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Releases: Wolvin-NET/prophuntx

Version X2Z Rev. 01.10.24 (Git Release/Pre)

26 Sep 11:51
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Version X2Z Rev. 01.10.24 - v.1.9.7-pre
1st Oct 2024 Update Release Channel.

Revision 01.10.2024 (Pre/Git Release)

  • Update Turkish Language and Contributors.txt
  • Temporary Fix for Item & Decoy Spawner to respect ph_enable_decoy_reward and ph_enable_team_itemspawner (Serverside Only) ConVars.
  • Fixes for certain official PHX maps that forcing Items to spawn
  • ⚠ Due to late update for official PHX maps that are still spawning decoys, please refer to this issue comment #38 (comment) for workaround on how to remove them.

Version X2Z Rev. 31.07.24

31 Jul 15:35
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Version X2Z Rev. 31.07.24 - v.1.9.6
31st July 2024 Update Release Channel.

Revision 31.07.2024

  • Quick Minor fix where players cannot use door or any entities where it supposed to. (This was caused by ph_allow_pickup_object that was set to 0 or )
  • Removed .sw.vtx and .xbox.vtx for models (as it is not needed on Gmod Today Source Engine standard.)

'Proper' Prop Collission

  • A propposed feature for proper prop collision will be added in future update. Currently testing any possible way to get this reliable or efficient. See #13 (comment)

Version X2Z Rev. 17.07.24

17 Jul 06:51
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Version X2Z Rev. 22.05.24 - v.1.9.5
17th July 2024 Update Release Channel.

Revision 17.07.2024

  • Re-enabled back a function where you can use accurate prop's hull rather than rounding them.
  • Added ConVar "ph_tmp_accurate_hull" (Enabled by Default) for Accurate Hull - Turn this off if you have a problem such as getting stuck too often
  • Changed restriction that you cannot change into a Prop if Prop's max hull X and Y is less than 0.5 units (before: 1.0 units)

Known Issues

  • If you're trying to use a very thin or tiniest prop (by disabling the restriction in the code) you'll likely have some collission problem from Player's Hull with other objects.
    So far, I found that Valve Games are nearly never made a very thin/tiniest prop so this should be safe for 0.5 units restriction. (this probably due to VPhysics Collision rule that the must be 0.5 units thick.)

Version X2Z Rev. 22.05.24

22 May 17:40
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Version X2Z Rev. 22.05.24 - v.1.9.4
22th May 2024 Update Release Channel. Version 1.9.4

Notes:

  • This will be the last "X2Z" versioning and will soon changed into new versioning scheme.
  • This version will now use a renamed fretta gamemode folder with base_phx - I highly recommend to make a backup your previous fretta folder (if you have modified something) before upgrading.

Revision 22.05.2024

  • Renamed fretta base gamemode to base_phx to avoid conflicts with other gamemodes.
    If you really wanted to include PHX's fretta base into your multi-fretta-gamemode, simply rename the base_phx and base_phx.txt, and DeriveGamemode('base_phx') => DeriveGamemode('fretta')@prop_hunt/gamemode/sh_init.lua. However, I highly recommend to avoid this to prevent any undesired effects. Use at your own risk!
  • Integrity Check: Added checks if fretta* bases are present and warn users if they have multiple/alternate Prop Hunt versions are installed. Please consult to this wiki or here on how to disable other Prop Hunt in order to use Prop Hunt X.
  • Integrity Check: Added ConVar phx_integrity_check_fretta to ignore checking if fretta gamemode folder is present. This is highly not recommended as this will cause several problem. Use at your own risk!
  • Taunt: Added function to Include/Exclude stock PH:X Taunts provided from the gamemode, meaning you can remove 'Prop Hunt X Originals' and 'Prop Hunt X Classics' category. This will also disable stock Taunt scanner that scanned from sound/taunt_phx directory so you have to update your custom taunt folder if it was installed in there! Also this requires map restart after toggling this function.
  • Taunt Include/Exclude: At least requires any Custom Taunts (LUA or using from Taunt Scanner with different path other than sound/taunt_phx)
  • Taunt Include/Exclude: When Excluding taunts without any custom taunts installed, the gamemode will use a fallback sound.
  • Taunt: Added function to Stop/Overlapping taunt sounds after playing a new Taunts.
  • Taunt: Added Taunt Sound Level: Starting from 75dB to 100dB (default is 100dB)
  • Added CVar: ph_include_default_taunt (1/0, def: 1)
  • Added CVar: ph_taunt_soundlevel (1=75dB, 2=80dB, 3=85dB, 4=90dB, 5=95dB, 6=100dB, def: 6)
  • Added CVar: ph_overlap_taunt (1/0, def: 0 = stop)
  • Fixed some errors when using search in Taunt window when Favorite Taunts category is selected. A warning message will printed the text entry instead.
  • Other tweaks for taunt behaviours
  • Fixed typo on Ko-Fi Donation Link
  • Added Donation Message on first time play

Version X2Z Rev. 19.01.24 (4th January 2024 Small Patch)

19 Jan 08:01
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Version X2Z Rev. 19.01.24 - v.1.9.2
19th January 2024 Update Release Channel. Version 1.9.2

If you are previously installed/updated from Revision 17-18.01.24 We highly recommend you to update the gamemode as soon as possible

Revision 19.01.2024

  • Fixed Error when using Classic HUD with AutoTaunt enabled (cl_autotaunt.lua->AutoTauntPaint())
  • Fixed Error when Trying to Closing Taunt Window too early while Right Click Context Menu is still remain open
  • Fixed Error when attempting to create Muzzle Effect for Last Prop Standing "Blaster Gun" Outside from PVS
  • Added prevention when prop tries to use Trash Prop (Residual props that was made from PROP Launcher)

Version X2Z Rev. 18.01.24 (3rd January 2024 Minor Fixes)

18 Jan 11:23
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Version X2Z Rev. 18.01.24 - v.1.9.1
18th January 2024 Update Release Channel. Version 1.9.1

If you are previously installed/updated from Revision 17.01.24 We highly recommend you to update the gamemode as soon as possible

This update mainly fixes for "Respawn Team-to-Team/Spectator-to-Team on Hunter's Blind Time" as well as other ConVar changes related to Team Balance (ph_enable_teambalance) option. Do note that you must use Original Classic Team Balance (ph_team_balance_classic ->renamed-> from ph_originalteambalance) method if you want to use 1:1 Teams when Team Balance is enabled, or it will use default method to "Team Shuffle/Rotation" (Half Hunter vs Full Props).

Disabling ph_enable_teambalance will completely disable team balance and run just like oldest version of Classic Prop Hunt with no Team Balancing.

Please Read on 'Team Options' wiki for detail about Team Options & Respawn on BlindTime phase.

  • [Team Switching on BlindTime] Fixed (for the last time) Weird Behaviour during Team-To-Team / Spectator-to-Team Respawn on BlindTime phase. Now Switching Team-to-Team during blind time while disallowing it will no longer spawn on other team (if this hasn't fixed players will take advantage for being props all time).
  • (Request) Renamed ph_originalteambalance to ph_team_balance_classic and reset their default value to 1. To Enable Team Shuffle/Rotation, you need to use ph_team_balance_classic 0 AND ph_enable_teambalance 1 to use Team Suffle/Rotation (Half Hunters vs Full Props) - See EnhancedPlus Menu for more info.
  • Workaround: Fix ph_force_join_balanced_team when ph_enable_teambalance is 0, This needs to be updated in future (Currently it's semi working, but still do not use ph_force_join_balanced_team when Team Shuffle/Rotation is on otherwise you'll get locked out)
  • Removed another small leftover debug messages
  • Added Verbose Message when Team Balance has occured (Must use ph_team_balance_classic == 1)
  • Added Serverside Language Translate:
    • PHX:SVTranslate( player Ply, string strID, varargs ): Translate with given ID and varargs. Require Ply to retreive ph_cl_language ConVar.
    • PHX:RTranslate( player Ply, string strID ): Get Random Translated Text with given ID and varargs. Require Ply to retreive ph_cl_language ConVar.
    • PHX:BTranslate( function Func, string strID, varargs ): Translate with given ID and vargs and Broadcast on everyplayer. The language is based on each Player's Language Setting. A function callback is needed to print something on every player that get broadcasted. See example below
      • function callbacks:
        • player Ply A player entity
        • txt The translated result

Example of Serverside Language Translate

    if CLIENT then return end -- obviously, only serverside realm.
	local ply = Entity(1)
	
	-- Print a Single Translated Line
	local Translate = PHX:SVTranslate( ply, "HUD_TEAMWIN", "Someone" )
	ply:ChatPrint( Translate ) -- This will prints ("Someone win!") with their language settings.

	-- Get a Random Translated Line
	local Random = PHX:RTranslate( ply, "SUICIDEMSG" )
	ply:ChatPrint( Random ) --this will prints random Suicide String Messages

	-- Broadcast a single Translated line
	PHX:BTranslate( function( ply, txt ) 
		ply:ChatPrint( txt ) --this will prints the translated message
	end, "CHAT_SWAPBALANCE", "GumbalBoy", "Salad" )

Team Switching on BlindTime Explanation

It's Important to Read on 'Team Options' wiki to learn more detail about this features.

Version X2Z Rev. 17.01.24 (2nd January 2024 Major Patch)

17 Jan 16:19
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Version X2Z Rev. 17.01.24 - v.1.9
17th January 2024 Update Release Channel. Version 1.9

This Major patch mainly focuses for fixes for error caused by ph_print_verbose that sometimes do not exists in client realm, added new weapon, events, and New Plugin (as Addon): Weapon Loadout Manager & Ammo Editor and other fixes.

  • NEW Plugin (Addon): Prop Hunt: X2Z Weapon Loadout/Ammo Editor (BETA as of 17.01.2024): https://steamcommunity.com/sharedfiles/filedetails/?id=3141486825
  • Removed Verbose Print option in Prop Hunt Settings Menu, instead client and server have to manually type phx_verbose 1/0 just like setting developer 1/0
  • Renamed ph_print_verbose to phx_verbose to prevent errors when player first time installing PH:X2Z from any previous version of PH: X/Enhanced.
  • Renamed ph_enable_unstuck to ph_use_unstuck and reset to their default values to 0. This mean allowing any server admins to use Unstuck from Addon version instead of built-in (Currently it's pretty buggy)
  • Make Verbose Message with Realm Colour, more Informational, Leveled and renamed [PHX] prefix with their call origin (example: Taunt Scanner will be [TauntScanner])
  • Removed Verbose Message on Bonus Weapon (wlv_bren) when detecting weapon base
  • Removed test debug print messages
  • Edited Contributor Names (Turkish Translator & Recent Donator from 2023)
  • Updated FGD and removed ph_fake_prop entry
  • Added Example VMF and BSP for FGD Demonstration
  • FGD: Added ph_model_bans, manually adds model bans from the map. Key ranging from model1 to model16
  • FGD: Added ph_decoy_spawner, use this rather than using ph_fake_prop!
  • Fixed Typo year revision on Update Description
  • Lucky Ball & Devil Crystals Improvement: Moved every item & instances into gamemodes/sv_items.lua and keep Entities Scripts clean
  • Added Devil Crystal Items: PROP Launcher
  • Added Hunter Weapon: Flechette Gun (Obtained via Lucky Ball)
  • Include: Added Half-Life 2: Episode 2's "Flechette" contents, no longer requiring game content to be mounted
  • Added Flechette's Kill Icon (only when PH:X2Z mode is loaded)
  • Fixed when Updating Banned Prop Models where client can get empty data
  • Corrected few weapon HUDs & Killicons
  • Added few Language IDs: KEY_MIDCLICK, (Devil Crystal) LD_MIDCLICK, LD_RIGHTCLICK, LD_PRESS2SHOOT
  • Shorten local variable LANG -> L for each Language files to preserve disk space (just like TTT)
  • Updated PH_OnPreRoundStart hook argument: number RoundNumber, bool "ph_swap_teams_every_round"
  • Added new function PHX:SetBlindStatus(bBool), bool = PHX:IsBlindStatus(), Alias for "PHX.BlindStatus" GetGlobals
  • Fixed & Improved: Very Strange Behaviour when Allowing Team-to-Team/Spectator-to-Team Respawn during Blind Time
  • Hunters: Weapons should normally spawn whenever Team Balance has occured* (see Known Issues)
  • Updated Integrity Checker

Known Issues

  • Changing ph_hunter_blindlock_time greater than the current value will cause the BlindFold HUD to be appear. It's better to change this value before the round has started, or better yet use from your listenserver.cfg or server.cfg file!
  • Issue #35 Hunter Weapons may not spawn at certain condition/Team Balance has occured, this has been fixed although you might avoid respawning/switching team too fast.
  • Issue #36 : Linux Client 64-bit only (with CEF patch): ph_prop Scripted Entity SetupDataTables will not get called causing prop become static. This may caused internally by the game and still looking forward for workaround.

Version X2Z Rev. 09.01.24 (January 2024 HotFix & MapVote update)

09 Jan 05:31
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Version X2Z Rev. 09.01.24 - v.1.8
9th January 2024 Update Release Channel. Version 1.8

These patch are mainly fixes for December 2023/January 2024 Garry's Mod update as well as tweaks and improvements.

Changes:

  • HotFix: Fixed Lua Error when suicide occurs on all team due to December 2023/January 2024 patch. This affects to GAMEMODE:AddDeathNotice rule changes
  • HotFix: Fixed Hunters when respawning too early during blind time will have them longer blindfold time. This is now cut shorter and will be soon released once blindfold time is over
  • Fixed typos GetGlobalBool's BlindStatus -> PHX.BlindStatus
  • Minor Improvements and Changed MapVote Global variable into local MapVote = PHX.MV table, so that you can use original fretta-like MapVote addon. To make it work you must use ph_custom_mv_func "MapVote.Start()" in order to work (or use any Map Votes addon you like)
  • Changed ULX Category for Prop Menu & MapVote commands and removed gamemodes/ulx/modules/sh directory
  • Renamed ConVar lps_start_random to lps_start_random_round with default value to 0 (Request)
  • Changed default value ph_custom_mv_func from MapVote.PHXStart() to PHX.StartMapVote()
  • Fixed Prop AutoTaunt HUD would overlap with Hunter's Weapon HUD upon respawn after switching team
  • Minor Improvements for Hunter's Weapon Loadout
  • Added new hook PH_OnHunterLoadOut (Arg: player Ply): Adds or Overrides Hunter's Weapon Loadout after blindfold is over. Using return true will remove default weapon loadout (crowbar, 357 and shotgun). CAUTION: using return true in an addon Will Also overrides other addons too that uses this hook!
  • Added Turkish Language (Submission by: Talha Berkay A. aka Matt, Nova Diablox, Fat Fox Talha)
  • Added /config/maps/ph_lttp_kakariko_b2.lua: Remove invalid sprite entities to prevent console from spamming
  • Removed cl_targetid.lua and merged into cl_init.lua instead
  • Removed uneccessary global variables (e.g. x variable inside HUD hook, it should meant to local x)
  • Deprecated: PHX's eChat will soon replaced/removed on future update. A warning message will appear if you use PHX's eChat feature.

Known Issues

  • Linux 64-bit only (with CEF patch): Player's Prop Entity (ph_prop) SetupDataTables will not get called and causes prop to stay in place. This may caused internally by the game and still looking forward for workaround.
  • December 2023/January 2024 update: Strange weapon tracer behaviour. This would affect to Last Prop Standing weapons with their custom Tracers. This is currently being discussed at Garry's Mod issue tracker #5684

Version X2Z Rev. 30.01.23 (HotFix update)

30 Jan 08:48
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Version X2Z Rev. 30.01.23 - v.1.7.1

30th January 2023 Update Release Channel. Version 1.7.1

Changes:

Revision 30.01.2023

  • HotFix: Fixed Error when calling PHInLastPropStanding hook where is Player argument returns nil. This is REQUIRED if you use "AK47 LPS Weapon" addon.
  • HotFix: Fixed Error when trying to run ph_force_end_round on Dedicated Server console.

Version X2Z Rev. 07.01.23 (Last Prop Standing update)

07 Jan 06:29
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Version X2Z Rev. 07.01.23 - v.1.7

January 2023 Update Release Channel. Version 1.7

Changes:

Revision 07.01.23

This is a quick feature update for Last Prop Standing (LPS) and other fixes. A core gamemode hasn't patched yet (this patch was highly requested and therefore you should update your gamemode!)

  • LPS will now allow you to Holster Weapon. To toggle holster (hide) LPS weapon, simply just right click on it.
  • Holstering Weapon WILL also hides Glowing and Trail Effects.
  • Added Text HUD to inform player when LPS is active: CLICK for Shoot, MOUSE2 for Holster
  • Added LPS Weapon State 'HOLSTERED' to inform the weapon is being holstered. This networked value can be accessed via Player:GetLPSWeaponState() == LPS_WEAPON_HOLSTER OR (boolean) Player:IsLPSHolstered()
  • Added sounds when holstering LPS weapons
  • Devil Ball Fix: Fixed RPG, Grenade, and Flachette Launcher Bound Keys when a Player is in Last Prop Standing. A default RIGHT CLICK key will be changed temporarily to MIDDLE CLICK key when LPS is active.
  • Updated Underwater Weapons to be more reliable (SMG, AR2, and Shotgun Water for use to any Underwater Maps)
  • Added Weapon Select & Kill Icons for Underwater Weapons (Applies to: SMG, AR2, and Shotgun Water)
  • Added env_embers_controller helper function for Mappers. Allows you to Turn On/Off this entity.