Fred's Farm as an official map with a new achievement
Native propper handling in VBSP to allow mappers to convert brushes to models automatically through the func_detail_model entity
Changed 3
Updated FMOD to the latest version
Updated Russian and Brazilian translations
Minor optimizations
Fixed 2
Door transition softlock issues in the Evil Manor map
Elevator exploit in Nightclub where zombies could break the map by calling elevators before the objective
From BrainBread 2
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Added Fred's Farm as an official map (new achievement as well).
Fixed door transition softlock issues in the Evil Manor map.
Fixed elevator exploit in Nightclub, zombies can no longer break the map by calling the elevators before the objective to move up starts.
Updated FMOD to the latest version.
Updated Russian & Brazilian translations.
Minor optimizations.
Added native propper handling in VBSP, allow mappers to easily convert brushes to models automatically through the func_detail_model entity (used to get around brush limits in the Evil Manor map).
Minigun will be spawned for the chaos round in Ambit - Arena
Added frag grenades in Ambit - Arena
Added a few more reinforcements in Ambit - Arena
Added the minigun in Mecklenburg - Arena
Changed 8
Adjusted bandit respawn times in Ambit - Arena
NPCs will drop their weapons in Ambit - Arena
Reduced chaos round from max 8 min to 4 min in Ambit - Arena
Reduced last round ambush timer in Ambit - Arena
Adjusted zombie spawn rates in Backyard - Arena
Reduced bandit obj timer in Mecklenburg - Arena
Adjusted bandit spawn times in Mecklenburg - Arena
Reduced crystal cap times by 30 sec in Rishika - Arena
Fixed 4
Fixed NPC clip near lab door entrance and exit in Evil Manor - Story
Clipped various areas in the lab area in Evil Manor - Story
Prom room doors should prompt needing the prom room key when locked in Evil Manor - Story
Fixed broken weapon placements in Evil Manor - Story
Removed 2
Removed flamethrower bandits from Ambit - Arena
Removed flamethrower bandits from Mecklenburg - Arena
From BrainBread 2
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Ambit - Arena
Adjusted bandit respawn times.
Added an extra item spawner.
Added an extra ammo box.
Minigun will be spawned for the chaos round.
Removed flamethrower bandits.
NPCs will drop their weapons.
Added frag grenades.
Reduced chaos round from max 8 min to 4 min, on avg in hardcore you couldn't even last 3 min.
Reduced last round ambush timer.
Added a few more reinforcements.
Backyard - Arena
Adjusted zombie spawn rates.
Mecklenburg - Arena
Reduced bandit obj timer.
Adjusted bandit spawn times.
Removed flamethrower bandits.
Added the minigun.
Rishika- Arena
Reduced crystal cap times by 30 sec.
Evil Manor - Story
Fixed NPC clip near lab door entrance and exit.
Clipped various areas in the lab area.
When +use'ing the prom room doors it should prompt needing the prom room key, if locked.
Fixed broken weapon placements.
Schienzel's lab doors will break when the goon objective is completed.
Misc
Adjusted Deagle damage in Objective, Story & Arena mode, it should deal significantly more damage.
Prevent +use spamming of func_transition.
Reverted to the old ways of loading soundscapes, propdata and surfaceprops, this fixes buggy loading orders that can happen when you play on servers that do not have the workshop maps installed, e.g compound should work fine on all servers now.
Capture zone trigger should only start if at least one person in the volume meets the filter criteria.
Precache func_button spark, if enabled via spawnflag.
Added func_transition entity for Resident Evil style door transitions
Added AddReinforcements input for game_manager
Changed 4
Runners will now count towards the objective kill counters in Last Stand
Increased max zombies in Last Stand
XP event will only be triggered for Halloween & Christmas, at a 2.5x rate
Improved capture zone trigger with a 2.5 sec grace period to prevent progress from being cleared immediately when exiting trigger bounds, and ensured progress persists when required player count changes
Fixed 5
Fixed various exploits that could prevent Larry from spawning properly in Nightclub
Fixed glitchy NAV near the cannon in Last Stand
Game will no longer end when everyone becomes a zombie in an objective map
Bleedout particle will no longer spawn under the map in some cases and will dispatch when ragdoll stops moving for more realism
Do not spawn bleedout particle for suiciding zombies
Removed 1
Removed godspot in the disco room of Nightclub
Deprecated 1
Deprecated bb2 classic mode cvar
From BrainBread 2
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New Maps
Dead City - Objective
Ambit - Arena
Rishika - Arena
Backyard - Arena
Mecklenburg - Arena
Evil Manor - Story
Existing Maps
Nightclub - Objective
Fixed various exploits that could prevent Larry from spawning properly.
Removed godspot in the disco room.
Last Stand - Objective
Runners will now count towards the objective kill counters.
Increased max zombies.
Fixed glitchy NAV near the cannon.
Compound - Objective
Added halloween & festive props.
Code
Core
XP event will only be triggered for Halloween & Christmas, at a 2.5x rate!
Game will no longer end when everyone becomes a zombie in an objective map.
Deprecated bb2 classic mode cvar.
Entities
Added func_transition, useful for Resident Evil style door transitions.
Improved capture zone trigger, added a 2.5 sec grace period, meaning that progress will not be cleared immediately when you accidentally exit the trigger bounds. Also ensured that progress will persist when the required amount of players changes. Halting progress logic has also been reworked to work better.
Added AddReinforcements input for game_manager.
Bleedout particle will no longer spawn under the map in some cases, also ensure that the bleedout is dispatched when the ragdoll stops moving, to make it more realistic.
Do not spawn bleedout particle for suiciding zombies.
Added logic_festive_manager, you can use this to trigger map changes based on festive events.
Propane tank will no longer despawn when thrown.
Soundscapes can now set if looped sounds should be played using FMOD (up to 30 channels).
logic_objective can now use entity counting even if the count is not being displayed on the HUD, previously it required that the objective string had a param, e.g %s1.
NPCs
Added some new enemy variants: Mummy, Turtle, Mafias, etc.
Updated the classic BB character models to have working anims, and zombie variants.
Added bb2_zombie_lifespan_disable, which can be used to disable zombie lifespan entirely, can be useful in some scenarios.
Added spawnflags for military/bandit NPCs to disable jump &/or melee logic.
HUD & VGUI
Various HUD & GUI elements should scale better for ultra-wide resolution.
Scopes will now use a proper ratio, no more stretching in all directions.
Fixed achievement panel XP & date labels.
Exhaustible weapons should show up as item pickups, e.g grenades / propane.
NPC health bar will render properly if a custom render mode has been set.
Combat text will be merged per entity if possible, e.g when firing with a shotgun - do not show dmg text per pellet, merge it into one dmg value.
Removed compression from most GUI icons, backgrounds, etc. to make them less blurry on higher res. monitors.
Hold down left or right mouse button to add or remove skill points more quickly
Changed 2
XP Event rate changed to 2x
Human and Zombie bosses will no longer prioritize human players with objective items, all enemies will be considered equally
Fixed 2
Fixed a bug which prevented workshop addons with multiple maps from allowing global stats
Fixed a rare crash which could occur during the loading screen
From BrainBread 2
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You can now hold down left or right mouse button to add/remove skill points more quickly.
XP Event rate has been changed to 2x.
Fixed a bug which prevented workshop addons with multiple maps from allowing global stats.
Fixed a rare crash which could occur during the loading screen.
Human & Zombie bosses will no longer prioritize human players with objective items, all enemies will be considered equally.
Disclaimer!
BrainBread 2 is now open source, the code is available (https://github.com/BerntA/BrainBread2), and for this reason all stats and achievements have been set to "Official GS", which implies that only whitelisted server IP addresses will allow global stats and achievements. If you want your server to be approved, please contact anyone in the team @ discord!
Added a blocker to the last checkpoint in Swamp Trouble so players may only reach this area after defending the sewers
Changed 3
Reduced damage from acid in Swamp Trouble to prevent breaking the map if someone falls into the acid near the raft/bridge with objective items
Increased Blood Rage HP regen rate from 0.615 to 0.815 per point
Extended the XP event to be active for both Saturday and Sunday and increased XP gained by 50%
Fixed 2
Zombie Players can no longer get to the elevators in Night Club before the humans reach this level
Fixed Bandits in Swamp Trouble raft area to pay more attention to the players
From BrainBread 2
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Zombie Players can no longer get to the elevators in Night Club before the humans reach this level.
Reduced damage from acid in Swamp Trouble, this will prevent breaking the map if someone falls into the acid near the raft/bridge with objective items.
Added a blocker to the last checkpoint in Swamp Trouble, you may only reach this area after defending the sewers.
Fixed Bandits in Swamp Trouble raft area, they should pay more attention to the players now.
Increased Blood Rage HP regen rate from 0.615 to 0.815 per point.
Extended the XP event to be active for both Saturday and Sunday, plus increased XP gained by 50% (2.5X multiplier).
Added dbsoldier's new soundtrack for the Pyro fight in Fever - Objective map
Added missing door sounds to the military checkpoint door in Fever - Objective map
Added missing glowsticks near the other manhole in Fever - Objective map
Added FAR z to fog controller to limit the draw distance in the open part of Fever - Objective map
Added objective icons to mark which house to capture in Fever - Objective map
Added a new checkpoint after you secure the lobby in Fever - Objective map when the main doors have opened
Added more weapons across Fever - Objective map
Added missing rotor sound to the choppers in Fever - Objective map
Added dbsoldier's new soundtrack for the Priest fight in Coltec - Objective map
Added more weapon, healthkit and armor items across Coltec - Objective map
Added a new alternate route to elevator hold out area in Nightclub - Objective map
Added a new zombie vent route which bypasses the need to use the elevator in Nightclub - Objective map
Added global glow to the gear parts in the last objective in Swamp Trouble - Objective map
Added missing normal map for Riot Police NPC helmet
Changed 34
Zombie spawners in the farm and white house will be killed when you move to the labs area in Fever - Objective map
Zombies will be teleported to the lab area when the humans get to the lab in Fever - Objective map
You can no longer go back to the topside when you enter the labs in Fever - Objective map
Optimized area portals in Fever - Objective map
Players now spawn with a fireaxe and glock17 in Fever - Objective map
Increased escape time by a minute in Fever - Objective map
Reduced max zombie count from 60 to 40 in Fever - Objective map
Top side zombie volumes will start spawning 35 sec after round start, rather than 10 sec in Fever - Objective map
Pyromaniac is smaller now and should no longer get stuck in Fever - Objective map
Boosted Pyromaniac health in Fever - Objective map
Reduced gasmask respawn time in Fever - Objective map
Opening the doors to the parking lot will open them permanently in Fever - Objective map
Quarantine doors will force close in Fever - Objective map
The ladder up to the church will glow when the key has been found in Coltec - Objective map
Improved lighting in the church ladder area to make it easier to notice in Coltec - Objective map
Priest will spawn in the fight slightly later in Coltec - Objective map
Reduced the bomb blast range in Coltec - Objective map
Boosted The Director in Nightclub - Objective map
Improved visual design and NAV mesh in Rooftop - Arena map
Bandit will award 20 XP instead of 10 XP
Bandit Leader will award 35 XP instead of 15 XP
Zombie Walker will award 15 XP instead of 7.5 XP
Zombie Runner will award 10 XP instead of 5 XP
Johnson will award 1000 XP instead of 500 XP
Priest will award 1000 XP instead of 500 XP
Increased Priest base damage from 7 to 12 with the Winchester
Increased Priest base health from 5000 to 6500 with no scale
Increased Priest health scale value from 7.5% to 35% increase per player
Reduced pickup penalty time for Minigun, Propane and Flamethrower to 3 min instead of 4 to 5 min
Reduced NPC Grenade damage from 120 to 105
Winning the game in Objective/Story mode will award 15% of your total XP needed to level up, rather than 7.5%
Winning the game in Arena mode will award 8% of your total XP needed to level up, rather than 4%
Winning a round in Arena mode will award 1.5% of your total XP needed to level up, rather than 1%
Updated the textures for the Pyromaniac NPC
Fixed 7
Fixed floating manholes in Fever - Objective map
Zombie players should no longer get stuck on spawn in Fever - Objective map
Priest no longer gets stuck when trying to go down from the balcony in Coltec - Objective map
Fixed an exploit which could break Coltec - Objective map if a player who had the key to the church lost the key before someone entered the church door area
When the Priest boss fight starts, zombie players can no longer enter the human spawn in Coltec - Objective map
Zombie players can no longer drown, or produce drowning sounds
NPCs using flamethrower will no longer deal damage through doors, windows, etc.
Removed 1
Removed map score loading screen image thingy
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Maps
Fever - Objective
Added dbsoldier's new soundtrack for the Pyro fight.
Added missing door sounds to the military checkpoint door.
Zombie spawners in the farm and white house will be killed when you move to the labs area.
Zombies will be teleported to the lab area when the humans get to the lab.
You can no longer go back to the topside when you enter the labs.
Fixed floating manholes.
Added missing glowsticks near the other manhole.
Added FAR z to fog controller, this will limit the draw distance in the open part of the map.
Optimized area portals.
Zombie players should no longer get stuck on spawn.
Players now spawn with a fireaxe and glock17.
Increased escape time by a minute.
Reduced max zombie count from 60 to 40.
Top side zombie volumes will start spawning 35 sec after round start, rather than 10 sec.
Added objective icons to mark which house to capture.
Pyromaniac is smaller now, he should no longer get stuck.
Boosted Pyromaniac health.
Reduced gasmask respawn time.
Opening the doors to the parking lot will open them permanently.
Quarantine doors will force close.
Added a new checkpoint after you secure the lobby, when the main doors have opened.
Added more weapons across the map.
Added missing rotor sound to the choppers.
Escaping is finally easier.
Coltec - Objective
Added dbsoldiers's new soundtrack for the Priest fight.
Priest no longer gets stuck when trying to go down from the balcony.
Reduced the bomb blast range.
Fixed an exploit which could break the map if a player who had the key to the church lost the key before someone entered the church door area, this would teleport everyone to the church and assume that someone had the key.
The ladder up to the church will glow when the key has been found, also added improved lighting in this area to make it easier to notice the ladder.
When the Priest boss fight starts, zombie players can no longer enter the human spawn.
Added more weapon, healthkit and armor items across the map.
Escaping is easier now.
Priest will spawn in the fight slightly later.
Nightclub - Objective
Added a new alternate route to elevator hold out area.
Added a new zombie vent route which bypasses the need to use the elevator.
Boosted The Director (yes, we gave him extra viagra, but you didn't hear that from us).
Swamp Trouble - Objective
Added global glow to the gear parts in the last objective.
Rooftop - Arena
Improved visual design and NAV mesh.
Balancing
NPCs
Bandit will award 20 XP instead of 10 XP.
Bandit Leader will award 35 XP instead of 15 XP.
Zombie Walker will award 15 XP instead of 7.5 XP.
Zombie Runner will award 10 XP instead of 5 XP.
Johnson will award 1000 XP instead of 500 XP.
Priest will award 1000 XP instead of 500 XP.
Increased Priest base damage from 7 to 12 with the Winchester.
Increased Priest base health from 5000 to 6500 with no scale.
Increased Priest health scale value from 7.5% to 35% increase per player.
Weapons
Reduced pickup penalty time for Minigun, Propane and Flamethrower to 3 min instead of 4 to 5 min.
Reduced NPC Grenade damage from 120 to 105.
Misc
Winning the game in Objective/Story mode will award 15% of your total XP needed to level up, rather than 7.5%.
Winning the game in Arena mode will award 8% of your total XP needed to level up, rather than 4%.
Winning a round in Arena mode will award 1.5% of your total XP needed to level up, rather than 1%.
Misc
Zombie players can no longer drown, or produce drowning sounds.
NPCs using flamethrower will no longer deal damage through doors, windows, etc.
Updated the textures for the Pyromaniac NPC.
Added missing normal map for Riot Police NPC helmet.
Removed map score loading screen image thingy.
Leaving Early Access
Be sure to give feedback for this patch, the next step is to push BB2 out of early access, hopefully sometime next week!
Added a recurring XP event which happens every Saturday for 24 hours that increases all XP by 3.5 times
Added new achievements for activating Gunslinger, Blood Rage, and Zombie Rage perks, killing 25 players as a zombie, becoming infected, and completing objectives with 4 or more players
Added a new boss called the Preacher for the Coltec objective map with spontaneous grenade attacks
Added a cvar to alter zombie maximum speed for slower-paced map experiences
Added OnProgressed output to logic_quest triggered when any quest objective is progressed
Added OnCaptured output to capture volumes that fires using the last player interactor
Added ability to force close, open, and set initial state for areaportal windows
Added ability to respawn any item type with the inventory item randomizer
Added UseSound keyfield to bb2_prop_button
Added shared kill entity classname bandits for logic_objective
Added bb2_zombie_spawner_continuous entity enabled by default to spawn zombie waves every X seconds
Added ability to set inventory items as unique so players can only carry one unit
Added despawn time option for inventory items
Added HUD visualization for perk duration on both human and zombie perks
Added HUD visualization for any XP gained, toggleable in Options
Added two counters for zombie players in Objective mode showing kills needed or deaths until respawn as human
Changed 9
Improved kick and ban vote system to use proper Steam ID and correct commands for auto kicking
Improved experience system to award XP based on damage dealt rather than kills, with minimum 1 XP and team bonus applied directly to each attack
Improved Blood Rage skill perk to increase health regeneration, kick damage, and melee damage further
Improved NPC fire rate with shotguns, snipers, and similar weapons so they no longer fire as fast as assault rifles
Improved Human NPCs to use flamethrowers, snipers, and winchester
Flamethrower no longer has horrible drop off and range has been tweaked
Boosted Deagle damage from 40 to 50
Humanoid bosses now use correct damage scale values when taking damage
Bandit awards 10 XP instead of 8, Bandit Leader awards 15 instead of 12, Zombie Walker awards 7.5 instead of 5, Fred awards 1000 instead of 100, Johnson awards 500 instead of 100, Custom Actor NPC awards 50 or 100 based on boss status instead of fixed 5
Fixed 8
Fixed grenade attachments using the wrong hand attachment
Fixed Zombie NPCs and Fred not playing idle and moan sounds when more than 5 zombies were in the game
Fixed trigger_capturepoint allowing 0 capture percentage which would cause it to auto capture
Fixed entity whitelist not fully restoring entities like func_brushes and player blockers on game restart
Fixed Color Correction fading in when falloff is set to -1
Fixed filter_character_type and smart_trigger not properly registering bandit NPCs when set to Humans NPCs only
Fixed objective icon showing for inventory items even when disabled by default
Fixed minor bug that displaced HUD text when infected
From BrainBread 2
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Maps
Fever: Cybercon's Notorious Lab
Coltec: Brainobyl Returns (mad laughter)
Surgery: Painkiller edition - Thanks to The deadly Cutsman
Complete Coltec: Objective with 4 or more players.
Complete Fever: Objective with 4 or more players.
Complete Surgery: Arena with 4 or more players.
Code
Core
Added a recurring XP event which will happen every Saturday (lasts 24 hours), this system depends on the timezone of the server, to ensure that you will get the best possible experience. All XP will be increased 3.5 times, this will NOT affect NPC scale / difficulty!
Improved kick and ban vote system, the proper steam ID is now being used, and correct commands for auto kicking on ban, etc.
AI & NPCs
Zombie NPCs and Fred will now actually play idle/moan sounds, some old bugs would prevent these sounds if there were more than 5 zombies in the game.
Human NPCs can now use flamethrowers, snipers and the winchester.
Added a new boss for the Coltec objective map - meet the Preacher, watch out for his spontaneous grenade attacks!
Added a cvar which can be used to alter the zombie's max speed, useful if you want your map to be more slow paced.
Fixed grenade attachments using the wrong hand attachment, grenades should now spawn in more suitable locations.
Humanoid bosses will now use the correct damage scale values when taking damage, implying some bosses may take less damage from certain weapons.
Improved NPCs fire rate with certain weapons like shotguns, snipers, etc. They no longer fire them as fast as assault rifles...
Entities
trigger_capturepoint will no longer allow a capture percentage of 0, this would break the trigger - thus it would "auto" capture by itself.
Updated entity whitelist when a map is restarted, entities like func_brushes, player blockers, etc, were not fully restored on game restart. This issue could prevent players from progressing in the map if they failed once and had to start over again.
Added an OnProgressed output to logic_quest, this output is triggered for any quest objective, if it has been progressed in any way.
When a capture volume is captured it will fire the OnCaptured output using the last player interactor in the entity output message.
Areaportal windows can now be force closed, opened and support an initial state.
Any item type can now be respawned with the inventory item randomizer, such as actual inventory items, not consumables, etc.
bb2_prop_button now has a UseSound keyfield.
Color Correction will no longer fade in if the falloff is set to -1.
Added shared kill entity classname "bandits" for logic_objective, this will count any bandit, bandit leader, etc kill. Similarly to the "zombies" classname checker.
Updated the logic_objective with a list of choices for the kill entity type (in the FGD).
filter_character_type and smart_trigger will now properly register bandit NPCs if the filter is set to Humans NPCs only.
point_teleport TeleportHumans and TeleportZombies will now perform simple trace checks, to ensure that only players that are not within reach will be teleported.
Added bb2_zombie_spawner_continuous, this is enabled by default, and will revert to the old zombie volume behaviour, which is to spawn zombie waves every X sec even if the old wave did not fully spawn yet. Newer maps disable this for more optimal zombie spawning.
Fixed a bug which would show the objective icon for inventory items even if it was set to disabled by default.
Inventory items can now be set to unique, which ensures the player can only carry one unit of the item.
Inventory items can now have a despawn time - these will be removed after a few sec when dropped by a player.
Players & Skills
Improved experience system, XP is now awarded based on damage dealt, rather than on kill. Previously you would get XP for a kill, and for each attack you would get 1 XP, this has been changed to a "gain XP as you deal damage" approach, where the minimum XP you may receive is still 1 XP. Your XP value received is affected by how much damage you dealt relative to the NPCs health, and of course the current scale values in the server. Team bonus will now be directly applied to each attack, making it even more useful to gather up against the ZEDs!
Perk duration is now visualized on the HUD, counts for both human and zombie perks.
Any XP gained will now be visualized on the HUD, this can be disabled in Options->Other.
When playing as a zombie in Objective mode, you will now see two counters next to your healthbar HUD in the bottom left corner, these two counters indicate how many enemies you have to kill, or how many times you have to die until you may respawn as a human.
Improved Blood Rage skill perk, this perk will now improve your health regen vastly, increase your kick damage and melee damage further. Initially it only affected melee damage, excluding kick. This health regen stacks with the health regen skill, and melee master damage skill.
HUD & VGUI
Fixed a minor bug which displaced HUD text when you were infected.
Balancing
NPCs
Bandit will award 10 XP instead of 8 XP.
Bandit Leader will award 15 XP instead of 12 XP.
Zombie Walker will award 7.5 XP instead of 5 XP.
Fred will award 1000 XP instead of 100 XP.
Johnson will award 500 XP instead of 100 XP.
Custom Actor NPC will now award 50 XP if not a boss, and 100 XP if it is a boss, instead of a fixed XP value of 5.
Weapons
Boosted Deagle damage from 40 to 50.
Flamethrower no longer has a horrible drop off.
Tweaked flamethrower range.
Removed LvL requirements on Propane, Grenade, Flamethrower and Minigun.
Players
Mag Refill Skill will trigger more frequently, 15% at max rather than 10%.
Boosted Blood Rage melee damage from 2% per point to 2.5% per point.
Misc
Increased XP when completing objectives from 2% to 3.5% of the total XP you need to level up.
Increased XP when completing quest objectives from 1.5% to 2% of the total XP you need to level up.
Winning the game in Objective mode will award 7.5% of your total XP needed to level up, rather than 5%.
Winning a round in Arena mode will award 4% of your total XP needed to level up, rather than 2.5%.
Leaving Early Access
The time has finally come, for BrainBread 2 to leave Early Access, this transition will happen in a few weeks, if there are no major issues reported for this patch in the coming week(s)!
Added support for custom map based loading music again.
Moved admins.txt from server to settings.
Admin system works in local games again.
Increased default objective / story timelimit by 30 min.
Extended the admin system, you can now set which 'permissions' each admin has.
Players & Skills
Fixed firstperson body being disabled when rendering the view in a point_viewcontrol.
Fixed a bug which would prematurely end the game when a player joined an empty game, especially in arena hard mode.
Activating perks will give you full hp.
Elimination Team Perks will no longer reset/re-activate while a perk is already active.
Changed the ammo sharing system, you no longer drop ammo, you share ammo for the gun you are currently holding with players who request ammo through the voice wheel, as long as your guns have matching ammo type, you can share.
HUD & VGUI
Simplified the capture zone HUD, also fixed cases where it would run off the screen.
Added more loading tips.
Fixed a bug in the end map vote menu, the layout should be properly flexible now.
Refreshing the end map vote menu will now always give new options, rather than just doing another random selection, this will go on until all options have been presented, at that point it will reset and do a new random selection.
Fixed 2D keypad menu, used through bb2_prop_button.
AI & NPCs
Bosses no longer have to reload their weapons.
Zombies will no longer try to hit you if you are way above them, fixes some NAV issues.
Crawling zombies / gibbed zombies will no longer go through displacements in some rare cases.
Updated NAV cost function to increase cost for ladder routes, and to decrease cost for crouch routes. Zombies should now only try to climb if there are no other viable alternatives.
NPCs fading in or out will no longer cast shadows.
Entities
Inventory items can now be enabled/disabled, this will disable glow, +use input, etc.
Weapons will have a red glow if they have no ammo.
You will now get more ammo when you replenish ammo for the Sawed Off.
item_note can now use different models.
Added revert option to the trigger_player_block brush entity, this is useful if you want anything else but X to pass through it.
Added spawnflag support to npc_auto_spawner.
Improved color_correction and color_correction_volume, both are now fully client simulated, and multiple of the same correction type can be put around the map.
Added min and max zombie count to zombie_volume, the value is determined by the amount of players in the game (scaling).
Removed spawn frequency from zombie_volume, replaced spawn frequency convar with bb2_zombie_spawn_freq_min and bb2_zombie_spawn_freq_max.
Fixed zombie_volume spawn wave timer, for each spawned zombie, the timer should be pushed forward by X sec.
Improved zombie_volume visibility checks, the traces will now ignore static props, only brushes block their line of sight.
smart_trigger and character type filter entity can now filter by non-infected players.
Improved trigger_capturepoint, it now supports filters properly, for example you can have an inventory item filter, when the filter is valid it activates, and when it becomes invalid it will reset the capture process.
trigger_capturepoint can now fire the OnTouch output at a given interval.
trigger_soundscapes will now activate their target soundscape even if you cannot see it, and it can be set to not disable this soundscape when you leave the trigger bounds.
Increased respawn time for ammo entities.
inventory_item and bb2_prop_button will no longer catch +use when disabled.
smart_trigger & trigger_player_block will have client & npc flags set by default.
Improved glow functionality for bb2_prop_button.
bb2_prop_button will now use VPhysics by default if possible.
Added 'Affect Once' to logic_inventory_check, only one inventory item will be used/dropped/deleted when found if true.
Added 'Exchange ID' to logic_inventory_check, if the initial item is found, it will exchange it with the item ID given.
Removed Kill and Time scale factors from logic_objective, the time and kill count is automatically scaled between min and max, the scale factor is determined by the amount of players in the game.
Balancing - Elimination
Zombie Players get 5 points per kill instead of 4.
Zombie Players need 2 human kills to trigger a team perk.
Human Players need 4 zombie player kills to trigger a team perk.
Human Players can no longer trigger team perks by killing NPCs.
Zombie Player team perk will make them absorb all firearm damage, humans will have to go melee from now on!
Achievements
Complete Swamp Trouble - Objective with at least 4 players.
Maps
Added Swamp Trouble, Objective.
Adjusted areaportal window translucency values across multiple maps.
Adjusted NAV in Termoil, Compound, Surgery, Barracks.
Fixed broken entities in elimination maps.
Termoil - Objective & Deathmatch
Added more details.
Disabled collision on light props.
Nightclub - Objective
Bandits will spawn a bit more frequent in the Larry boss sequence.
Larry and the Director is slightly stronger.
Fixed god spots.
Fixed issues with the welding objective, when you use a blowtorch on the gate, if players who had no blowtorch went into the trigger it would reset.
Mecklenburg - Objective
You no longer get stuck when you all get teleported into the gunshop.
All default soundsets are now available for each character
You can now view quests and progress while spectating
Added a lost survivor soundset made by Seoras
Added an option to enable automatic reload of weapons
Added npc_bandit_leader, npc_police, npc_riot and npc_swat plus static versions
Added npc_fred disable jump option
Added allow jump and force static option to npc_custom_actor
Changed 9
All surfaceprops, propdata, soundscapes, etc. are now recursively loaded through the data folder, allowing modders to add content without updating manifest files or overriding existing files
Improved workshop logic for dedicated servers with increased verboseness
AFK kicker will no longer kick people during end vote screen if it takes too long
Coldsnap now reduces enemy movement speed by 45% and forces the enemy to walk if running
Disabled bloom effects when view is rendered through a camera
Improved player animation state blending, especially for the local player, with less glitchy leg movement and proper YAW
Updated credits logic to increase or decrease scroll speed using mouse scroll and fixed the layout
Excluded maps can now show proper loading screens
Overhauled npc_custom_actor AI
Fixed 3
Firstperson body will not render if your view is rendered through a camera
Fixed armor damage pain sound that was overridden by the default pain sound
Fixed NPC auto-fire shotgun OPness
Removed 1
Removed all AI node crap in favor of NAV only
From BrainBread 2
Server owners please update your servers!
Code
Core
All surfaceprops, propdata, soundscapes, etc. are now recursively loaded through the data folder, this allows modders to simply add their stuff here without the need to update a manifest file, or override existing files.
Improved workshop logic for dedicated servers, improved the verboseness.
Removed all AI node crap, from now on only NAV is used. Update your custom maps if you have not yet added NAV!
Players & Skills
AFK kicker will no longer kick people during end vote screen, if it takes too long.
Coldsnap will reduce enemy movement speed by 45% and force the enemy to walk, if running.
All default soundsets are now available for each character.
You can now view quests + progress while spectating.
Firstperson body will not render if your view is rendered through a camera.
Disabled bloom effects when view is rendered through a camera.
Fixed armor damage pain sound, it was overriden by the default pain sound.
Improved player animation state blending, especially for the local player, less glitchy leg movement, proper YAW, etc.
Added a lost survivor soundset made by Seoras back in the day.
Added an option to enable automatic reload of weapons.
HUD & VGUI
Updated credits logic, you can now increase/decrease the scroll speed by using mouse scroll, also fixed the layout.
Excluded maps can now show proper loading screens.
AI & NPCs
Added npc_bandit_leader, npc_police, npc_riot and npc_swat (plus static versions).
npc_fred now has a disable jump option.
Added allow jump, and force static option to npc_custom_actor.
Fixed NPC auto-fire shotgun OPness.
Overhauled npc_custom_actor AI.
Fixed zombie NPCs wall hacking issues.
Improved overall zombie attack logic, they can reach you in trickier areas.
Fred can no longer walk thru military or bandit NPCs.
Fixed ai schedule route stuff if interruptability is set to Death, any interruptions will not cause the AI to break.
Added support for soundset override in the model override, defined in the maps script. Useful if you want the npc to use an entirely new soundset.
Crawling zombies are now non solid for all NPCs and players.
Improved zombie door breaking AI a bit, they will no longer randomly attack doors, only if the door obstructs their NAV path.
Fixed npc_custom_actor fire rate with certain weapons.
Disabled jumping for Johnson in Salvage.
Entities
Added SetBreakable, SetUnBreakable, and breakable default state to prop_door_breakable.
Added filter_inventory_item which can be used to filter based on whether or not a player has a certain inventory item.
Added filter_damage_type, this can be used to filter entities based on classification.
Fixed messy smart_trigger outputs.
It is now possible to disabled the inventory item rotation effect by setting DisableRotationFX to 1 in the script for the item. Disabling the effect will also set the item to spawn using the orientation in hammer, and will revert to the ang_off_* ones when dropped.
Radius glow color can now be changed through LocalGlow R G B A.
Fixed +use hierarchy, sometimes if an inventory item was dropped into an ammo box or some other larger non solid entity you would not be able to pickup the item.
Improved zombie volume tracing.
Fixed item_ammo_crate +use trolling.
A thrown propane tank will have a red'ish glow outline rather than blue'ish, implying it can be detonated!
logic_objective no longer needs an index value.
Balancing
Updated Coldsnap to reduce speed by 45% instead of 15%.
Achievements
Complete Nightclub with at least 4 players.
Bandit Massacre.
Psychopatic Tendencies.
Healing Addiction.
Kung Flu Fighting.
Mazel Tov.
Prescripted with Pain.
Sweeper.
Head Traumer.
Maps
Added Nightclub, Objective.
Added Fever, Elimination.
Added Rooftop, Elimination.
Remastered Cargo, Arena.
Remastered Swamp Trouble, Arena.
Remastered Rooftop, Arena.
Laststand - Objective
Fixed NAV issues.
Termoil - Objective
Added clips to prevent Fred from falling down and into the sewers.
Mecklenburg - Objective
Added a new quest, find the keycard and open the armory.
Rastamon and George Wayne will no longer get stuck if obstructed.
Fixed jail cells not opening.
All humans will be ported to the gunshop after defending it.
Misc
Added the latest SDK 2013 engine binaries.
Fixed various duped output issues in the FGDs.
Removed tons of unused bloat, legacy HL2 and TF2 code, logic, fgd, etc...
Added missing detail textures from L4D content, also removed some duped files.
Updated Russian translation.
Updated credits, added some missing people!
Removed unused achievements, for now.
Credits to The deadly Cutsman for the remastered maps, and to Razorkiller for the new achievement ideas plus icons!
Sourcemod and other plugins can now be used with Global Stats
Added TeleportHumans and TeleportZombies to point_teleport, which will teleport said team to this entity's origin
Added Rishika, a new awesome Deathmatch map
Added Backyard, an improved version of the backyard deathmatch workshop map
Changed 8
ALL custom maps are now whitelisted by default for Global Stats eligibility
Increased max points to 150, with LvL 1-100 giving 100 points and LvL 101-500 giving 50 points
Achievements will now display the XP you will receive when achieving said achievement
Switched Rex and Deagle viewpunch and boosted viewpunch for Deagle, Rex and Akimbo Rex
Deagle will do twice as much damage in Deathmatch mode
Upped Deagle fire rate with two hands to 0.6
Resized Beretta texture to higher resolution for more visible detail
Beretta now has better, smoother shine and working tritium sights
Fixed 9
Fixed prediction issues
You will no longer lose zombie credits if you have enough kills to respawn as a human on death
Zombie Life Leech will no longer trigger on friendly fire or suicide attempts
LvL 500 tiara should now fade out when the owner leaves your PVS
NPCs will no longer randomly fade in when they enter your PVS way after being created
Fixed potentially broken zombie_volumes when using respawn only on death
Rex, Akimbo Rex and Deagle will no longer disorient the player view massively when playing with a high ping
Hopefully fixed twitchy Deagle hand anim swap when going from two hand to one hand and vice versa
Fixed Beretta normal map so it works properly and is not a jagged-up improper mess
From BrainBread 2
Server owners please update your servers!
Code
Core
Sourcemod and other plugins can now be used with Global Stats.
ALL custom maps are now whitelisted by default. Meaning any map is eligible for Global Stats!
Increased max points to 150, LvL 1-100 gives 100 points, while LvL 101-500 gives 50 points. Write bb2_reset_skills in the console to reset the points for your player. (LvL will not be affected!)
Players & Skills
Fixed prediction issues.
You will no longer lose zombie credits if you have enough kills to respawn as a human. (on death)
Zombie Life Leech will no longer trigger on friendly fire / suicide attempts.
LvL 500 tiara should now fade out when the owner leaves your PVS.
HUD & VGUI
Achievements will now display the XP you will receive when achieving said achievement.
AI & NPCs
NPCs will no longer randomly fade in when they enter your PVS way after being created.
Entities
Added TeleportHumans and TeleportZombies to point_teleport, which will teleport said team to this entity's origin.
Fixed potentially broken zombie_volumes when using respawn only on death.
Weapons
Rex, Akimbo Rex and Deagle will no longer disorient the player view massively when playing with a high ping.
Switched Rex and Deagle viewpunch. Boosted viewpunch for Deagle, Rex and Akimbo Rex.
Hopefully fixed twitchy Deagle hand anim swap, when going from two hand to one hand and vice versa.
Balancing
Deagle will do twice as much damage in Deathmatch mode.
Upped Deagle fire rate with two hands to 0.6.
Textures
Beretta
Resized the texture, it is now higher res which should give more visible detail.
Fixed the normal map so it works properly and is not a jagged-up improper mess.
Better, smoother shine.
Sights now have working tritium.
Maps
Added Rishika, a new awesome Deatmatch map!
Added Backyard, an improved version of the backyard deathmatch workshop map.
Termoil - Deathmatch
Added Player CLIP to some areas to help pathing and prevent exploits.
Added major visual changes to hotel and ZED publishing building.
Adjusted some textures outside.
Adjusted lighting inside Pawn Shop and Book store.
Added color correction to improve red lighting and dark areas.
Added new snow texture outside.
Added small snow details around the map.
Fixed prop fading on some props.
Rooftop - Deathmatch
Added lighting to third level leading into elevator.
Added more props to certain areas.
Added wooden platform in elevator room to help player pathing.
Extended skybox view.
Added Player CLIP to some areas to help player pathing.
Misc
Added Arabic translation provided by Mohammad AlHilwani AlRefaei (SY)!
You can now chat while the end score and stats panel is visible
zombie_volume now has a new spawnflag which prevents the spawner from spawning more zombies than the amount specified in the trigger
Added separate fire rate for Deagle 1H stance
Changed 11
Netcode optimization
Enabled proper lag compensation for spawning zombies
Increased Minigun firing frequency for NPCs
Improved Zombies and Fred attack AI to properly attack players hiding or camping in hard to reach areas
Ragdoll based gibs with faulty bones or QC scripting will try to revert to physics only if possible rather than being removed entirely
If extreme gore is disabled, gib impacts will trigger less to save performance
Added more recoil to the Deagle when in 1H and 2H stance
Deagle will now change between stances faster
Increased Deagle reload speed when using Pistol Mastery
Reduced 2H stance Deagle fire rate
Increased 1H stance Deagle fire rate
Fixed 7
Fixed bad game stutter and occasional freezing due to Steam Stats callback constantly refreshing client achievement data
Reality Phase will no longer make you immortal
Reality Phase will no longer let you run through doors
Spawning zombies can no longer go through doors
You can now kill spawning zombies again
NPCs will no longer spam auto-fire with shotguns
Frag grenades will no longer collide with or bounce off friendly players or NPCs
From BrainBread 2
Server owners please update your servers!
Code
Core
Fixed bad game stutter/occasional freezing, due to Steam Stats callback constantly refreshing the client achievement data.
Players & Skills
Reality Phase will no longer make you immortal.
Reality Phase will no longer let you run through doors.
Netcode optimization.
HUD & VGUI
You can now chat while the end score/stats panel is visible.
AI & NPCs
Spawning zombies can no longer go through doors.
You can now kill spawning zombies again.
Enabled proper lag compensation for spawning zombies.
Increased Minigun firing frequency for NPCs.
NPCs will no longer spam auto-fire with shotguns.
Improved Zombies & Fred attack AI, they will now be able to attack you properly when you hide/camp in hard to reach areas.
Entities
zombie_volume now has a new spawnflag which prevents the spawner from ever spawning more zombies than the amount specified in the trigger. Meaning that the spawner will only spawn new zombies when the old ones dies.
Ragdoll based gibs that have faulty bones or QC scripting in general will try to revert to physics only if possible. Rather than being removed entirely.
Weapons
Frag grenades will no longer collide with or bounce off of friendly players or NPCs.
If extreme gore is disabled, gib impacts will trigger less to save performance.
Added more recoil to the Deagle when in 1H and 2H.
Added separate fire rate for Deagle 1H stance.
Deagle will now change between stances faster.
Balancing
Increased Deagle reload speed when using Pistol Mastery.
Reduced 2H stance Deagle fire rate.
Increased 1H stance Deagle fire rate.
Increased Deagle bash damage from 20 to 25.
Increased Deagle base damage from 37 to 40.
Increased Deagle Pistol Mastery damage increase by 30% per point.
Deagle will now use 8 bullets per mag, and can hold 6 mags rather than 5.
Textures
Deagle
Fixed the normal map so there's no (or at the very least less) smoothing errors.
Sights should be slightly less shiny, it's not a shiny metal.
Added a missing important detail, the trigger button on the hammer.
Added some subtle fat-based dirt on areas that make sense it would have dirt. (like the sights)
Made the text and icon more visible, as it should be.
Added tritium sights, for some more eye-appealing decoration.
Improved the envmap, should make the gun even more reflective.
Improved shading on the gold.
Added crevices on the hammer.
Maps
Mecklenburg - Objective
Bandits will no longer camp in the elevator shaft.
Fixed blocked NAV areas near the gunshop.
Several zombie spawners in tighter areas, like the apartment areas will use the new zombie volume spawning flags to prevent overflow of zombies.
Added skill sound cue for Crippling Blow and Life Leech
Melee weapons can now set how likely they are to stun an enemy in addition to the default stun rate
Changed 6
In Deathmatch mode, armor and health are picked up on touch rather than only on +use, with armor only picked up if the armor type is greater or equal to your current armor type
NPC based killfeeds can now be hidden by setting hud_deathnotice_npcs to 0
Zombies and zombie bosses can now attack targets when you stand on them or under them with improved reach
Improved climbing, crawling and jumping when using NAV
Improved AI responsiveness and Bandits are no longer lazy in big objective maps
Improved crawler hull slightly
Fixed 11
Blazing Ammo sound cue will no longer play when damaging NPCs with the flamethrower
Skill Sound Cues should no longer be interrupted by other player sounds
Human FLESH overlays will now render properly for clients that haven't entered your PVS
Fixed map selection GUI pagination
Opening the chat window will now properly position the mouse cursor for easy scrolling in the chat panel
Fred should no longer get paralyzed when someone triggers his rage mode
Walkers and Runners will no longer randomly die as frequently if they have an active player enemy within sight
Fixed YAW speed for crawlers
Fixed akimbo weapons to work like CS:S dualies with only one button click required
Fixed akimbo world models from disappearing when dropped
Fixed faulty attachment names on the akimbo Glock-17 and akimbo Beretta
Removed 1
Removed armor weight in Deathmatch mode
From BrainBread 2
Server owners please update your servers!
Code
Players & Skills
Blazing Ammo sound cue will no longer play when you damage NPCs with the flamethrower.
Skill Sound Cues should no longer be interrupted by other player sounds.
Added skill sound cue for Crippling Blow and Life Leech.
In Deathmatch mode you'll now pickup armor and health on touch rather than only on +use. If you walk over armor, it'll only be picked up if the armor type is greater or equal to your current armor type.
Removed armor weight in Deathmatch mode.
HUD & VGUI
Human FLESH overlays will now render properly for clients that haven't entered your PVS at all.
Fixed map selection GUI pagination.
Opening the chat window will now properly position the mouse cursor so that you can easily scroll in the chat panel.
NPC based killfeeds can now be hidden by setting hud_deathnotice_npcs to 0.
AI & NPCs
Fred should no longer get paralyzed sometimes when someone triggers his rage mode.
Zombies and zombie bosses can now attack targets when you stand on them / under them, improved their reach.
Improved climbing, crawling and jumping when using NAV.
Walkers & Runners will no longer randomly die as frequently, if they have an active player enemy within sight they'll not be flagged for death.
Improved AI responsiveness, finally! Bandits are no longer super lazy in big objective maps...
Improved crawler hull slightly.
Fixed YAW speed for crawlers.
Weapons
Fixed akimbo weapons fully, from now on they will work more like CS:S dualies. You only have to click one button. (LMB by default)
Fixed akimbo world models, sometimes the weapon would disappear entirely when dropped.
Fixed faulty attachment names on the akimbo Glock-17 and akimbo Beretta.
Melee weapons can now set how likely they are to stun an enemy, in addition to the default stun rate.
Misc
Workshop will now load info for more than 50 addons on the client. If you had more than 50 addons previously, there could have been a chance that the map selection panel wouldn't list all of your subscribed workshop maps.
Gameservers can now load more than 50 workshop maps.
Maps
Mecklenburg
The gunshop will no longer block players from entering if you fail to complete the map. The gunshop door block brush was not reset on round/game restart.
Added a few more clips to prevent camping on vehicles.
Fixed some NAV connection issues.
Termoil
Fixed NAV issues.
Fixed invisible texture bug in the sewers.
Fred will no longer get stuck in the subway area, near the ticket booth.
Zombie Players can no longer +use and abuse the turtles.
Updated some props to be prop_static rather than prop_dynamic, plus disabled collision on a few of these props.
Compound
The main door leading to the facility will now be killed when the first objective is completed.
Fixed an exploit which allowed the player to jump on top of some fences.
Nerfed zombie spawners near the spawn area and secure facility area.
Added more details to the map, thanks to Sethen!
Coltec
Fixed an exploit which would allow the player to jump+crouch onto the clothing drape on the second floor.
Island
Clipped palm trees.
Fixed AI nodes.
Fixed player spawn entities using PITCH spawn angles.
Misc
Added navmesh to Rooftops, Barracks, Surgery and Devilscrypt.
Balancing
Boosted Remington 700 by 15% in Arena and Objective, against NPCs.
Nerfed Rex and Akimbo Rex by 13% in Deathmatch.
Nerfed Benelli M4 23% in Deathmatch.
Boosted Remington 870 by 5% in Deathmatch.
Boosted Sledgehammer by 10% in Arena and Objective, against NPCs.
Boosted Fireaxe by 8% in all modes.
Nerfed Hatchet by 5% in Deathmatch.
Sledgehammer is now 100% more likely to stun a target, if Crippling Blow > 0.
Baseballbat is now 25% more likely to stun a target, if Crippling Blow > 0.
Machete is now 50% less likely to stun a target, if Crippling Blow > 0.
Brick is now 75% less likely to stun a target, if Crippling Blow > 0.
M9 Bayonet is now 50% less likely to stun a target, if Crippling Blow > 0.
Hatchet is now 50% less likely to stun a target, if Crippling Blow > 0.
Skill activation sound cues play when activating Magazine Refill, Blazing Ammo, Life Leech, Bleed, Coldsnap, and Empowered Bullets, controllable via Options->Other
Added bb2_vote_required_percentage_kickban console variable to prevent kick and ban vote abusing
Added music shuffle option to Options->Other
Added new textures for the Benelli M4
Swamp Trouble: added navmesh to improve AI
Changed 9
Ammo resupply punishment duration is now maximum 30 seconds, reducible to minimum 15 seconds with the resourceful skill
Boosted flashlight length, width, and radius
Tweaked text positioning in the tooltip HUD
Improved akimbo firing logic to properly register mouse clicks when spamming fast, holding both mouse buttons triggers slow and harmonic auto-fire
Guns in Deathmatch and Elimination may now have unique bullet spread values
Mecklenburg: clipped multiple areas to prevent excessive exploiting
Mecklenburg: nerfed zombie spawns in the alley area and apartment corridors
Mecklenburg: improved the rescue quest so NPCs move to military NPCs instead of staying in the police station
Laststand: increased max zombie limit from 35 to 40
Fixed 5
The bb2_reset_skills command now works properly
Fixed a rare bug that could permanently zoom FOV when zooming with a weapon
Fixed bad shading on the Famas textures
Laststand: fixed zombie spawns so zombies spawn more frequently
Laststand: clipped specific area that would get players stuck while fetching fuel
Removed 1
Removed ammo resupply punishment in Deathmatch and Elimination mode
From BrainBread 2
Server owners please update your servers!
Code
Players & Skills
Added skill activation sound cues, thanks to Boss Negro. These sounds will play when you for example activate Magazine Refill, Blazing Ammo, Life Leech, Bleed, Coldsnap and Empowered Bullets! You can enable/disable this through Options->Other.
Fixed the skill talent reset command, bb2_reset_skills will now work properly.
Fixed a rare bug which could force your FOV to be permanently zoomed in, when zooming with a weapon.
Removed ammo resupply punishment in Deathmatch and Elimination mode.
Ammo resupply punishment will punish ammo spammers for max 30 sec, this penalty can be reduced to minimum 15 sec if you use the resourceful skill.
Boosted flashlight lenght, width and radius.
Added bb2_vote_required_percentage_kickban in an effort to prevent kick and ban vote abusing. This is now used for the ban and kick votes, so that maps can use a lower percentage. (maps will use the old, bb2_vote_required_percentage)
HUD & VGUI
Tweaked text positioning in the tooltip HUD.
Added music shuffle option to Options->Other.
Weapons
Improved akimbo firing logic, it should register the mouse clicks properly when you are spamming fast. Holding down both mouse buttons will trigger slow + harmonic auto-fire.
Added new textures for the Benelli M4, credits to Boss Negro.
Fixed bad shading on the Famas textures, credits to Boss Negro.
Guns in Deathmatch and Elimination may now have unique bullet spread values.
Maps
Mecklenburg
Clipped multiple areas to prevent excessive exploiting.
Nerfed zombie spawns in the alley area and in the apartment corridors.
Improved the rescue quest, the two npcs in question will now move to the military NPCs rather than hanging around in the police station.
Laststand
Fixed zombie spawns, zombies should spawn more frequently now.
Increased max zombie limit from 35 to 40.
Clipped some specific area which would get players stuck while fetching fuel.
Swamp Trouble
Added navmesh, should improve the AI.
Balancing
Benelli M4 dropoff has been changed from 275 to 245.
Remington 870 dropoff has been changed from 400 to 420.
HK MP5 dropoff has been changed from 850 to 600.
Changed MP7 Pistol Mastery damage increase from 4% to 2.45% per point.
Changed MP5 Pistol Mastery damage increase from 1.65% to 2% per point.
Decreased MP5 damage by 4-5 points in Deathmatch mode.
Decreased Micro Uzi damage by 5-6 points in Deathmatch mode.
Increased Sawed Off pellet damage by 1 point in Deathmatch mode.
Decreased MP7 damage by 3-5 points in Deathmatch mode.
Applied tighter spread to the Sawed Off, akimbo Sawed Off and Remington 870 in Deathmatch mode.
Reduced akimbo Glock-17 and akimbo Beretta damage with roughly 20% in Deathmatch mode.
Ammo box re-supplying penalty now requires pickup of 6 charges within 10 sec intervals instead of 5 charges within 1 minute, with maximum punishment time reduced to 75 seconds, further reducible to less than 50 seconds with the resourceful skill
Nerfed Johnson's HP and DMG scaling and increased his vulnerability to damage in the head and chest
Nerfed Johnson's damage with the remington 870 shotgun
Updated Neil playermodel to reduce shininess and glossiness
From BrainBread 2
Server owners please update your servers!
Balancing
Ammo box re-supplying will no longer punish you for 2 min if you pickup 5 charges of ammo within a minute, from now on you have to pickup 6 charges within 10 sec intervals in order to get punished. The punishment time has been reduced to max 75 sec, this time can be lowered to roughly less than 50 sec with the resourceful skill.
Nerfed Johnson's HP and DMG scaling, also made him more vulnerable to damage in the head and chest.
Nerfed Johnson's damage with the remington 870 shotgun.
Misc
Added the new HK MP5 sounds, you might have to write snd_async_flush in the console while in-game in order to fully clear the sound cache. (in order to hear the new sounds)
Updated Neil playermodel, he is no longer super shiny and glossy. Credits to Boss Negro.
server_workshop.cfg will be executed when workshop has been fully loaded on a dedicated server
logic_quest objectives can be progressed through hammer inputs allowing mappers to create quests like Fetch X items
logic_objective can be progressed through hammer inputs
Added HP regen for Fred, when Fred has not taken damage within 10 seconds he will slowly regenerate his health
Added sk_npc_boss_fred_navmesh for Fred to control whether Fred can jump onto tall obstacles
Changed 9
Major lag compensation update, the correct gun trajectory is now being properly lag compensated for every pellet, and improved melee hit detection to use better bounds checking
Increased max skill points to 125 with LvL 100 awarding 2 points, every 100 level awarding 5 points until LvL 500, and LvL 500+ awarding 10 points
Added new randomization maths for skill percentage perks such as Life Leech, Blazing Ammo, and Empowered Bullets to activate more fairly
Minor performance improvements related to loading the game data
Hashed all the VPKs so that dedicated servers will load faster
Updated position and angle precision for gibs and ragdolls
RPG rockets can now be detonated by firing at them, including M1A1 tank rocket projectiles
RPG rockets now use proper gravity
When Fred enters rage mode he will knock nearby enemies back and deal damage equal to 50% of afflicted targets health
Fixed 4
Steam Workshop will now work properly for dedicated servers, allowing workshop addons to be placed directly in the root/brainbread2/workshop/content/346330 folder
Gib sounds should no longer play globally
You can no longer stand on Fred's head
Player zombies can no longer potentially activate Fred's rage mode
From BrainBread 2
Server owners please update your servers!
Make sure to update your keybinds, so that the new inventory and quest changes will work for you!
Code
Base
Major lag compensation update, the correct gun trajectory is now being properly lag compensated, and for every pellet. Previously only the first pellet was lag compensated, which was awful for shotguns! Also improved melee hit detection to use better bounds checking.
Steam Workshop will now work properly for dedicated servers, you can now put workshop addons in the root/brainbread2/workshop/content/346330 folder directly. Previously you had to install the addon(s) through the dedicated server. The dedicated server will also set the correct download ID for clients now.
Increased max skill points to 125! LvL 100 will award 2 points, and then every 100 level will award 5 points until you reach LvL 500, which in turn will award 10 points! WRITE bb2_reset_skills INTO THE CONSOLE IN ORDER TO GET THE RIGHT AMOUNT OF POINTS WITH THIS NEW SYSTEM, THIS WILL NOT RESET YOUR LVL OR XP
Added new randomization maths for the skill percentage perks and such, so that they activate more fairly. For example Life Leech, Blazing Ammo, Empowered Bullets, etc...
server_workshop.cfg will be executed when workshop has been fully loaded on a dedicated server.
Minor performance improvements related to loading the game data.
Hashed all the VPKs so that dedicated servers will load faster.
Gibs, Ragdolls & Gore
Updated position and angle precision for gibs and ragdolls.
Gib sounds should no longer play globally.
Mapping Entities
logic_quest objectives can be progressed through hammer inputs. Input <Objective Index, Type, N/A, N/A>, type can be 0 or 1. Type 0 = boolean, Type 1 = entity counting. (entity counting, set kill entity to custom) This will allow the mapper to make quests like 'Fetch X jugs of milk'.
logic_objective can be progressed through hammer inputs. (entity counting, set kill entity to custom)
RPG rockets can now be detonated by firing at them, including the M1A1 tank rocket projectiles.
RPG rockets now use proper gravity.
NPCs
You can no longer stand on Fred's head.
When Fred enters his rage mode he'll knock nearby enemies back and deal damage equal to 50% of the afflicted targets health.
Player zombies can no longer potentially activate Fred's rage mode.
Added HP regen for Fred, when Fred has not taken damage within 10 sec he'll start to slowly regenerate his health.
Added sk_npc_boss_fred_navmesh for Fred, set this to 0 if you need Fred to jump onto tall obstacles.
Military npcs and custom actors will now collide with each another.
Added bb2_zombie_lifetime_advanced for regular zombies, when this is set to 1 it will make sure that old zombies die faster so that new zombies can spawn more rapidly.
Runners should no longer attack as frequently through walls.
Fixed broken health scaling for npc_custom_actor.
All NPCs will now fade in on the client.
NPCs using aiscripted_schedule or the integrated scheduling in the npc_auto_spawner or zombie_volume entities will now set stricter requirements for finishing the desired schedule. Previously the schedule would be interrupted very easily.
Players & Skills
Fixed a minor bug which could result in the body and arms using the wrong skin.
Fixed a minor spectating bug, if you spectated in-eye and the target became a spectator the body would still be rendered.
Made sure to always clamp the skill tree values between 0-10.
Fixed a bug which would prevent a player from respawning if buttons were held down. This could also have been the cause for other bugs in the arena mode, and issues in arena hard mode.
If you leave the game in objective mode, then rejoin right away you'll spawn as a zombie even if late joining is enabled. This will reset when the round restart. This will prevent people from simply rejoining the game in order to skip playing as a zombie.
Firstperson body will update faster for the local player.
Applied poseparameters crash fix.
Fixed a potential crash in the movement sound code.
You can no longer kill teammates with grenades by priming them and disconnecting before it detonates.
Fixed client-side playermodel T-pose issues, especially when switching weapons. Reverts to default idle anims.
Fixed a bug which prevented the flamethrower particles from being rendered when bb2_render_client_mirror was set to 0.
Spawn Protection will now be disabled when attacking, jumping, kicking or sliding in every gamemode but Arena.
Fixed decimal precision loss for skills, such as health and armor.
Dormant players will not play their voice over lines.
HUD & VGUI
Removed the old quest and inventory GUI. The inventory can now be accessed through some new keybinds, be sure to update your keybinds through the options menu. One button is used to select the active inventory item, while two other buttons are used to either drop or use the item. The active item will be highlighted in a greenish color, the new inventory system is similar to how ZP:S handles ammo selection and dropping. The quest system however has its own new GUI!
Added a new quest system GUI, when a quest starts or fails you'll be notified through the chat and the HUD. Press and hold C by default to display the quest menu, the menu will not swallow mouse or keyboard input, except for the invnext and invprev keys. Use the weapon selection keys to browse through the quest list.
Notes can now be translated by simply copying the note with a '_' postfix. For example 'data/notes/cemeterytrouble_1_russian.txt'.
FMOD will be restarted when sound option changes are being applied.
Capture Zone HUD will be properly reset if the capturing fails due to too few players in the volume.
Special weapons will no longer render ammo icons on the HUD when replenishing ammo.
When the end game map voting menu is displayed, all other panels will be closed first.
Muted the voice menu.
Updated the 'arrow' textures to be more visible.
Weapons
Added HK-MP5.
Added Akimbo Beretta.
Added Akimbo Glock-17.
Added Akimbo Sawed-Off.
Improved hit detection for the Flamethrower.
Fixed the Sawed-Off to act more like the old badass Sawed-Off, firerate has also been improved.
Fixed Minigun holstering issue, it will no longer try to holster. Fixed timing issues.
Achievements
HK-MP5 achievement is now available.
Added achievements for completing a certain amount of quests, also known as extra objectives. Press and hold C by default to see if the map has any active quests, make sure to update your keyboard bindings if the menu doesn't show.
Maps
Added Compound, Objective.
Added Island, Arena.
Applied map exploit & godspot fixes, provided by Taco.
Compound
Island
Mecklenburg
Added the new guns.
Zombies in apartment four (upstairs) will now move to the capture zone properly.
Termoil
Added the new guns.
Fixed minor exploits.
Salvage
Added the new guns.
Fixed minor exploits.
Optimized the map some more.
Fixed broken music.
Carnage
Added the new guns.
Fixed minor exploits.
Laststand
Added the new guns.
Fixed minor exploits.
Fixed broken music.
Balancing
Upped Fred's movement speed slightly, by roughly 10%.
Increased health range for Walkers & Runners by 5 HP.
Completing quests will now award 1.5% of your total XP rather than 4%.
Localization
Updated Russian localization, provided by EvilApple.
Misc
The VPKs have been updated and optimized. The game and dedicated server uses different VPKs now, so that the game can ship everything in the VPKs. This will make it easier for modders to extract what they want from the VPKs.
Added blockade on Mecklenburg map that prevents access to police station area after successfully defending gunshop, lifts when team needs to find fuel for escape vehicle
Added more firearms and melee weapons to Mecklenburg map, bandits will also drop their weapons
Flamethrower can now be found in the police station armory on Mecklenburg map
Changed 16
Updated skill localization for English localization
Updated Russian localization
Updated Korean localization
Reduced Fred stuck timer by 10 seconds on Mecklenburg map
Gunshop defend time has been reduced by at least 1-2 minutes on Mecklenburg map
Nerfed zombie spawns in the alleys during the gas station objective on Mecklenburg map
Improved navigation mesh on Mecklenburg map
Reverted Sawed-Off weapon viewmodel to the old version
Reverted weapon balancing values for different gamemodes, melee has been boosted slightly
Increased recoil factor for Micro Uzi by 25%
Increased recoil factor for Famas by 20%
Increased recoil factor for MP7 by 15%
Increased recoil factor for MAC11 by 10%
Decreased drop-off distance for Famas by 50
Increased drop-off distance for Micro Uzi by 30
Increased drop-off distance for Remington 870 by 50
Fixed 1
Updated gameinfo for every platform and dedicated servers to fix workshop issues on game servers
From BrainBread 2
Server owners please update your servers!
Misc
Updated gameinfo for every platform + dedicated servers, the dedicated servers used the wrong gameinfo which caused workshop issues on gameservers!!!
Localization
Updated skill localization for English localization.
Updated Russian localization, thanks to Evil Apple.
Updated Korean localization, thanks to 스팀유저 and kaishak7179.
Maps
Mecklenburg
Reduced Fred stuck timer by 10 sec.
When the gunshop has been successfully defended you will no longer be able to go back to the police station area, the blockade will be lifted when your team has to find fuel for the escape vehicle.
Gunshop defend time has been reduced with at least 1-2 minutes.
Added more firearms and melee weapons, bandits will also drop their weapons.
Nerfed zombie spawns in the alleys during the gass station objective.
Flamethrower can now be found in the police station armory.
Improved navigation mesh.
Weapons
Reverted to the old Sawed-Off weapon viewmodel, get crackin!
Balancing
Reverted to old weapon balancing values for the different gamemodes, however melee has been boosted slightly.
Increased recoil factor for Micro Uzi by 25%.
Increased recoil factor for Famas by 20%.
Increased recoil factor for MP7 by 15%.
Increased recoil factor for MAC11 by 10%.
Decreased drop-off distance for Famas by 50.
Increased drop-off distance for Micro Uzi by 30.
Increased drop-off distance for Remington 870 by 50.
Increased drop-off distance for Benelli M4 by 75.
Increased drop-off distance for Sawed Off by 60.
Increased drop-off distance for Winchester by 100.
Decreased fire rate increase for AK-74 with Rifle Master from 3% to 1.3% per point.
Military NPCs will do slightly more damage with shotguns and rifles.
Reduced Runner damage-both from 15-19 to 12-15.
Walker health range is now between 90-110 instead of 125-135.
Reduced Walker damage-single from 15-18 to 13-16.
Reduced Walker damage-both from 20-24 to 18-21.
Reduced Walker max speed from 2.15 to 2.00 (randomized speed)
Team Bonus Damage will boost damage by 20% when 12 players stand together, (TeamBonusValue-5)*3 % damage increase.
Enhanced Reflexes Skill changed from 1% to 1.25% per point.
Health Skill changed from 5% to 6.5% per point, total health changed from 150 to 165.
Impenetrable Skill changed from 1% to 1.3% per point.
Life Leech Skill changed from 3% to 2% per point.
Power Kick Skill changed from 10% to 6% per point.
Zombie Player Damage Reduction Skill changed from 2% to 2.25%.
Zombie Player Mass Invasion Skill changed from 0.5% to 0.75%, will only have effect during team bonus, damage increases with 0.75% per point multiplied with the team bonus value!
Flamethrower will deal 15% more damage against player zombies in objective mode.
Player Zombies will deal 5% more damage against human npcs in objective mode.
Reduced the base damage for the Flamethrower down to 20 from 25.
Increased fuel depletion slightly for the Flamethrower.
Reduced Flamethrower damage against zombie and human players, the base dmg should be reduced by 75% in every gamemode.
Reduced Flamethrower damage against human & zombie bosses by 60%.
Gamemodes (Updated damages for some weapons against zombie NPCs!)
Objective
Increased damage with the fists by 20%.
Increased damage with the Fireaxe by 25%.
Increased damage with the Baseballbat by 15%.
Increased damage with the M9 Phrobis by 20%.
Increased damage with the Machete by 30%.
Increased damage with the Sledgehammer by 40%.
Increased damage with the Hatchet by 20%.
Increased damage with the Brick by 25%.
Increased damage with the zombie hands by 5%.
Increased damage with the AK-74 by 12%.
Arena
Increased damage with the fists by 20%.
Increased damage with the Fireaxe by 14%.
Increased damage with the Baseballbat by 27%.
Increased damage with the M9 Phrobis by 15%.
Increased damage with the Machete by 25%.
Increased damage with the Sledgehammer by 30%.
Increased damage with the Hatchet by 13%.
Increased damage with the Brick by 24%.
Increased damage with the AK-74 by 15%.
Elimination
Increased damage with the fists by 20%.
Increased damage with the Fireaxe by 23%.
Increased damage with the Baseballbat by 20%.
Increased damage with the M9 Phrobis by 20%.
Increased damage with the Machete by 27%.
Increased damage with the Sledgehammer by 45%.
Increased damage with the Hatchet by 20%.
Increased damage with the Brick by 15%.
Increased damage with zombie hands by 5%.
Increased damage with the AK-74 by 15%.
Misc
Added missing activities/sequences for Military & Bandits... Bandits may still T-pose due to faulty transitioning/anims in their .QC's... Blame Fuse!!!
Fixed countless broken .vmt's, having faulty reflections and such.
Full client-side playermodel support allowing players to use any survivor model with visibility based on other players' model availability
Local stats can now be used in a listen server for offline play
Changed 10
Major optimization for client and server with code cleanup, null pointer bug fixes, and removal of expensive code
Improved lag compensation and hit detection especially for melee weapons
Reduced memory usage and removed unnecessary hl2 content files
Local stats will no longer be disabled if sv_cheats is 1
Default tickrate for dedicated servers lowered from 66 to 33
Reloading server or client data now dispatches an event to update data pointers in NPCs
Increased bb2_high_ping_limit to 350 from 250
Updated server_core.cfg to include new useful convars
Increased gib limit from 128 to 256
Old gibs fade out instead of new gibs when reaching gib limit
Fixed 6
Dev, Donator, Tester and other data tags now work properly
Major bug in local stats where zombie skills saving implementation did not increase the buffer for saving to file
No longer possible to evade bans or kicks with 5-minute ban applied on kick
Soundscapes now work properly for dedicated servers running under Linux
Blood cloud now appears properly when smashing zombies to bits
Players now emit correct blood decals depending on bb2_extreme_gore value
Removed 1
Elimination and Deathmatch maps removed from standard dedicated server mapcycle file
From BrainBread 2
Server owners please update your servers!Disclaimer:
Due to major changes to the .cfg files be sure to update them to your needs, such as setting server name, global/local stats, etc...
Plus more convars have been listed in server_core.cfg.
If you want to enable arena hardmode or hard scaling for Objective/Story/Arena, be sure to set this as well @ server_core.cfg!
We've also updated the default mapcycle for dedicated servers, it no longer contains any Deathmatch or Elimination maps by default, if you still want to host DM or Elimination, add the respective maps to the mapcycle!
Code
Base
Major optimization for client & server, went through roughly all the code, cleaned up messy code, fixed null pointer bugs, fixed overly expensive code, etc...
Added full client-side playermodel support similar to Sven Co-Op and GoldSrc in general, meaning you can play as any survivor model, anyone who also has that survivor model will be able to see you, otherwise it uses a default. (survivor models are defined in the character scripts)
Improved lag compensation and hit detection, especially for melee weapons.
Dev, Donator, Tester and other data tags should work properly again.
Reduced memory usage and removed some unnecessary hl2 content files.
LOCAL STATS CAN NOW BE USED IN A LISTENSERVER FOR OFFLINE PLAY!
Fixed a major bug in the local stats, when I implemented Zombie skills saving I forgot to increase the buffer for saving the local stats to a file, so basically it wouldn't save everything!
Local Stats will no longer be disabled if sv_cheats is 1.
Default tickrate for dedicated servers has been lowered from 66 to 33, you can still use a higher tickrate by simply passing the -tickrate XX param to the srcds application.
Reloading server data or client data will now dispatch an event so that we can update accordingly, for instance the NPCs will now properly fixup the data pointers when reloading data, otherwise you'd risk invalid pointers!
Increased bb2_high_ping_limit to 350 from 250.
Updated server_core.cfg to include a bunch of new useful convars, take a look!
Updated the game icon for hl2.exe @ Windows only.
Updated the game's music folder, there might be some missing music in some of the maps, if you get any FMOD errors please let us know!
It is no longer possible to evade bans or kicks, plus if you get kicked you'll be banned for roughly 5 minutes to prevent people from simply rejoining and repeating. The ban on kick can be administered with the bb2_vote_kick_ban_time command.
Removed Elimination & Deathmatch maps from the standard dedicated server mapcycle file, if you still want to host Elimination or Deathmatch maps feel free to re-add them to your mapcycle!
Soundscapes should work properly for dedicated servers running under Linux.
Updated to the latest SDK2013 binaries.
Gore & Gibbing
Increased gib limit from 128 to 256!
When new gibs spawn and you reach the gib limit, old gibs will fade out instead of fading the new gibs out quickly.
Fixed a terribly sad bug which prevented the fantastic blood cloud from appearing properly when smashing zombies to bits.
Players should now emit the right blood decals depending on your bb2_extreme_gore value.
Blood particles & decals will no longer spawn when attacking friendly npcs when the round hadn't started, when zombies fade-in or when a player has spawn protection active.
Buckshot damage should now properly spawn blood decals & particles.
Gamemodes
XP received when completing quests & objectives have been reduced to 4% for quests and 2% for objectives. Previously you'd receive 10% for quests and 5% for objectives which was far TOO much.
XP received when finishing a round in Arena, an entire game in Arena or an entire game in Objective will now give you percentage based XP increase instead of a small fixed number!
Added bb2_story_dynamic_respawn for Story mode, which allows players to respawn where the action's at rather than at the same checkpoints all the time.
When a new round has begun you'll not be able to create a vote for roughly 60 sec. The delay can be administered with bb2_vote_roundstart_delay.
Added bb2_arena_hard_mode which will disable reinforcements in Arena mode, you'll however receive more XP. In order to activate this you have to set bb2_arena_hard_mode to 1 then change map to any Arena map. You cannot disable/enable this while in the map due to exploiting.
Added bb2_hard_scaling which enables a new scaling technique for Arena, Objective & Story mode, it relies on the average level of the players which is a good way to make the game more challenging depending on the average level in the game. Set bb2_hard_scaling to 1 and change map to enable it properly.
NPCs
Optimized NPC netcode, reduced bitstream by 80 bits for all NPCs and 323 bits for all zombie NPCs!
Fixed a bug which would force NPC ragdolls to always fade out after roughly 4 seconds regardless of your bb2_gibs_fadeout_time value. (NPC gibs were not affected)
Fixed a potential bug that could break any objective or arena map if you were using entity counting via logic_entity_counter or logic_objective/logic_quest, if an NPC killed a boss and bb2_allow_npc_to_score was set to 0, the kill would not be registered!
Frag grenades should now properly notify all NPCs of danger.
NPCs can now be given random health, random damage values, random kick values and random speed values!
Removed glow logic from npcs, meaning you can no longer make npcs use the glow outline effect.
Reduced zombie lifespan to 18-36 sec, previously it was 30-90. Plus reduced boundaries on the convar min and max values.
Zombie Walkers & Runners will have their lifespan refreshed whenever they take damage from human players.
Fixed a random bug which could make a zombie gib itself when dying due to the lifespan feature, if the zombie was previously hit in a hitgroup which allowed gibbing.
Bandit NPCs should no longer T-pose randomly. (hopefully...)
Health and Damage scaling for the npc_custom_actor will now update properly on spawn and when players connect/disconnect.
Fixed Fred's bounding box so that he can get through tinier doorways.
Fred will now do an inverse-shockwave special attack targeting players that are camping, a random player which is at least 100 units above Fred will be selected, that player and nearby players will be pulled towards Fred with zero-G force!
Improved door breaking for all zombie NPCs.
Improved AI responsiveness and efficiency.
npc_m1a1 now supports disabling collision.
Simplified Walker & Runner spawning, Runners would sometimes bug when trying to play the 'rise' schedule.
Zombies will no longer try to break obstructions that are either above or underneath them...
Entities
smart_trigger will now check for default filters and such before checking the new built-in filtering, plus the other outputs will be fired properly. Previously this trigger only fired OnTouching.
Removed constraint flag for items and weapons, items and weapons in BB2 don't use physics unless dropped anyway.
You can now set the interruptibility choice for the npc_auto_spawner and zombie_volume auto-schedule on spawn feature.
zombie_volume now allows you to set how near a player has to be before it starts spawning, you can also set the spawn frequency, you can choose to skip visibility checks, set the desired max Z-difference between the trigger and player.
zombie_volume will now check if any player is inside its volume before making other complex checks, if true it'll spawn right away.
Added a new handy texture proxy 'TeamLinkTexture' which can be used to only allow a certain team to see a certain texture.
Player and Zombie spawn points now have a 'Master' option, enabling this will make the spawn act as a last resort, meaning you can spawn in it even if it is disabled, if no other checkpoint was found.
Tweaked the inventory system, you can now set the spawn angle for items, change their scale and set the entity link through the item/map script.
Teleporting an inventory item will properly update the origin of its objective icon, if any.
Fixed a bug which prevented you from changing the glow mode of an entity if it was set to radius glow on spawn.
Human & Zombie spawn points will be properly reset on game restart.
zombie_volume will use a smaller hull for zombies that are fading in. Allowing more zombies to spawn in the volume.
VGUI & HUD
Steam Avatars should load more effectively.
The leaderboard panel will now display how many entries were found.
Fixed a bug which would break parts of the Graphics Options on OSX & Linux, most of the options would only be rendered as (*).
Fixed minor bugs in the page handling in the leaderboard panel and map selection panel.
Leaderboards will no longer update continuously as long as you're in-game, this would sometimes create unexpected lag and stuttering due to the high upload rate, from now on you only update your leaderboard entry when you disconnect from a game.
Addon downloader, loading screen and map selector should now display the raw BSP name if no other name is present for the map in question.
When VGUI input mode is active you'll no longer render objective icons, material overlays, glow effects and HUD Healthbars.
Glow outline effect will no longer render for observers.
Added a viewmodel fov slider @ Options -> Other.
Healthbars will not render for NPCs fading in or out.
Invalid/Missing inventory HUD icons will now be rendered as question marks instead of the regular pink checker board texture.
Players & Skills
Blood on the viewmodel should now reset properly on respawn or round restart.
Admin ban should now properly register the ban and kick the target player.
Removed unnecessary client commands + enforced sv_cheats on some other less known client commands.
Powerups will now be dropped on disconnect, previously if you carried a powerup and disconnected the powerup would be deleted rather than dropped, which is what happens when you die!
Fixed some minor bugs which allowed players to rejoin as a zombie or as a player during game end or round end.
You can no longer activate zombie rage or other human perks when the end scores are visible / voting screen.
Removed broken duck toggle command.
Added a tiny viewroll when you strafe left or right.
You can finally freeroam in spectator mode.
Fixed sv_turbophysics crash, servers can now enable sv_turbophysics for simpler player physics.
You can now reset your local stats on a server running local stats by typing bb2_reset_local_stats in the console.
Zombie players can no longer open breakable doors.
Admins can now use admin_kick_bots to kick all bots from the server, useful for testing purposes.
Zombie players will lose 50% of their unspent credits on death, only if ragemode is not active!
Fixed some issues related to thirdperson animations not playing for melee attacks.
Material overlays on players and npcs will no longer render if you're too far away from those entities.
You can no longer choose to disable lag compensation.
You should no longer be able to become infected when the game or round is over.
You can no longer drop ammo for special weapons.
You can no longer drop any ammo during round/game over/end.
DLights will be rendered when spectating someone in-eye whenever the target is firing a weapon.
Zombie players can now see NPC healthbars.
Changed default viewmodel_fov from 54 to 60.
Sound & Music
Fixed FMOD not muting sounds properly, sometimes a new sound would play and it would unmute the channel in the process.
Weapons
Fixed prediction and networking issues, a lot of unnecessary networking was going on.
You can no longer toss propane or bricks through walls or props.
Increased propane velocity on throw by 200 units.
Reverted to the old Sawed-Off where you have to press LMB for barrel 1 and RMB for barrel 2.
Reworked accuracy some more, some weapons can have more dramatic accuracy than others, the longer you spray, the faster the fire rate, the more inaccurate it will be.
You will no longer spam spawn DLIGHTS when firing with guns, there is now a 100 msec delay!
Added the Flamethrower and Benelli M4!
Achievements
Added an achievement for finishing the arena version of Coltec with 4 or more players.
Added an achievement for finishing Mecklenburg with 4 or more players.
Added an achievement for getting 35 kills with the kick attack.
Added an achievement for getting 99 kills with the Brick.
Added an achievement for getting 340 kills with the Flamethrower.
Added an achievement for getting 275 kills with the Benelli M4.
The Schienzel achievement is now obtainable! (easter egg)
Maps
Added bba_coltec.
Added bbc_mecklenburg.
Termoil
Optimized the map some more.
Added the new weapons.
Removed the old bandit schedules, added some patrol schedules for some bandits instead, the rest of them will wander around in the buildings.
Fixed broken evac VO sound.
Laststand
Minor optimization improvements.
Added the new weapons.
Carnage
Improved lighting a little.
Added more bandits during the bandit objective, also increased the kill count needed.
Disabled collision for the M1A1.
Improved zombie spawns.
You now have to kill the remaining enemies before completing a round, like in other arena maps.
Balancing
NPCs
Bandits will do more damage with G36C, Minigun and Sawed-Off.
Military will do more damage with G36C and Sawed-Off.
Walkers & Runners will now have randomized health, do random damage and have random movement speeds!
Bandits & Military will also have randomized health and kick damage.
Bullet penetration now works properly with the new lag compensation system for enemies behind solids
AFK kick time will be refreshed when players drop or use inventory items, use a keypad, use skill panels, vote, or write in chat
FMOD will now be muted if snd_mute_losefocus is set to 1 and the game has no focus or has been paused
Bandits spawning in the tunnel on Carnage will respawn faster
Increased zombie spawn frequency for the last round on Carnage
Moved Sawed-Off into the weapon armory locker on Last Stand
Moved G36C into the weapon armory locker on Last Stand
Fixed 7
Proper lag compensation for melee
Firstperson body no longer plays a T-pose animation when joining the game
Bug preventing skin and bodygroup changes for hands and firstperson body without changing team or player model
Weapon pickup issues, now allowing pickup through clips and teammates
Bug allowing melee weapons to attack enemies through walls
Nasty lighting in the open spawn room on Carnage
Invisible windows bug on Last Stand
Removed 1
REX from the weapon armory locker on Last Stand, now findable outside near the cannon
From BrainBread 2
Server owners please update your servers!
Code
Base
Fixed proper lag compensation for melee!
Bullet penetration will now work properly with the new lag compensation system. (Lag compensates enemies behind solids in which the player can potentially penetrate through)
Players & Skills
AFK kick time will be refreshed whenever a player tries to drop or use inventory items, using a keypad, use any of the skill panels, voting and writing in the chat.
The firstperson body will no longer play a T-pose anim when you first join the game.
Fixed a bug which would prevent you from changing the skin/bodygroup of your hands & firstperson body unless if you changed team or changed the actual player model.
Fixed weapon pickup issues, you can now pickup weapons through clips, teammates and such. (Fixes weapon pickup issues in Salvage and other maps!)
Fixed a potential bug which would allow melee weapons to attack enemies through walls.
Sound & Music
FMOD will now be muted if snd_mute_losefocus is set to 1 and the game has no focus or if the game has been paused.
Weapons
Added new HK-MP7 and Machete textures provided by 'El Negro'!
Maps
Carnage
The Bandits spawning in the tunnel will respawn a bit faster.
Increased zombie spawn frequency for the last round.
Fixed nasty lighting in the open spawn room.
Last Stand
Moved Sawed-Off into the weapon armory locker.
Moved G36C into the weapon armory locker.
Removed REX from the weapon armory locker, you can now find the REX outside near the 'cannon'.
bb2_zombie_kills_required convar to allow server owners to set how many kills a player must get before being allowed to respawn as a human
New Famas textures
Black Dude zombie version for Pantsman
Changed 10
Rewrote the lag compensation logic for players and NPCs to improve hit detection and reduce entity twitching
Local servers will no longer load dev, donator, tester, etc tags
zombie_volume with SF_FASTSPAWN flag now uses a smaller hull when tracing for available space since zombies spawn upright instead of lying down
Fred and Johnson will now always think regardless of efficiency
Increased the max chase enemy distance for zombies
Updated Laststand map with optimization, prop fading, navigation updates, AI schedule for Fred, and added Micro-Uzi, MP7, MAC11
Updated Carnage map with faster bandit respawns, more zombie spawns, and decreased round three timing
Updated lighting in Carnage to be brighter
Increased Micro-Uzi firerate and damage
Increased Remington 870 accuracy and Rex and Akimbo Rex damage
Fixed 9
Potential crashes related to the server workshop loader and AI
Server tags not being loaded properly
Soundscript for item_turtle easter eggs in Termoil to be more noticeable
Zombies and Fred ability to attack enemies by fixing weapon bbox collision group checks and reducing bbox sizes
Humans no longer take damage from the M1A1 turret
Weapon selection bug when hud_fastswitch was enabled that would ignore key presses 1-4
Messy bounding boxes set for weapon world entities
Melee attack trace hull
Faulty hands being set for characters using default hands with skin greater than or equal to 1
From BrainBread 2
Server owners please update your servers!
Code
Base
Rewrote the lag compensation logic for players and npcs, improved hit detection! (Disclaimer: Please let us know if anything feels a bit off with this new system!)
Thanks to the new lag compensation logic there will be no more constant twitching/jitter back and forth, npcs and players would be affected by this due to the old lag compensation would move entities backwards in time, the new system does not need to physically make these changes. Expect a lot more fluid gameplay in PvE based maps.
Fixed potential crashes related to the server workshop loader and AI stuff.
Fixed server tags not being loaded properly.
Added bb2_zombie_kills_required which will allow server owners to set how many kills a player should get before being allowed to respawn as a human. Setting bb2_allow_mercy and bb2_zombie_kills_required to 0 will make you a zombie forever once you turn.
Local servers will no longer load dev, donator, tester, etc.. tags.
Mapping Entities
zombie_volume using the SF_FASTSPAWN flag will now use a smaller hull when tracing for available space in the volume, since they will now spawn upright instead of lying down.
Fixed up soundscript used for the item_turtle easter eggs in Termoil, the sound should be more noticable now.
NPCs
Fred and Johnson will now always think regardless of efficiency.
Increased the max chase enemy distance for zombies.
Zombies + Fred will now be able to attack enemies properly, previously in some cases they would just twitch back and forth while trying to attack you, turns out this issue was caused by weapon bboxes being too large, added a proper collision group check and reduced the bbox sizes for weapons.
Humans will no longer take damage from the M1A1 turret.
Weapons
Added new Famas textures, thanks to El Negro.
Fixed a bug in the weapon selection when hud_fastswitch was enabled, it would ignore the key presses (1-4), the mouse wheel could still be used to swap weapons though.
Fixed up messy bounding boxes being set for weapon world entities.
Fixed melee attack trace hull.
Survivors
Added the 'Black Dude' zombie version for Pantsman.
Fixed faulty hands being set for any characters using the default hands and a skin greater or equal to 1, the hands would use the old black dude skin for Pantsman.
Maps
Updated Laststand, optimized the map a little more, added prop fading, updated bogus navigation, added a simple AI schedule for Fred when he spawns. Also added the Micro-Uzi, MP7, MAC11 to the map.
Updated Carnage, bandits will respawn faster, more zombies will spawn from the spawner volumes, decreased max time & initial time for the third round. (bandit round)
Updated lighting in Carnage, should not be as dark anymore.
Clients connecting to custom servers running workshop-based maps will now auto-download required workshop addons if they don't have them already
Added countdown announcer voices in Deathmatch mode
zombie_volume can now be set to insta-spawn zombies and skip the fade-in phase
zombie_volume and npc_auto_spawner entities now support direct implementation of the aiscripted_schedule entity for automatic route following or target pursuit on spawn
Replenishing a lot of ammo within 60 seconds now triggers a penalty requiring 2 minutes before being able to replenish ammo from bbc_ammo_box entities again, reducible by one minute with the Resourceful skill
Added missing rate limit checks for client-commands
Added a max distance and height difference for lag compensation to reduce impact on server performance
Holding +use will draw a circular bar around the crosshair indicating time left until delayed use is triggered
Added a small hull trace for melee stab attacks to increase precision
Added the Postal Dude as an official survivor
Added a new arena map bba_carnage, a tribute to the BrainBread 1 map Carnage
Added missing damage drop off for all rifle weapons to prevent sniping across the map unless using a sniper rifle
Added an achievement for completing the bba_carnage map
Changed 21
Major performance improvements for client and server with FPS boost especially for clients
Reduced the vote percent required for passing votes to 60%
Servers will now load proper information for all subscribed items regardless of whitelisted state
Optimized the zombie_volume entity
Improved lag compensation for NPCs
Bandits, Military and Fred will now use NavMesh
npc_custom_actor will no longer do player avoidance and uses no collide with friendly entities
You can no longer drop ammo in Deathmatch mode
You can no longer spam +use on doors to repeatedly open and close them, added a 2 second delay between opening and closing
You will now receive 5% of your total XP needed when completing objectives and 10% when completing quest or side objectives
Loading Screen will now cache loading image and loading tips instead of parsing them for fast data access
Achievement panel will now load newly achieved hidden achievements when you open the menu
Create a Game is no longer super slow and fixed faulty map highlighting when switching pages
Weapon attachments will no longer cast shadows
Remastered the melee system to allow attacking more enemies at once with improved trace techniques
Melee and bash attacks will now produce proper impact FX
The crosshair will no longer be hidden when wielding sniper rifles, only when you zoom or display the scope
Increased bandit respawn times in Termoil
Major optimization improvements for Termoil
Bandits have been improved in Termoil
It is now easier to trigger Zombie Rage with damage needed reduced from 250 to 180 and slower decay time
Fixed 7
Fixed blood pool spawn positioning
Fixed some broken sounds
NPCs should no longer stutter when playing on servers with a lot of activity
Fixed up the M1A1 Abrams Tank NPC
Fixed glitchy VGUI elements
Fixed scoreboard labels being out of place when opening the scoreboard
NPC Healthbar should now display properly for all NPC sizes
Removed 1
Removed unnecessary gamefiles for dedicated servers and for Linux, OSX and SteamPlay client
From BrainBread 2
Server owners please update your servers!
Code
Base
Major performance improvements for client & server. FPS boost, especially for clients.
Reduced the vote percent required for passing votes to 60%, 70% was too much.
Fixed blood pool spawn positioning.
Clients connecting to custom servers running workshop based maps will now auto-download the required workshop addon if they don't have it already. (if you own a server, write workshop_help for available commands, these commands will let you download items, collections, etc...)
Servers will now load proper information for all subscribed items = the items downloaded and listed in the appworkshop_346330.acf file. (regardless of whitelisted state)
Removed unnecessary gamefiles for dedicated servers and for the Linux, OSX and SteamPlay client. Also fixed some broken sounds.
Gamemodes
Added countdown announcer voices in Deathmatch mode. (timeleft)
Mapping Entities
Optimized the zombie_volume entity.
zombie_volume can now be set to insta-spawn zombies, skip the fade-in phase, this feature is handy if you want to spawn the zombies in a closed off room where you know the survivors won't be able to peek into.
The zombie_volume and npc_auto_spawner entities now support a direct implementation of the aiscripted_schedule entity, you can specify if the spawning entity should automatically follow a route or pursue some target on spawn.
NPCs
Improved lag compensation for npcs.
NPCs should no longer stutter so much when you're playing in a server with a lot of 'activity'.
Bandits, Military and Fred will now use NavMesh.
Fixed up the M1A1 Abrams Tank NPC!
npc_custom_actor will no longer do player avoidance, npc uses no collide with friendly entities.
Players & Skills
You can no longer drop ammo in Deathmatch mode.
You can no longer spam +use on doors to repeatedly open/close them, added a 2 sec delay between opening / closing.
If you keep replenishing a lot of ammo within 60 sec, you will receive a penalty where you have to wait 2 minutes before being able to replenish ammo from 'bbc_ammo_box' entities again. You can reduce this penalty by one minute by using the 'Resourceful' skill, if skills are enabled.
You will now receive 5% of your total XP needed when completing objectives.
You will now receive 10% of your total XP needed when completing quest objectives / side objectives.
Added missing rate limit checks for client-commands.
Added a max distance and height difference for lag compensation, jittery zombies / zombie players happen due to lag compensation being done on too many entities at once. (slows down the server, while interpolating each entity back and forth relative to the callers ping)
HUD & VGUI
Loading Screen will no longer parse loading image and loading tips, this will be cached instead, for fast data access.
Fixed glitchy VGUI elements.
Fixed scoreboard labels being out of place when opening the scoreboard.
Achievement panel will now load newly achieved, hidden achievements, when you open the menu.
Create a Game is no longer super slow, also fixed faulty map highlighting when switching pages.
NPC Healthbar should now display properly for all NPC sizes.
Holding +use will draw a circular bar around the crosshair, which indicates the time left until delayed use is triggered: For locking/unlocking doors, picking
up a new armor type, etc...
Weapons
Weapon attachments will no longer cast shadows.
Remastered the melee system, melee will now allow you to attack more enemies at once properly, the sledgehammer is most efficient in that regard. Improved the trace techniques used.
Added a small hull trace for melee stab attacks in order to increase precision.
Melee and bash attacks will now produce proper impact FX.
The crosshair will no longer be hidden when wielding sniper rifles, the crosshair will only be hidden when you zoom / display the scope.
Added an achievement for completing the bba_carnage map.
Maps
Added a new arena map: bba_carnage, a tribute to the BrainBread 1 map known as 'Carnage'!
Increased bandit respawn times in Termoil.
Major optimization improvements for Termoil.
Bandits have been improved in Termoil.
Balancing
Added missing damage drop off for all rifle weapons. (prevent sniping across the map, unless if you're using a sniper of course :o)
It is now easier to trigger 'Zombie Rage', reduced the damage needed from 250 to 180, the decay time has been reduced meaning it will decay slower = you got more time to fill the bar!
Merry ZOMb-mas
You're probably scratching your head, why has there not been any update in roughly 4-5 months?!
Well unfortunately a lot of our team members are busy with either real life or other projects! But fear not, we have a lot of weapons and maps at our disposal, we're intending to bring all of this to completion,
but at our own rate. We're all working for free, out of passion, so we'll take our time, when we have time.
We're always looking for more dedicated people, if you know how to do one of the following and are interested in helping out, please contact me on Steam or through our discord (https://discord.gg/0TitkvlFlYoBak0V):
Level Design in Source
Melee Sound Design
Model/Texture baking, low poly-ing, rigging
3D Character modeling
Voice Acting ~ Need some potential voice sets for future npcs and for our M1A1 military tank (preferably russian-accent for the military tank)
Added a small zoom as a secondary attack for the Winchester
Added Micro-Uzi to Termoil map
Changed 6
Admins can now use admin_spectate and admin_joinhuman in Elimination mode
NPCs now prioritize players with objective items
Changed zombie rage mechanics to require activation by dealing damage against human players, with a threshold-based bar that increases with damage and decharges over time
Updated textures for the G36C
Updated textures for the Remington 870
The Sawed-Off secondary will now fire both barrels, with primary attack firing the left barrel then the right barrel
Fixed 4
Fixed issues related to banning other players permanently where ban data would not be saved
Fixed admin_ban and admin_kick to allow proper reason strings
Fixed a bug which would make the player take damage when shooting downwards while clipping into another friendly player
Fixed a bug with the Sawed-Off where secondary fire would exclude dropoff distance logic
Security 1
Applied security fixes reported by One Up Security
From BrainBread 2
Server owners please update your servers!
Code
Base
Fixed some issues related to banning other players permanently, the ban data would not be saved.
Fixed admin_ban, admin_kick to allow proper 'reason' strings.
Admins can now use admin_spectate & admin_joinhuman in Elimination mode.
Applied security fixes reported by One Up Security.
NPCs
NPCs will now prioritize players with objective items, meaning if you carry an important item you better hurry the f**k up!
Players & Skills
Changed zombie rage mechanics entirely, from now on you have to activate it by dealing a certain amount of damage against human players,
when the threshold has been reached you can activate zombie rage, however it will only last X sec. While doing damage to human players a bar will increase. You have to attack quickly or else the bar will decharge.
Fixed a bug which would make the player take damage when shooting downwards when clipping into another friendly player.
Weapons
Added the Micro-Uzi!
Added new Sawed-Off anims!
Added new Famas anims!
Updated textures for the G36C.
Updated textures for the Remington 870.
Added a small zoom as a secondary attack for the Winchester.
Fixed a bug with the Sawed-Off, secondary fire would exclude dropoff distance logic.
The Sawed-Off seconday will now fire both barrels, primary attack will fire the left barrel, then the right barrel.
Maps
Added Micro-Uzi to Termoil.
BB2 has now been on Steam for more than a year! ːsteamhappyː
Happy gibbing...