UT2004: Alien Swarm v1.1 Released

SheepCow

Bringer of Code
Joined
Dec 22, 2003
Messages
1,365
Freddys Downloads:
https://forums.freddyshouse.com/local_links.php?action=jump&id=63

Changelog:

* Easy difficulty made slightly easier
* Fixed the vote timeout bug
* Fixed the incorrect 'yes' vote when starting a new vote, while one already in progress
* Added a 'revive marines' button to bring dead marines back to life during the campaign
* Changed the '!' emote for something more visible
* All ini files except AoClient.ini are wrapped into AlienSwarm.ini to support multiple servers on one machine
* Ini files don't grab serverpackages or editpackages from UT2004.ini - this will solve the Jailbreak/UT2004RPG clashing problem
* Fixed the 6 player starts on observation to 8
* Fixed the campaign end difficulty adjustment bug
* Fixed restart button in single mission restarting the endgame summary
* New marine skin colours
* Custom aliens skin colour is saved
* Fixed escape objective on Salvage
* Stopped marines getting above the vents on Reactor Core
* Put in some blockers in RC to make aliens fall into vents nicely
* Projectors default to on and are set to on when tutorial map starts
* Campaign lobby shows wheels on the APC as a client
* Wolfe and Bastille's empty equipment slots filled in by default
* Removed log spam from Listen Server campaign lobby map
* Added an exe file for starting Swarm UnrealED
* Fixed escaping from vents on Research
* Uplink unlock is correctly cleared from slot when starting a new campaign game
* Linux version doesn't send second query to avoid crashing in the server browser
* Fixed a reference to previous mission's MissionInfo which was causing failure of garbage collection and a port swap on dedicated servers
* Fixed scanner beeps for clients
* Dynamic lights default to on
* Fixed the 6 player starts on Barracks to 8 and made marine spawn position depending on order (odd marines on the left, even on the right)
* Restart buttons on Campaign loss, single mission win and single mission fail will appear if you're suddenly given leadership.
* Flamer clip size reduced to 60
* Medical satchel has 6 uses (with bonus uses at skill level 3 and 4)
* Sarge/Jaeger's heat proof armour protects them against mine fire initial damage
* Equipment page shows marine's shortname for easy identification
* Medic receives skill bonus from both blood and silver halo
 

Mr.Bee

Fledgling Freddie
Joined
Jan 17, 2004
Messages
80
I'm really surprised at the quality of this mod, takes me back to the days of alien breed, it just needs more levels. Seems to suffer from alot of teamkilling too :twak:
 

Users who are viewing this thread

Top Bottom