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Map fixes of Half Life 2 and Episodes for Synergy Mod

Installation

Synergy 56.16:

  • Simply place folders with files in synergy directory, for example: Steam\steamapps\common\Synergy\synergy\

Synergy 20.xx (development and twitch branch):

  • Place folders with files in custom directory, for example: Synergy\synergy\custom\thisedit\

    The folder thisedit can be named anything, it is just a container folder.

  • After placing edt files you need to restart your server if it was already running and set content_mount_synergy_mod_path_priority 0 for the EDTs to apply.

Changes

All files were imported from Synergy version 56.16 and here is changes:

  • Changes over all maps (or almost all):

    • Notifications of mission failure (will be removed when next version releases)
    • Half Life 2 Update support
    • Added Elite Jeep spawn on some hl2 and ep2 maps (also fix for Jeep Elite included in scripts folder)
    • Increased vehicle spawns for more players
    • Damage players on vehicle spawn places who blocks spawning
    • Vitage mode fixes
    • Fixed stucking on synergy transition wall and changed synergy coop counter positions
    • Antlion Guard health moved out from edt files, set up needed health in file synergy\cfg\skill_mod.cfg, example:
      // Default health without setting it up is 500
      sk_antlionguard_health "2560"
      sk_antlionguard_dmg_charge "60"
      sk_antlionguard_dmg_shove "25"
      
  • Map specific changes:

  • Half Life 2
    • d1_trainstation_01
      • fixed players teleportation into the train after Gman scene
      • Changed Barney room teleport trigger to disable after TeleportPlayersNotTouching so it isn't a jarring teleport
      • fixed citizens queue stops due to rushing
    • d1_trainstation_03
      • enabled never used track "Miscount Detected"
      • changed player percentage on trigger_coop
    • d1_trainstation_06
      • preventing skipping Barney scene
    • d1_canals_02
      • fixed origin for antiskip triggers
      • added new one trigger_push for skip preventing
    • d1_canals_06
      • closed skip through wall
    • d1_canals_07
      • added checkpoint before gates opening
    • d1_canals_08
      • extended trigger_coop size while waiting other players
    • d1_canals_09
      • extended trigger_coop size while waiting other players
    • d1_canals_10
      • extended trigger_coop size while waiting other players
    • d1_canals_11
      • preventing blocking ramp
      • fixes for trigger_coop
      • preventing blocking gates opening
      • extended trigger_coop size while waiting other players
    • d1_canals_12
      • extended trigger_coop size while waiting other players
    • d1_canals_13
      • fixed helicopter health in vintage mode
    • d1_eli_01
      • fixed npc's damage filter
    • d1_town_01
      • closed puzzle skip
    • d1_town_02
      • fixed playing around with tram lever
      • checkpoint after tram lever
      • antiskip triggers fixed and more added
      • disabled trigger hurt after coming back from d1_town_03
      • fixed preventing backtracking to d1_town_03
      • added trigger to disable zombie spawns at lift section when standing near them (grind block).
    • d1_town_02a
      • antiskip trigger added
      • proper trigger coop position
      • added more zombies
    • d1_town_05
      • removed some turrets to prevent changemap crashes
      • prevented escaping out of the map
      • reenabled antirush in warehouse, but with decreased antirush time, to prevent stucking in warehouse
    • d2_coast_04
      • prevented wallclimbing
      • alerting players that they need vehicle to proceed after crane
      • fixed missing sound (included in scripts folder)
    • d2_coast_07
      • extended trigger hurt against field overjump
    • d2_coast_09
      • moved syn_autosave from multiple trigger to trigger once (more players = more cars stopping)
    • d2_coast_10
      • antirush push triggers
      • antirush trigger_hurt now disables after secret door opens
      • fixed server crash by replacing already used TemplateName for Combine Soldiers
    • d2_coast_11
      • fixed health for Antlion Guard on vintage mode
      • added antiskip clips
      • added button to open gates if bugbait is broken (happens if server didn't restarted after Episodes)
    • d2_coast_12
      • fixed assault on vintage mode
    • d2_prison_03
      • fixed vent skip
    • d2_prison_05
      • added checkpoint before Antlion Guard
      • add checkpoint after combine crusherwall ends moving (helpful if level restart disabled when all players are dead)
    • d2_prison_06
      • reenabled commented out working solution to fix Alyx stuck
      • added checkpoints and teleports on Eli scene and after it
      • made more vanilla doors behavior
      • teleport players on elevator, prevent them to be teleported on checkpoint too early
    • d2_prison_07
      • revert to vanilla backtracking d2_prison_07
    • d2_prison_08
      • close NPC spawn-kill zone
      • fixed broken checkpoints
    • d3_c17_01
      • prevent working teleport overjump (or it can be stucked during opening)
    • d3_c17_02
      • fixed broken checkpoint
      • start Dog automatically (trigger can be hitted before Dog can begin sequence)
    • d3_c17_06a
      • fixed checkpoint location
    • d3_c17_06b
      • prevented skipping
    • d3_c17_07
      • prevented rushing before Alyx enters bloody room (hitting triggers while sequence is not ended breaks her)
      • prevent skipping on the roof
    • d3_c17_08
      • remove all wooden boards near manhacks to prevent clients crashes by exploding them (this also still crashes original hl2)
      • fix mp_antirush_disable breaking elevator on vanilla mode
      • fix catwalk grenade throw sequence
    • d3_c17_09
      • prevent skip without waiting for Barney
    • d3_c17_10a
      • fix Barney stucking on beginning
      • remove syn_transition_wall on the beginning to allow rebels come through (trigger_push still prevents backtracking)
    • d3_c17_10b
      • antirush push in trap with Barney
    • d3_c17_13
      • remove meeting citizen storytelling, it stucks in duck position
      • antirush push positions added
      • added checkpoint
      • added fix by Katie Roberts (@PsychoNightmare) - Killing strider prevents progression - https://gitlab.com/SynergyMod/Synergy/issues/6
      • trigger hurt for players, that are trying to go at the end before killing all Striders
    • d3_breen_01
      • fixed blinking
      • proper teleport destinations
      • fix spectators GUI breaking when spectating on falling player in the teleport chamber
  • Half Life 2 Episode One
    • ep1_citadel_00
      • fixed Alyx stucking and falling down through ground
      • fixed vanride can be ended before Alyx exits van
      • antirush blocks
    • ep1_citadel_01
      • don't stop Alyx scenarios on players fall, close door on rollermine area
      • added teleports and checkpoints
      • fixes for Alyx if there is afk player on server
    • ep1_citadel_02
      • add Alyx and players teleport before dropship scene
    • ep1_citadel_02a
      • deleted entry_transition_door, some players can stay before it and can't proceed
      • teleport Alyx on elevator platform
      • remade autosaves with delay to prevent infinite players death after fail
    • ep1_citadel_03
      • play sound_radiation_warning only once
      • fix teleport positions and added new one in danger zones
      • reduce glow size
      • added fallback in trigger_socket_5 for when sometimes counter fails
      • block disabling timer_ball_tube1 which prevents completing section where you have to fill 3 parts if someone leaves
      • applied no damage filter to Alyx after mossman scene starts
    • ep1_c17_00
      • antirush block
      • teleport players to prevent stucking in Alyx
      • add checkpoint and tp Alyx to zombine joke scene
      • open gate automatically
    • ep1_c17_00a
      • prevent early elevator power reenabling
      • open gate automatically
      • teleport players when Alyx enters elevator (clip wall appears that doesn't allow players to enter elevator)
      • make Alyx invincible (level restart breaks elevator appearing)
      • tp players and Alyx in waterroom, no need to wait a lot when Alyx come
    • ep1_c17_01
      • fix crank locking
      • add player teleports in some places, Alyx waits for afk's
      • make fire deal more damage (antirush)
    • ep1_c17_02
      • teleport Alyx in combines room (she can be blocked by players and props)
      • fixed long waiting after guard death
    • ep1_c17_02b
      • prevent whole map skip
      • added teleport
      • prevent players being stucked in npc (fixed)
    • ep1_c17_02a
      • reduce door delay
      • lazy people must take a part in puzzle solving (water therapy), so teleport them all
      • give rpg for all players once one take it
    • ep1_c17_05
      • added checkpoint
      • made citizens proceed automatically (supports vintage mode) - BUG on Synergy 56.16: citizens stops following any player when someone connects
      • faster combine spawns
    • ep1_c17_06
      • made killing Strider a bit harder
      • added checkpoint
      • prevent escaping
  • Half Life 2 Episode Two
    • ep2_outland_01
      • antiskip triggers
      • suiciding after activating button to open gates can stuck game, move all players there
      • revert back to antirush coop, waiting for vort is too long
    • ep2_outland_02
      • fix health of wood_boords after scene complete
      • more fun - more antlion guards
    • ep2_outland_03
      • Vort enables generator quicker
      • edited entry gates mass
    • ep2_outland_04
      • prevent elevator blocking with props
      • fix vort position on elevator
      • made fanblade always rotating
      • added checkpoints on the map
    • ep2_outland_06
      • antiskip triggers
      • Alyx sniper invulnerable
      • reenabled players teleport after forklift
    • on maps ep2_outland_06a - ep2_outland_10a made Alyx and jalopy teleporting at the end so they will be on next map after changelevel
    • ep2_outland_06a
      • antiskip triggers
    • ep2_outland_07
      • prevent escaping advisor room
      • antiskip triggers
    • ep2_outland_08
      • removed door that can make transition to another map (looks bad, maybe I'll remade it later)
    • ep2_outland_10
      • teleport jalopy, players and Alyx on trap, also locks jalopy before trap is not opened
      • failsafe Alyx moving after turret disabled to start next sequence
      • more antirush events to prevent breaking game
    • ep2_outland_10a
      • moved car spawning points, remove additional
      • added trigger_coop at the end to teleport Alyx
    • ep2_outland_12
      • added trigger_coop at the end to teleport Alyx
    • ep2_outland_12a
      • fixed players teleportations to elevators
      • added GMan as Half Life Alyx reference

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Fixes for Synergy Mod from yarik2720

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