Fred will no longer do friendly fire to himself and allies when doing the AOE rage attack.
Reduced the chance to play certain VO sounds.
Hopefully fixed a rare bug which would make the weapon viewmodel and/or worldmodel invisible.
Fixed a bug which allowed players to get points for every lvl after lvl 100.
Added auto skill reset check, if the player has more than 125 points.
Bandits will no longer friendly fire with grenades, hopefully.
Maps
Compound
Securing the facility is now a little easier, extended the trigger volume bounds.
Added another ammo box in the facility.
Added a frag grenade spawn in the facility.
Nerfed bandit respawn timer and zombie spawns near the second objective.
Island
Boosted Mr. Seaghoooul...
Community Discord
https://discord.gg/0TitkvlFlYoBak0V
A blast from the past - Patch 1.0.2.7
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 , 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.
Community Discord
https://discord.gg/0TitkvlFlYoBak0V
A late new years hotfix - Patch 1.0.2.6
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.
A gluton-free gibtastic hotfix - Patch 1.0.2.5
Server owners please update your servers!
Maps
Mecklenburg
Gave George Wayne and Rastamon custom NPCs some more health, but disabled health scaling, health scaling for npc_custom_actor is broken atm.
Minor optimization improvements in the gunshop area.
Added a bunch of playerclips here and there to prevent excessive camping.
Added more AI nodes for fallback purposes.
Fred can no longer get into the gunshop.
Zombie Players will spawn closer to the survivors during the last objectives, after the survivors
have brought fuel to the extraction vehicle.
Capture zones now require 25% of the human team to help capture rather than 40%.
Capture zone time has been changed from 35 to 30 sec.
Increased respawn time by 10 sec for the bandits in the police station.
Increased respawn time by 5 sec for the bandits in the gas station.
One of the Military guards will use a Famas instead of an AK-74.
Nerfed multiple zombie spawners, especially the ones in the alley, when you've to use the boltcutters
to get to the gas station.
Fixed buggy pink reflections @ textures.
Added some more randomized item spawners outside the police department. @start area.
Coltec
Reduced the timelimit for the bandit wave.
Reduced max time for the last wave to 8 min rather than 8.5 min.
Increased kill count needed slightly for the bandit wave.
Bushmasta mini-boss will no longer have any HP scaling. (HP scaling is broken for npc_custom_actor atm)
Balancing
Overall
Remington 870 fire rate has been fixed for Bandits & Military NPCs.
Benelli M4 fire rate has been fixed for Bandits & Military NPCs.
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.
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 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'.
Fixed invisible windows bug.
Happy new year, folks! - Reperio Studios
New Years Eve Preparation Patch - 1.0.2.2!
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.
Balancing
Upped Micro-Uzi firerate.
Increased Micro-Uzi damage.
Increased Remington 870 accuracy.
Increased Rex and Akimbo Rex damage.
Major Christmas Patch - 1.0.2.1
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.
Survivors
Added the 'Postal Dude' as an official survivor! Thanks to 'Rex The Impaler', original workshop addon: http://steamcommunity.com/sharedfiles/filedetails/?id=1132786817
Achievements
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)
Merry xmas! - Reperio Studios
Anniversary Patch - 1.0.2.0
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...
Summer Patch - 1.0.1.9
Server owners please update your servers!
Code
Base
Added the latest SDK 2013 MP bins.
Gamemodes
Decreased weapon removal time in Deathmatch to 45 sec.
Propane tanks will now be removed after 15 sec in PvE and after 35 sec in PvP. (was 12 before, regardless of gamemode)
NPCs
You can no longer insta kill Bandit npcs under certain circumstances.
Reverted AI state ALERT force for Bandit npcs.
Minor AI changes.
Added a new default soundset for Fred.
Players & Skills
Dropped inventory items should no longer clip with the world.
Flashlight will no longer be turned off when you switch/drop weapons if it was initially enabled before switching / dropping a wep.
Bash damage values will no longer scale crazy.
Kick damage values will no longer scale crazy either.
Minor lag compensation distance fix.
Fixed potential thirdperson anims not playing bug.
Bash anims will now be smoothed out in thirdperson like the other melee anims.
Players should no longer get stuck in slide mode. (animation)
Fixed un-stuck algorithm, sometimes when you for example activated Reality Phase or became infected you would risk being thrown into a solid area, if you were crouching in a tiny area.
Dropped ammo will be removed on death / disconnect, in order to prevent entity spamming. (the ammo associated to the player who dropped it)
Added ammo drop delay, you may now only drop ammo every sec.
You can no longer create any votes when the game hasn't yet begun.
HUD & VGUI
The main-menu will no longer reset whenever you die or the round restarts/starts.
Fixed decimal approximations on the sliders @ Options. Removed decimals for sliders which would only use integer values.
Added gamemode hint tooltip in Create a Game under the Gamemode info.
Maps
Added G36C to Termoil.
Fixed global door sounds in Termoil.
Fixed Bandits being SUPER lazy in Termoil.
Fixed some exploit in Laststand which would make it stuck on a certain objective.
Fixed the Tutorial being almost unbeatable due to skill nerfs from the last patch, SORRY FOR THE INCONVENIENCE!