Releases: Wolvin-NET/prophuntx
Version X2Z Rev. 01.10.24 (Git Release/Pre)
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
andph_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
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
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
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 previousfretta
folder (if you have modified something) before upgrading.
Revision 22.05.2024
- Renamed
fretta
base gamemode tobase_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, andDeriveGamemode('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 iffretta
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)
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)
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
toph_team_balance_classic
and reset their default value to1
. To Enable Team Shuffle/Rotation, you need to useph_team_balance_classic 0
ANDph_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
whenph_enable_teambalance
is0
, This needs to be updated in future (Currently it's semi working, but still do not useph_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. RequirePly
to retreiveph_cl_language
ConVar.PHX:RTranslate( player Ply, string strID )
: Get Random Translated Text with given ID and varargs. RequirePly
to retreiveph_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 belowfunction
callbacks:player Ply
A player entitytxt
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)
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 typephx_verbose 1/0
just like settingdeveloper 1/0
- Renamed
ph_print_verbose
tophx_verbose
to prevent errors when player first time installing PH:X2Z from any previous version of PH: X/Enhanced. - Renamed
ph_enable_unstuck
toph_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 frommodel1
tomodel16
- FGD: Added
ph_decoy_spawner
, use this rather than usingph_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 yourlistenserver.cfg
orserver.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 EntitySetupDataTables
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)
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 intolocal MapVote = PHX.MV
table, so that you can use original fretta-like MapVote addon. To make it work you must useph_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
tolps_start_random_round
with default value to0
(Request) - Changed default value
ph_custom_mv_func
fromMapVote.PHXStart()
toPHX.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. Usingreturn true
will remove default weapon loadout (crowbar, 357 and shotgun). CAUTION: usingreturn 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 intocl_init.lua
instead - Removed uneccessary global variables (e.g.
x
variable inside HUD hook, it should meant tolocal 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)
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 isPlayer
argument returnsnil
. 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)
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.