectators (mp_freespectator 0/1)

  • cvar to set a limited number of lives on any map (mp_lives) 

UPDATED MAP ENTITIES

  • easier for mappers to implement ctf maps (see example maps)

  • a new map specific group spawning option to cause all dead players on a team to spawn at once

  • Dynamic map based weapon restrictions (certain weapons can be turned on/off while the game is going with map entities)

  • a new "activator" flag on ambient_generics to cause a certain entity to emit a sound from a specified channel (voice, body, etc)

  • new flag on target_team_score to award points to the activators team

  • info_player_start_prox, a proximity based spawnpoint (similar to func_player_start)

  • Win round by most points map option

  • Reset player scores at round map option

  • optimized zone_nodamage, it's much cheaper to have several of them now.

  • invulerability icon will show when standing in a zone_nodamage

  • info_multiple hold times

  • multi_manager loop flag

  • info_status can now add score and use info_objective style messages

  • timer_add to add/subtract time directly from a timer

  • prevent mid-round team join map option

  • new master_round_active entity to more easily allow entities to be disabled during intermission and round start

  • env_fog for adding fog to maps

  • rocket and flame sentries

  • new expression operators (>,<,>=,<=,==,!=,+,-,/,*)

  • master string constants (num_players, etc)

  • new "trigger_speed" entity to slow/speed-up players walk speeds in defined areas

  • new "master_round_active" and "master_round_start" entities

  • master_living to apply different entities to only living or dead players

  • the objective system now provides much better error messages for mappers if something is setup incorrectly 

BUG FIXES

  • fixed the initial unable to join team bug

  • fixed client overflow on changing maps

  • corpses now work again, they are controlled with the sv_corpsetime cvar, and sink into the ground ala q3

  • cvar cl_corpses to disable drawing corpses client-side

  • players can no longer capture certain points through walls

  • mp_forcerespawn is now obeyed

  • +use no longer causes you to come to a stop instantly, you decelerate normally now, but still walk more slowly

  • water movement physics are fixed

  • fixed a model change exploit

  • fixed certain weapons that could be used while capping

  • flamethrower no longer fires underwater

  • knives are no longer lost when you damage something

  • info_status now works properly

  • dead players no longer count as being inside a trigger_hold

  • fixed draw/holster flicker when running a listenserver

  • XOR in objective and master strings is fixed

  • fixed smoke for burning players

  • alarms are only triggered by enemy players

  • flares properly set other players on fire

  • Death messages for flamethrower fixed

  • only the scoreboard is shown during intermission

  • fixed the ordering of elements draw on the hud

  • random selection in CSS now works properly

  • no more "bobbing" while capping

  • tempents reset with round

  • wootastic can no longer use new pistols until they have an akimbo set

  • timer on kinetica fixed

  • fixed certain holstering exploits

  • fixed weapon deploy animation/sound on respawn

  • cleaned up weapon switch order when dropping/losing weapons

  • fixed func_tank

  • fixed triple thrown tknife death message

  • players no longer pick up empty weapons

  • fixed the continuation of a 3-round burst after respawn

  • eliminated all double prediction bugs on listenservers 

BALANCE TWEAKS

  • lowered default spas ammo to 24

  • increased accuracy on single desert eagle

  • Removed extra ammo from the regen perk

  • Removed weapon restrictions from the stealth and sharp-shooter perk

  • Reduced overall headshot damage

  • Changed armor speed penalties

  • fixed spas/1100/mp5k/chaingun headshot bug

  • adjusted weapon damages

  • grenades do half damage if held while exploding

  • increased the power of anti-grav

  • improved how flamethrower deals damage

  • laser pistol charge can no longer be held indefinitely

  • having extra adrenaline no longer causes the player to gain adrenaline back slower

  • one must wait a short time after firing the emsniper, plasma cannon, or 1100 before he can holster

  • decreased shield hitpoints

  • regen now only restores 70% of hitpoints lost

Filename: dcrisis_v15_update.exe
Size: 65.81 MB
Post Date: Apr 08, 2003 8:28am PDT
Last Updated: Sep 23, 2010 6:57pm PDT
Downloads: 230