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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
      • added checkpoints for game with disabled reloads
    • d1_trainstation_03
      • enabled never used track "Miscount Detected"
      • changed player percentage on trigger_coop
      • fixed players teleport point on raid start
      • added checkpoint as failsafe if someone suicides after door close
    • d1_trainstation_06
      • preventing skipping Barney scene
    • d1_canals_01
      • added another way to remove stuff that blocks train
    • d1_canals_01a
      • removed ragdolls to save network usage
    • d1_canals_02
      • fixed origin for antiskip triggers
      • added new one trigger_push for skip preventing
    • d1_canals_03
      • fixed fall damage timer
    • d1_canals_06
      • closed skip through wall
    • d1_canals_07
      • added checkpoint before gates opening
      • added checkpoint before second APC
    • 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
      • deleted acid hurt trigger at map start
      • 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
      • Prevent other NPCs from being able to be removed by crow removal trigger
    • d1_eli_01
      • fixed npc's damage filter
    • d1_eli_02
      • removed prop_ragdoll to prevent high network usage
      • added block to hole by displacement
    • 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
      • made Monk avoid players on his way at the end
    • d1_town_04
      • fixed missing sound (included in scripts folder)
    • d1_town_05
      • made combines spawn while visible, fixed odd spawnflags for them
      • made spawn additional waves of combines only when it needs to be (preventing game stuck)
      • fixed music overlapping when players proceeds too fast
      • prevented escaping out of the map
      • reenabled antirush in warehouse, but with decreased antirush time
    • d2_coast_04
      • prevented wallclimbing
      • alerting players that they need vehicle to proceed after crane
      • replaced ragdolls cars with physics models
    • d2_coast_07
      • extended trigger hurt against field overjump
      • re-enabled manhack spawner in first room
    • d2_coast_08
      • fixed skip of trigger coop
    • d2_coast_09
      • moved syn_autosave from multiple trigger to trigger once (more players = more cars stopping)
    • d2_coast_10
      • antirush trigger_hurt now disables after secret door opens
      • fixed soft-lock by preventing trigger on the other side of the lighthouse door to be enabled until after the 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
      • removed harpoon due soft-lock by killing npc_antlionguard
      • added antiskip clips
      • added failsafe to game reload if someone kills vort
      • 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_02
      • made sound overwatch_freeman_spotted play once
    • 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)
      • fixed spawning outside the crusherwall if mp_reset is disabled
        • add static crate for ledge for a lot of players
    • d2_prison_06
      • reenabled commented out working solution to fix Alyx stuck
      • fix spawning outside the elevator
      • added checkpoints and teleports on Eli scene and after it
      • made more vanilla doors behavior
      • prevent gate block
      • teleport players on elevator, prevent them to be teleported on checkpoint too early
    • d2_prison_07
      • revert to vanilla backtracking d2_prison_07
      • fixed spawned combine being stucked without any target
      • added trigger_push to prevent players escape and spawnkill
    • d2_prison_08
      • fixed Alyx spawn on new game
      • close NPC spawn-kill zone
      • fixed broken checkpoints
      • play sound HL2_song25_teleporter - Miscount Detected while elevating
    • 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
      • remade trigger_look to trigger_coop for proper coop gameplay
      • block bridge closing to prevent players fall through it
    • d3_c17_07
      • prevented rushing before Alyx enters bloody room (hitting triggers while sequence is not ended breaks her)
      • prevented skipping on the roof
      • prevented spawnkills
    • 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_10a
      • removed antirush blocking plug, was useless due to next trigger_coop placed
      • replaced ragdoll car with physics one
    • d3_c17_10b
      • antirush push in trap with Barney
    • d3_c17_11
      • fixed combine skip door
      • fixed skybridge skip block origin
    • 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
      • replaced ragdoll cars with physics one
    • d3_citadel_01
      • prevented players enter upperpod
    • d3_citadel_02
      • fixed not entering pod on map start
      • fixed ejecting out of the pod at the end
    • d3_citadel_04
      • added trigger hurt for skipping map
    • d3_breen_01
      • fixed blinking
      • fixed exploit of blocking "digger" on the teleport part
      • proper teleport destinations
      • fix spectators GUI breaking when spectating on falling player in the teleport chamber
      • For people that may want to see the credits all the way through, there is a comment in each of these: "// Comment out these to see the credits all the way through"
  • Half Life 2 Episode One
    • ep1_citadel_00
      • render bug fixes
      • fixed Alyx stucking and falling down through ground
      • fixed vanride can be ended before Alyx exits van
      • antirush blocks
      • don't kill falling Van (bug Synergy 56.16: players can be teleported into van if player joins server) looks weird, but better, than player inside vehicle being killed
    • ep1_citadel_01
      • don't stop Alyx scenarios on players fall
      • close door on rollermine area
      • fixes for Alyx if there is afk player on server
      • teleport players into stalkers room and start rollertraining if alyx was blocked by players
      • enabled more rollermine charges if another charged mine was thrown out
      • recreated particle system to fix vortex rendering
      • fixed trigger position to prevent rollermine creating out of edicts limit
    • ep1_citadel_02
      • add Alyx and players teleport before dropship scene
      • fixed energy balls spawning out of edict limits
    • 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_02b +fixed checkpoints
    • 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
      • fixed sprite wasn't removed
    • ep1_citadel_04
      • added teleport Alyx to airlock on many players
      • added failsafe for Alyx not running out of train
    • ep1_c17_00
      • antirush block
      • disable stalker sequence from previous map (origin Valve EP1 bug)
      • 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
      • fixed crank locking
      • added player teleports in some places, Alyx waits for afk's
      • made fire deal more damage and block skipping fire puzzle (antirush)
      • don't allow ceiling breaking by shooting on it
      • add failsafe to stop antlions spawn and start final scene "thats over"
      • fixed car lost on combines gate
    • ep1_c17_02
      • teleport Alyx in guards room as failsafe while she can be blocked by another players
      • recreate antlion_guard, stop spawning antlions and proceed next scene
      • 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
      • disable backtracking trigger, some players could touch it on spawn
      • teleport players to the gunship battle
      • gave rpg for all players once one take it
      • disabled movement of gunship ragdoll after falldown
      • reduce door delay
      • remade part "Alyx found a shotgun" to prevent game stuck whene there is no shotguns in area
      • lazy people must take a part in puzzle solving (water therapy), so teleport them all
    • ep1_c17_05
      • added checkpoint
      • made citizens proceed automatically - 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
      • fixed strider wan't respawning on early death
      • For people that may want to see the credits all the way through, there is a comment in each of these: "// Comment out these to see the credits all the way through"
  • Half Life 2 Episode Two
    • ep2_outland_01
      • prevent early use of choreo vehicle and soft-locking players (original ep2 bug) and lock after players eject
      • getting alyx faster into communication center by trigger_coop
      • prevented fast wire plugin
      • 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 antlion guards controlled with logic_difficulty by players amount
      • removed hoppers to prevent server crashes (on high players amount)
    • ep2_outland_03
      • Vort enables generator quicker
      • edited entry gates mass
      • fixed platform rising with high amount of players
    • ep2_outland_04
      • prevent elevator blocking with props
      • fix vort position on elevator
      • made fanblade always rotating
      • added checkpoints on the map
    • ep2_outland_04
      • spawn guards when player hits battle area
    • ep2_outland_06
      • antiskip triggers
      • prop_ragdoll disable movement to save network usage
      • fixed warehouse teleport
      • 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)
      • made final rebel invencible
      • break props from exploding tower to prevent killing with them friendly npc's
    • ep2_outland_10
      • teleport jalopy, players and Alyx on trap, also locks jalopy before trap is not opened
      • added shield disabling failsafe
      • 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_11b
      • added failsafe timer if something went wrong (no new magnussons, strider stuck while moving or smth)
    • 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
      • For people that may want to see the credits all the way through, there is a comment in each of these: "// Comment out these to see the credits all the way through"