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Changelog
v 1.19
v 1.18
v 1.17
- Improved campaigns Extermination, Operation CleanSweep, Paranoia
- Added new map Bunker into Nest campaign
- Partially ported HL2 zombies and antlions
- Hammer swarm.fgd, added Angles for asw_egg, added Optional for ASWObjective
- Added rd_deagle_bigalien_dmg_scale for scaling down deagle's dmg done to Shieldbug and other big aliens
- Fixed bots too fast shooting from dual pistols
- Made mat_drawwater not cheat cvar. Players can set it to 0 for slow computers to increase framerate
- Added "Jump no matter what" option for asw_gamerules Jump Jet Type field
- Added cvar rd_ready_mark_override. If set to 1 all players will be auto ready, the green ready mark will be set to checked state
- Fixed medic doesn't turn to marine while healing with heal gun
- Added ability for asw_spawner to spawn asw_drone_uber
- Added missing fields in base.fgd, swarm.fgd. Added enableshadowsfromlocallights for shadow_control. Added angles for asw_ammo_drop
- Fixed bots not following leader to escape area
- Added keyboard settings to select marines 5-8. n keyboard settings user now can specify keys to be used to switch to marines from 5 to 8 if there are more then 3 bots added to co-op game.
- Added trigger_rd_sticktogether_area. A trigger volume that will force bot marines to immediately follow the leader inside this volume. Requires info_marine_hint or info_node_marine_hint entities inside the volume to work
- Add mingpulevel for env_projectedtexture. If set and nonzero, this entity will be drawn only if the GPU level is equal or higher to this value. GPU level is Shader Detail setting of Graphics Settings, ranges from 0 which is Low to 3 which is Very High
- Fixed violence_hblood 0 to properly work. Disables all red blood from marines
- Added BrightnessScale input for env_projectedtexture
- Made the challenge dropdown menu in mission briefing work
- Added rd_alien_instagib cvar. If 1 forces aliens to instantly gib upon death, without any fancy animations
v 1.16
- Extermination 2 Road map
- Decresed depth blur by 2 times
- Improved AI navigation node graph
- Extermination 1 Port map
- Improved navigation graph, removed excessive info_nodes, moved info_nodes into the center of a path which allows shieldbugs to walks in much more areas then previously
- Added an env_projectedtexture with nice shadows
- Added more lights in dark areas
- Fixed fog_volume bug causing internal fog to be shown while marines are outside the building
- Fixed all spawners that had incorrect unborrow activities
- Decresed depth blur by 2 times
- Added angles field for info_node_marine_hint, for Hammer
- Fixed a warning about not precached antlionguard pain sound in console
- Removed some cvars from newmapsettings.cfg and set their values in code, removed unused cvar in modsettings.cfg
- Fixed errors printed to console regarding ASW_Weapon_CombatRifle.SingleFP and ASW_Weapon_CombatRifle.Single
- Added npc_antlionguard to be prespawned on map if Onslaught is enabled, rd_prespawn_antlionguard can be used to turn this off
- asw_ranger now doesn't block other aliens
- npc_antlionguard emits green blood when killed and turns slower when electrostunned
v 1.15
- Fixed crash when marine dies and switches to control a bot marine(using mouse click)
- Fixed "Research 7" campaign is seen twice in campaigns list
v 1.14
- Decreased npc_antlionguard's damage done to players, added green blood when killed, improved passability in tight places
- Added rm_spawners_infinite to make all spawners infinite
- Fixed turrets and ammo drops can be sticked to player or a weapon which is on ground
- Fixed rd_deathmatch_loadout_allowed allows to select weapons in instagib too
- Fixed cheating throwing flares increases fire rate of primary weapon
- Fixed bug Laser mines clip size is 5 in co-op, but should be 12
v 1.13
- Added rd_max_depth_texture_shadows which controls the maximum amount of high quality light shadows. Default value is 1 in most source engine games.
- Disabled shadows from aliens casted by flashlight's dynamic light
- Fixed the error printed to console: Texture 'effects/muzzleflash_light' not found.
- Set proper values for flashlight's ambient light(dynamic light)
- Balanced weapons' damage for PvP game modes
- Prevented shotguns from killing shieldbug from the front
- Fixed npc_antlionguard must not collide with flamer projectiles
- Added new flashlight cvars rd_flashlight_dlight_enable and rd_flashlight_enable, rd_flashlight_dlight_enable is used to enabled a dynamic light from the flashlight. It lights all areas around marine, acts like ambient light. rd_flashlight_enable is used to disable projected texture light from flashlight.
- Added ability for player to turn flashlight on and off
- Added a cvar rd_flashlightshadows to make flashlight cast high quality shadows
- Added a command to scale amount of ammo rm_ammo_bonus
- Prevented automatic ammo amount increasing when carnage or other challenges are active
- Added new texture for flashlight flashlightgrated.vtf. Can be used for env_projectedtexture
- Added rd_bots_kick command to kick bots
- Removed disable commands for DM, TDM, Instagib, Gun Game ...
- Added cvar rd_pvp_marine_take_damage_from_bots, Allowed taking damage from AI marines(bots) in PvP, Prevented scaling down damage received by AI marines(bots) in PvP
- Added cvars to override weapons' damage for PvP game modes. See rd_pvp_*** cvars in skill.cfg
- Fixed INVALID_SQUADIE error printed in console at round start
- Fixed the incorrect scrollbar behavior when creating game for the first time. Play Online - Create Game - Select Campaign
- Renamed Research 7 map names, added prefix rc7
- Updated Extermination and Operation Cleansweep campaign pictures
- Updated Extermination 04 Area previews not to collide with area9800 addon
- Added rd_drone_uber_model_scale for scaling uber drone's model
- Improved singleplayer support by allowing to gain experience in sp and showing stats.
- Added new background sound for main menu and more high quality background image
- Corrected some spawners on extermination01 and nodes on ocs1
- Added a ligh model for using with prop_physics, lights_florescent01a_phys.mdl
- Removed bg_addon.vpk and replaced it with loose textures and code changes.
- Added jump jetting from the ship in extermination 08 comm. center map
- Included "Operation CleanSweep", "Extermination" and 'Research 7' campaigns as official campaigns
- Added skybox 'blackskyfog' which is supposed to be used on all maps. There is a problem with original blacksky that on maps like Extermination 01 player can see black gaps in the undermap. This happens due to visleaf mechanism which cuts all visleafs that are far away from player. And skybox is drawn there. As the skybox is black we see black parts of it. To fix this we add a black skybox which can be affected by fog. Cold Catwalks and Extermination 1 and 2 maps will be fixed using this skybox.
- Fixed when player switches weapons during reload there is a too long delay before shooting
- Enhanced npc_antlionguard support
- When player joins a co-op game he can now pick an AI marine to play for. Right mouse button to choose. Left mouse button to select
v 1.12
- Added Jump Jetting from the Bloodhound on the Communication Center map
- Updated ground texture in dm_desert map; Added new sand textures
- Fixed medic constantly swithing healgun and other weapon, and unable to heal a marine
- Fixed shieldbug and mortarbug are put to sleep by tesla gun
- Prevented cheating with macros that switches weapons to increase fire rate e.g. dual vindicator, dual sniper rifle
- Fixed flashlight bug by adding swarms newmapsettings.cfg
- Added all marine hints for nest01cave map. This improves AI marines navigation
- Fixed bot marines path finding bugs and 7 bots can fit in escape area now
v 1.11
- Decreased Devastator damage
- Fixed incorrect behaviour when player changes his marine while having bots selected in lobby
- Added buttons to select and deselect bots in lobby
- Fixed new weapon icons are pixelated on low textures' settings
- Made bots use info_node if there are no info_marine_hint nodes
- Increased the amount of ammo and power for Combat Rifle's secondary attack
- Fixed aliens drop red blood. But should be green or yellow
- Added cvars to disable env_projectedtexture, info_particle_system, func_precipitation, dof, bloom, etc
- Decreased bots follow max dist back to normal
- Decreased moving speed when shooting from Devastator
- Set Devastator to consume all ammo drop instead of half
- Decreased Desert Eagle reload time
- Fixed the ability to select 2 miniguns during briefing
v 1.10
- Fixed Combat Rifle's secondary attack is incorrectly shooting at ground
- Fixed Combat Rifle UI text gives an error in HUD
- Added a new weapon: Combat Rifle with shotgun secondary attack
- Added a new weapon: automated heavy shotgun AA42 Devastator
- Fixed aliens can't go upstairs in Operation CleanSweep map 2
- Allowed jumping on all surfaces in dm_desert map
- Fixed the ability to jump underground on killzone map
- Fixed crash which occurred when using Electrified armor
- Made Research 7 campaign brighter
- Allowed jumping with jump jet on all surfaces in killzone survival map
- Made Desert Eagle to have bullet penetration and able to kill 3 aliens in a row
- Fix nodegraph in Operation Cleansweep campaign
- Increase Desert Eagle damage drom 75 to 160
- Adjusted Desert Eagle to kill rangers with one hit
- Made a delay before reset in trigger_rd_marine_jumpjet
- Added JumpTimeOverride and AnimationTimeOverride settings into trigger_rd_marine_jumpjet
- Added Blink support into trigger_rd_marine_jumpjet
- Made shieldbug unable to knockdown AI marines. AI marines often get stuck after knockdown
- Made AI marines do blink effect from trigger_rd_marine_jumpjet instead of resurrection effect
- Fixed AI marines are stuck when mortar shoots grenades
- Set default weapon to assault rifle in DM
- Prevented using asw_afk when infested
- Fixed marines spawn in fire in DM Syntek Residential
- Added a field into asw_gamerules entity to control how Jump Jet and Blink works. 1 = Use ground links between nodes to check if the node is reachable(ai_show_connect). 2 = Use ground and jump link between nodes to check if the node is reachable to jump to(ai_show_connect_jump). 3 = Allow jump on all surfaces.
- Fixed Cave's red aliens color to be red on spawn, blocked players from falling down and going to unreachable places. Corrected gameinfo.txt and reactivedrop.fgd.
- Changed healthscale to healthbonus for asw_spawner and asw_alien
- Support for challenges, currently added "asbi" and "difficulty_tier1". Difficulty challenge adds 5 more difficulties higher then Brutal
v 1.09
- Added support for 7 bot marines
- Added displaying of 7 marines in lobby screen
- Jump jet and Blink now also use "Jump links" between info_node entities. This allows mappers to make maps that rely on Jump Jet or Blink, e.g. jumping above holes, lava or obstacles. Players now cannot use Jump Jet or Blink to glitch on doors or unwalkable areas, or to do a glitched "long jump" through the entire map.
- Fixed Jump Jet and Electrified Armor sound and particles remain active if marine dies
- Added Desert Eagle into Gun Game mode
- Fixed aiming with Grenade Launcher(and similar weapons) through invisible brushes. Invisible brushes in map now don't make weapons to aim at them.
v 1.08
- Added Desert Eagle pistol;
- Added asw_sentry_top_flamer, asw_sentry_top_cannon, asw_sentry_top_icer entities, which can be put in map by mapper.
- Added colored lines on tactical map;
- Added custom configs for PvP and Coop maps, pvp_client.cfg and coop_client.cfg;
- Added npc_antlionguard NPC
- Added rd_fast_reload_under_marine_scale, for scaling fast reload bar
- Added scrollbar for playerlist;
- Added showing of actual numbers of kills, healing and ff done.
- Decreased volume of impact sound;
- Removed flamer and mining laser from Gun Game mode;
- Set dropped weapons to mass 300
- Set mat_postprocess_enable not a cheat var;
- Fixed collision with smartbomb rockets;
- Fixed marines' and marine to sentry collision when camera is rotated;
- Fixed rolling when camera is rotated;
v 1.07
- Added quake sounds for PvP modes
- Decreased default respawn time for PvP to 0.2 seconds
- Updated "Cave" map to be more playable and fun
- Fixed "teleportations" in "Cave" map
- Fixed spamming message "Press m to select marine" in coop mode
- Fixed crash on fast respawn for PvP
- Fixed 8 player support on maps that doesn't have 8 spawn points like Cargo Elevator, Deima
v 1.06
- Added "Cave" coop map that demonstrates drone bosses
- Updated "Area9800" campaign to the latest version
- Fixed frags counter when killing aliens in PvP modes
v 1.05
- Fixed respawning in PvP game modes
- Fixed mission failed screen when all players are dead in PvP modes
v 1.04
- Fixed 8 player support
- Included the latest custom maps in the distribution
- Included all commands for gameplay customization from Rifle Mod. See Rifle Mod page for details
- Decreased punch speed back to normal
- Removed autoaiming onto marines for campaign mode
v 1.02
- Added respawn countdown displaying in UI
- Added a message that shows a text "Press "Jump" to spawn"
- Added Display current team name into UI
- Added UI button for team changing
- Added ASW_DropExtra console command for dropping your extra item
- Added Links into main menu for feedback thread
- Added A cvar 'rd_deathmatch_loadout_allowed' to allow loadout selection for deathmatch. Set it to 1 to allow weapons' choosing
- Decreased blink recharge time to 5 seconds for Deathmatch
- Decreased minigun bullet spread when marine is crouched
- Decreased vindicator grenade exlode time for PvP game modes
- Enabled all weapons for Gun Game mode
- (currently disabled) Immediate spawn after selecting a marine
- ASW_ClearHouse command now also removes asw_drone_uber
- Added rd_respawn_time for controlling how much time does it take to respawn a player
- Added 2 new entities info_player_start_team1 and info_player_start_team2 for team respawn points
- Added these flags for all alien NPCs, they can be set up using Hammer editor: flammable, teslable, freezable, extra health, sizescale, speedscale
- Fixed Marine rolling angle is incorrect if the camera is rotated
- Fixed Update URL
- Fixed "# frags left" announcement repeats the same words several times
- Fixed crash on jump jet pickup and displaying its in loadout screen
- Fixed the bug when marine picks up an item and respawns with it if killed
Maps:
- Blocked areas player shouldn't be able to reach in DM Frosty and DM Testlab maps
- Added team spawn points for all maps
v 1.01
Added:
Update Checker
Moving to spawn location on game mode change
Countdown on deathmatch round ending
Sound notice on game mode change and for "N Frags left"
Flamer projectiles now take into account player's movement speed
Marines' chatter from Deathmatch is disabled
Marines now ignite from single flamer hit
Frags counter is decremented if marine was killed by an alien
Round ending music
Fixed:
Wrong weapon is given if frags count is negative
DM Desert
Added:
- soundscapes
- clips around the map
- clips in building
- nodegraph
- ladders on cars, platforms, buildings
- fog
- color correction
- metal grates to walk on top
Fixed:
- first spawn point duplicate
v 1.00
Added:
- Game modes: Deathmatch, Instagib, Gun Game
- Implemented up to 32 player support
- Added 8 maps for PvP game modes
- Implemented camera 90 degree rotation