Nightfire Source Alpha Updates
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Re: Nightfire Source Alpha Updates
There is some exciting news for you guys. A brand new version of the game is coming REAL soon!
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Topic author - _
- Posts: 335
- Joined: 5 years ago
- Contact:
Re: Nightfire Source Alpha Updates
Nightfire Source 0.0.6.4 released!
REQUIRED OF USERS: Microsoft Visual C++ Redistributable 2013 x86, Nightfire Source Updater v1.4, Source SDK Base 2013 Multiplayer "BETA-TEST" branch. Visit the main download page (viewtopic.php?f=29&p=2032#p2032) for more information
Changelog:
-Added multiplayer bots (controlled with 'bot_add' and "bot_count" console commands). They are a work in progress
-Updated dm_japan, dm_office graphics (still a work in progress)
-Various bugfixes in dm_austria
-Fixed upside down lights in dm_knox and performance issues
-Added new weapons: Laser Rifle (weapon_laserrifle), Up11 Dart Gun (weapon_up11)
-Added proximity mine feature
-Fixed invisible frag grenade view model
-Fixed entity_light entity
-Updated BSP Compilers: made .rad files function like GoldSrc in that the face specified as a texlight gets lit as well as emitting light from itself, changed default lightmap maxsize, disabled tjunction splitting by default (can be enabled with -tjunc), added ability to disable world splitting by hint brushes with vbsp (-nobspsplitonhint), added -ambient command line arg to vrad to allow global illumination values for maps
-Fixed bondmines not respawning
-Fixed flashlight not shining on player models
-Fixed player models not casting shadows
-Fixed tripmine laser beams
-Various small fixes to models and textures
-Fixed crash to desktop with bondmine in third person
-Fixed 'player has joined team' message on main menu
-Removed many maps that were not meant to be released yet
-Fixed bug with gadget select
-Updated to latest SDK, now requires 'beta-test' instead of 'upcoming' SDK Base branch
-Various other bugfixes that have not been tracked
-Took explosion physics off weapons/ammo that were not dropped by players
Please make sure you update your Nightfire Source Updater to v1.4 for this release!
REQUIRED OF USERS: Microsoft Visual C++ Redistributable 2013 x86, Nightfire Source Updater v1.4, Source SDK Base 2013 Multiplayer "BETA-TEST" branch. Visit the main download page (viewtopic.php?f=29&p=2032#p2032) for more information
Changelog:
-Added multiplayer bots (controlled with 'bot_add' and "bot_count" console commands). They are a work in progress
-Updated dm_japan, dm_office graphics (still a work in progress)
-Various bugfixes in dm_austria
-Fixed upside down lights in dm_knox and performance issues
-Added new weapons: Laser Rifle (weapon_laserrifle), Up11 Dart Gun (weapon_up11)
-Added proximity mine feature
-Fixed invisible frag grenade view model
-Fixed entity_light entity
-Updated BSP Compilers: made .rad files function like GoldSrc in that the face specified as a texlight gets lit as well as emitting light from itself, changed default lightmap maxsize, disabled tjunction splitting by default (can be enabled with -tjunc), added ability to disable world splitting by hint brushes with vbsp (-nobspsplitonhint), added -ambient command line arg to vrad to allow global illumination values for maps
-Fixed bondmines not respawning
-Fixed flashlight not shining on player models
-Fixed player models not casting shadows
-Fixed tripmine laser beams
-Various small fixes to models and textures
-Fixed crash to desktop with bondmine in third person
-Fixed 'player has joined team' message on main menu
-Removed many maps that were not meant to be released yet
-Fixed bug with gadget select
-Updated to latest SDK, now requires 'beta-test' instead of 'upcoming' SDK Base branch
-Various other bugfixes that have not been tracked
-Took explosion physics off weapons/ammo that were not dropped by players
Please make sure you update your Nightfire Source Updater to v1.4 for this release!
-
Topic author - _
- Posts: 335
- Joined: 5 years ago
- Contact:
Re: Nightfire Source Alpha Updates
Nightfire Source v0.0.6.5 released!
Changelog:
-Fixed item_generic and item_breakable use body function which was causing trees in Romania to change shape when pressing the use key
-Added fallback method for body groups if mappers forget to update prop bodygroups to the new naming convention (This fixes many props having the wrong shape)
-Updated collision on some models in dm_office
-Fixed the doors in dm_office
-Updated skybox in dm_office
-Added more weapons and ammunition to dm_office
-Fixed player unable to crouch through the security room window on dm_office
-Added laser switches system in dm_office
-Added item_locktarget entity
-Updated env_laser entity. Mappers can now make env_laser flicker with a set on and off time, have random flicker, and sounds
-Added Force Open setting to func_door, func_door_rotating, and prop_door_rotating
-Fixed out of order sequences
-Fixed many asserts
-Fixed potential loss of memory/corruption in gadget select and weapon select code
Changelog:
-Fixed item_generic and item_breakable use body function which was causing trees in Romania to change shape when pressing the use key
-Added fallback method for body groups if mappers forget to update prop bodygroups to the new naming convention (This fixes many props having the wrong shape)
-Updated collision on some models in dm_office
-Fixed the doors in dm_office
-Updated skybox in dm_office
-Added more weapons and ammunition to dm_office
-Fixed player unable to crouch through the security room window on dm_office
-Added laser switches system in dm_office
-Added item_locktarget entity
-Updated env_laser entity. Mappers can now make env_laser flicker with a set on and off time, have random flicker, and sounds
-Added Force Open setting to func_door, func_door_rotating, and prop_door_rotating
-Fixed out of order sequences
-Fixed many asserts
-Fixed potential loss of memory/corruption in gadget select and weapon select code
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Topic author - _
- Posts: 335
- Joined: 5 years ago
- Contact:
Re: Nightfire Source Alpha Updates
Nightfire Source v0.0.6.6 released!
Changelog:
-Fixed order of item_breakable materials (Maps ported from original Nightfire PC that have material set to generic for instance, will no longer be treated as glass)
-Fixed tickrates higher than 100 again. Default client tickrate now set to 102.4, dedicated server 128.
-Changed lag compensation code to use time instead of ticks. This should in theory provide much better hit registry on Source Engine. It needs testing to make sure it works properly for everyone.
Changelog:
-Fixed order of item_breakable materials (Maps ported from original Nightfire PC that have material set to generic for instance, will no longer be treated as glass)
-Fixed tickrates higher than 100 again. Default client tickrate now set to 102.4, dedicated server 128.
-Changed lag compensation code to use time instead of ticks. This should in theory provide much better hit registry on Source Engine. It needs testing to make sure it works properly for everyone.
-
Topic author - _
- Posts: 335
- Joined: 5 years ago
- Contact:
Re: Nightfire Source Alpha Updates
Nightfire Source Launcher version 1.5 released. Please overwrite your original launcher exe with the new one on this page: viewtopic.php?f=29&p=2044#p2044
Fixes:
-Fixed case where launcher could install the wrong Source SDK Base 2013 Multiplayer version leading to an error when starting the game 'Could not load library client'
-Updated SDK Base manifest versions
Fixes:
-Fixed case where launcher could install the wrong Source SDK Base 2013 Multiplayer version leading to an error when starting the game 'Could not load library client'
-Updated SDK Base manifest versions
Re: Nightfire Source Alpha Updates
Glad to see the tight-knit community is still alive and kicking! Click4 it's great to see you old friend!
Re: Nightfire Source Alpha Updates
Video: https://www.youtube.com/watch?v=e0kJh3ns3xc
First and foremost, there's no release date yet, but it shouldn't take any longer from now.
List of changes:
- Linux server binaries are now available.
- Re-written the entire game menu using Steam's CEF API.
- Implemented dpmaster as the server query platform.
- Implemented an audio manager, music now gets played through it and tracks actually loop depending on the level.
- Added the dry fire / out of ammo sounds, as well as the animations for the weapons.
- Fixed an issue with pens and hats being extremely delayed upon being deployed due to reloading issues.
- Implemented miniweb in order to locally serve html files inside the html/ui/ folder since Steam's CEF API can't do local cross-origin requests.
- Disabled CBaseGrenadeProjectile type-cast operation in nf gamerules, which is pretty much old stuff that is not used anymore and would make the linux server crash in regard of such.
- Fixed an issue with bots where they would attack each other with grapples.
- Fixed an issue with proximity mines which would cause an invalid pointer, thus causing a server crash.
- Re-written the entire gadget selection code to be entirely client sided.
- Added cl_autowepswitch to prevent automatic weapon switching upon picking up weapons.
- Implemented loading screen hooks (source hooks, not actual detours) used to hide the html ui and show the maps being loaded.
- Implemented a signature scanner / patcher both compatible with Linux and Windows, for when times are tough (i.e. Valve not shipping any kind of implementation for GameUI.dll to have some state control over the loading screens)
- Implemented map tips which are shown depending on the selected map.
- Scopes for weapons are entirely client sided now so there shouldn't be any 'lag' when scoping in as opposed to old source ways.
- Completely removed the old bots, implemented botrix instead, which seems like a better alternative than re-inventing the wheel.
- SVN completely dumped, there's now an update builder instead and files are downloaded directly via HTTP, caching to save bandwidth is provided by cloudflare. Hopefully downloads should be faster by now.
----
Special thanks to (In Alphabetical order):
Alan Edwardes (Estranged: Act 1) - Steam HTML Browser used for the main menu.
Get it on Steam: http://store.steampowered.com/app/26182 ... ged_Act_I/
License: https://github.com/alanedwardes/Estrang ... LICENSE.md
Boris Borisovich Godin (Botrix Bots)
Site: http://www.famaf.unc.edu.ar/~godin/about.html
Source: https://github.com/borzh/botrix
DPMaster (DarkPlaces MasterServer)
Source: https://github.com/kphillisjr/dpmaster
The GoldenEye Source Team for the music manager.
Site: https://www.geshl2.com/
License: https://github.com/goldeneye-source/ges ... ICENSE_GES
NTAuthority - Signature patcher & scanner, including CitizenFX UI Design.
Site: https://ntauthority.me/
License: https://github.com/adamixik/citizenmp/b ... ve/LICENSE
Yannick Zenhäusern - Main Music Composer
Site: https://www.youtube.com/user/GoldenZenCH
Media:
Website: http://www.nightfiresource.com
Nightfire Source Discord: https://discord.gg/CmmFBHh
First and foremost, there's no release date yet, but it shouldn't take any longer from now.
List of changes:
- Linux server binaries are now available.
- Re-written the entire game menu using Steam's CEF API.
- Implemented dpmaster as the server query platform.
- Implemented an audio manager, music now gets played through it and tracks actually loop depending on the level.
- Added the dry fire / out of ammo sounds, as well as the animations for the weapons.
- Fixed an issue with pens and hats being extremely delayed upon being deployed due to reloading issues.
- Implemented miniweb in order to locally serve html files inside the html/ui/ folder since Steam's CEF API can't do local cross-origin requests.
- Disabled CBaseGrenadeProjectile type-cast operation in nf gamerules, which is pretty much old stuff that is not used anymore and would make the linux server crash in regard of such.
- Fixed an issue with bots where they would attack each other with grapples.
- Fixed an issue with proximity mines which would cause an invalid pointer, thus causing a server crash.
- Re-written the entire gadget selection code to be entirely client sided.
- Added cl_autowepswitch to prevent automatic weapon switching upon picking up weapons.
- Implemented loading screen hooks (source hooks, not actual detours) used to hide the html ui and show the maps being loaded.
- Implemented a signature scanner / patcher both compatible with Linux and Windows, for when times are tough (i.e. Valve not shipping any kind of implementation for GameUI.dll to have some state control over the loading screens)
- Implemented map tips which are shown depending on the selected map.
- Scopes for weapons are entirely client sided now so there shouldn't be any 'lag' when scoping in as opposed to old source ways.
- Completely removed the old bots, implemented botrix instead, which seems like a better alternative than re-inventing the wheel.
- SVN completely dumped, there's now an update builder instead and files are downloaded directly via HTTP, caching to save bandwidth is provided by cloudflare. Hopefully downloads should be faster by now.
----
Special thanks to (In Alphabetical order):
Alan Edwardes (Estranged: Act 1) - Steam HTML Browser used for the main menu.
Get it on Steam: http://store.steampowered.com/app/26182 ... ged_Act_I/
License: https://github.com/alanedwardes/Estrang ... LICENSE.md
Boris Borisovich Godin (Botrix Bots)
Site: http://www.famaf.unc.edu.ar/~godin/about.html
Source: https://github.com/borzh/botrix
DPMaster (DarkPlaces MasterServer)
Source: https://github.com/kphillisjr/dpmaster
The GoldenEye Source Team for the music manager.
Site: https://www.geshl2.com/
License: https://github.com/goldeneye-source/ges ... ICENSE_GES
NTAuthority - Signature patcher & scanner, including CitizenFX UI Design.
Site: https://ntauthority.me/
License: https://github.com/adamixik/citizenmp/b ... ve/LICENSE
Yannick Zenhäusern - Main Music Composer
Site: https://www.youtube.com/user/GoldenZenCH
Media:
Website: http://www.nightfiresource.com
Nightfire Source Discord: https://discord.gg/CmmFBHh
Nightfire: Source - Discord
Re: Nightfire Source Alpha Updates
Wow, you've really been working hard! I can't wait for the release, but before you do, I almost have an alpha version of my dm_mi6 map ready so would it be okay to include that in the next release?
"Coffee...the finest organic suspension ever devised" - Kathryn Janeway. Or in Nightfire's case, in a polystyrene cup with a straw!
Re: Nightfire Source Alpha Updates
Okay thanks, will do when its playable which should be the weekend so I'll let you know then, thanks

"Coffee...the finest organic suspension ever devised" - Kathryn Janeway. Or in Nightfire's case, in a polystyrene cup with a straw!