More map enhancing entities and features than you
can shake a shambler at.
| Last Updated: 3/23/98 |
Final Version: 6.0 |
Downloads page
New to version 6.0
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Multiple targets, targetnames, and killtargets. I made room for four different
targets, four different targetnames, and two different killtargets, but
you can easily edit the source to allow for as many of each as you want.
I don't suggest going below these numbers though, because several of the
new entities use all of them.
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Lots of new triggers.
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Glass, don't the WarT' way, over powered. :) They can be set to function
as either toggle walls or as trains.
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Lots of other misc stuff like remote cameras, controllable servomechs,
and actor entities on steroids.
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New monsters. (Yes I broke down and added monsters. So sue me... no wait!
I was just kidding. Yeesh.)
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A new weapon that can be easily either included or excluded from your game,
without any code changes. If you just ignore it, it won't be showing up
in your game... unless someone does an Impulse 9 and finds the weapon's
Impulse number. :) It's called the Phased Plasma Cannon (PPC), and is greatly
altered from it's original form to cut down a great deal on the required
code and and other resources like skins. Feels like a very new, and very
fun weapon that you should like.
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Some mapper dude names Theodore Verren
email me just as I was packing up for release, so thanks to him, the Rogue
platforms and elevators are working!
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A bunch of bug fixes and other things that are too numerous to list here.
Just take a look see at the Custents Entity Docs for the full low-down
on what's up with Custents 6.0.
New to version 5.2
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Fixed buggs with the Hipnotic trap shooters in the rockets and lavaballs.
Also added grenades and arrows to them.
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Trains can now clone themselves. Great for repetetive train sets like esclators
and moving walkways.
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Complete redo of how the internal path linking is done, so now smooth trains
will work on any sort of path at all. Will lead to future speedups of all
trains after a bit more code work.
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Added a trigger to allow changing a path. This trigger also makes sure
that the internal path linking is not broken, so the smooth trains will
work great with it as well.
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Added cloning to the trains. does not work with the rotating trains.
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Added the cool Rugue stuff from Dissolution of Eternity.
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Contains support for both Hipnotic's and Rogue's earthquakes, so you can
choose which you want to use yourself.
New to version 5.1
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Some flags for the trains were removed because I couldn't get them to work
right yet. Some of then should be back later.
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Added a new healing entity. The original was sent to me by Jan Martin Mathiassen.
It has been modified and enhanced, just like everything else. : )
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Added moving light entity, so hopefully I won't get any more email requesting
it. : P This allows for dim, bright, and flashing lights. It also has support
for the dot field effect, and using a model. It has all the movement features
of the trains.
New to version 5.0
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The trains have been greatly modified. First they have been restructured
so that the code is neater. Second, I've added several new features to
them. Here's a list.
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Trains are now made to move smoothly using a flag.
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Smooth trains are now optionally blockable
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Using flags, you can make trains start out as not solid, invisible,
glowing dimly, or glowing brightly. Using these in a combination will allow
you to use trains as moving lights, an feature that's been requested by
several different people. These have also been added to the rotating trains.
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You can now add information to the path_corners to adjust the train's behavior
when it gets there. These changable features include all of things listed
just above, including a quick flash, which is just like a muzzle flash.
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I've made a completely new entity called func_train_syncer. What it dows
is to take control of a set of trains that it is targeted at, give them
all the properties set on it to make them act the same, then maintains
control of them so that no matter what tries to block them, they will be
able to get back to their original syncronization. It also allows such
sets of trains to be retractable and all start at the same location, allowing
for things like retractable, moving walkways. I've added a new esclator
to the Esclator map to show how much better this works than the old method
of free roaming trains.
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I've made some simple modification to the changing gravity, so now it affects
everything that is affected by gravity. This inclused player, weapons (especially
grenades), monsters, and traps that shoot things like lavaballs. You can
also specify the starting gravity level for seperate monsters to allow
them to start in low gravity areas and still have it work right. The same
can be done for trap shooters that fire lava balls, and it can be anywhere,
not just where the gravity is supposed to be different.
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I could also go over the new Hipnotic stuff, but that would take way too
long, so go get it and find out.
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The main documentation has been divided into three different files. The
custents.txt file has the main beef on what's up with Custents. The history.txt
file has all of the descriptions from previous versions of Custents. Last,
but definatly not least is the Entsdefs.txt file, which has the technical
definitions of all the entities that are in Custents.
New to version 4.2
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The oft requested changing gravity is now in. Sorry it took so long, but
I was bust adding and stiffing up the other stuff.
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You can now have EaRtHqUaKeS just like Hip.
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Both of the above additions requires modifications to the clients.qc file,
so when you use this with other patches make sure that the modifications
get in there.
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The rubble is now multicolored. I didn't like how any wall at would end
up giving off brown rubble, so now there are 14 different colors of rubble
to choose from.
New to version 4.1
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All the entities need to make the exploding walls as seen in Scourge of
Armagon. These include func_exploder, func_multi_exploder, func_rubble,
func_rubble1, func_rubble2, func_rubble3, trigger_damagethreshold, and
func_breakawaywall.
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Some of the entities have had some features added to them to simplify make
exploding walls. The medods used by the Hip guys are still useable.
New to version 4.01
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Doh! Just fixing a dumb mistake. I forgot to update the progs.src in the
zip before. The new one just points out a good place to put the new hipnotic
code files.
New to version 4.0
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The new entities in this version were originally developed by Hipnotic
Interactive. Give them the praise for making them not me.
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Rotating brushes, plus entities to use them as rotating doors and trains.
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Particle Fields. If you've seen Scourge of Armagon you know what I'm talking
about. They're entities that give off a field of particles when triggered.
Great for making force fields.
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Triggering counters. They trigger multiple entities in a timed series.
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Togglewalls. These are toggleable walls. used to make force fields that
you can turn on and off.
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Bobbing water. This is just what the name implies.
New to version 3.11
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Just a little fix to the smtrains, no biggie. Before they just keept
going with their moving sound. Now the trains play the stopping sound when
stopped with a -1 wait time like they're supposed to.
New to version 3.1
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The ambient_bgm entities can now target other entities. This will allow
for interesting BGM setups.
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Fixed a problem with non-triggered ambient_bgm entities not playing the
intro wav file.
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Added some info on how to make the BGM entities loop forever or untill
triggered.
New to version 3.0
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Added a feature to the info_player_start and trigger_changelevel functions
to allow for having several different starting points in one level. This
is only for single player mode. Files are included to make World Craft
support this and the other features.
New to version 2.0a
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Added files that allow you to add support for Custents entities to World
Craft. No more having to remember the names of the different values that
are used.
New to version 2.0
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Added support for wait times to the
smooth trains.
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Made the trains re-triggerable after being stopped with a -1 wait time.
Works for both the regular trains and the smooth trains.
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Made the be-all and end-all of ambient sound entities. It allows you to
pass it the name of any ambient wav file and will play it as an anbient
sound. This will completely eliminate the need for ever making a new enitity
for a new ambient sound. Now you can add all the new ambiance you want
without requiring a special patch (except for this one).
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Made a back ground entity that is triggerable on and off. It allows for
intro, looping, and extro wav files. There is a button in the demo map
that triggeres a BGM set that I made from "99 ways to die". It's really
cool :) Thanks go out to Ged for the inspiration to do this one.
New to version 1.1
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You are now able to have variable distances
between the different path corners of a path loop! This allows for any
sort of complex path setups. The back of the esclator in the demo map has
been opened up so that you can what to truely huge difference this can
make. This feature is also supported by the waiting trains.