Desert Crisis v1.5 (Client/Server Update)


Total votes: 45

Desert Crisis 1.1 to 1.5 Patch:

The latest version of Desert Crisis has been released, and below are the follow list of changes:
Please note, this patch should be used to *update* the 1.1 version of Desert Crisis to version 1.5.

*All New USA player models
*brand new hud and color scheme
*new css w/ item descriptions
*brand new "QuickCSS", a simpiler group of selection menus to be used during the round to quickly change weapons
*new maps dc_sandtorn and dc_alienrelic
*updated maps with new features
*new arm models and skins
*new flamethrower model, effects, and animations
*new katana model and animations
*Improved ingame music
*3d objective location sprites to help learns maps faster, +info to show the sprites
*SMAW, a single shot rocket launcher
*USP Match 9mm single + akimbo
*Raging-bull revolver single + akimbo
*Laser assault rifle
*bullet whizzing effects
*new beam sprites
*new head accessories
*facial hair color selection
*Ingame secrets/map easter eggs can now be disabled server-side (sv_secrets), mappers control this with master_secret
*new snow, sand, and dirt impact effects
*greatly optimized master string and objective string parsing (less CPU usage on servers)
*select chosen primary/secondary/melee/equipment command, bind a key to "melee" or "primary", etc
*Location is now shown on team say text
*Server-side weapon restrictions (add a restrict.cfg)
*katana and sledge are now throwable
*new anti-grav and shield toggle sounds
*anti-grav impact sounds and effects
*added generic draw and weapon mode change sounds
*scoreboard watermark and timer
*new timer and health counter flashing effect
*spawn invulnerability icon
*a 256x256 win graphic for each team + music
*fade to black on death
*1, 2 & 5 minute warning flash on timer
*alarms now print a triggered message when tripped w/ the location of the alarm included
*cl_brasstime and cl_cliptime to control how long brass and clips stay around
*cl_brassfadespeed and cl_clipfadespeed to control if/how fast they fade after their life has expired
*new flamethrower physics
*"/" say commands, allowing client commands to be called from the message prompt instead of the console
*muting someone on the scoreboard will now mute both that players saytext and voice comm *
*new crosshairs (12)
*walljumping off another player causes damage


*server logs in newer Half-Life Standard Log Format
*server commands "end_round" and "map_restart" commands that can be called from the *server or rcon
*server command "forceteam" to directly set the team of a certain player
*server command "swap_teams" to swap the players on each team
*server command "shuffle_teams" to even shuffle all active players between the two teams
*server commands "stfu" and "unstfu" to globally silence spammy players say text
*server command "nextmap" to automatically enter intermission and load the next map in the mapcycle
*server commands "cancelvote" & "passvote" to cancel/pass any vote in progress
*spam prevention system to protect against saytext and nick changing spam (mp_maxspam, mp_sayspam, mp_nickspam)
*cvar to enable/disable nick change notifications (mp_nicknotify)
*VOTING, use the command "callvote" followed by a valid vote command.
*Vote commands are: map_restart, nextmap, swap_teams, shuffle_teams, map , kick | , stfu unstfu , sv_gravity
*voting can be enabled/disabled with mp_allowvote (0/1)
*Admins can lock out certain votes
*team switching/joining messages are now global
*new cvar to cause notifications every X seconds of unbalanced teams (mp_notifyunbalanced)
*new cvar to set the minimum amount of time before changing teams (mp_minwitchtime)
*new cvar to control whether a player can join a team that already has the larger number of players (mp_forcebalance)
*new cvar to allow servers to disable free floating spectators (mp_freespectator 0/1)
*cvar to set a limited number of lives on any map (mp_lives)

*easier for mappers to implement ctf maps (see example maps)
*a new map specific group spawning option to cause all dead players on a team to spawn at once
*Dynamic map based weapon restrictions (certain weapons can be turned on/off while the *game is going with map entities)
*a new "activator" flag on ambient_generics to cause a certain entity to emit a sound from a specified channel (voice, body, etc)
*new flag on target_team_score to award points to the activators team
*info_player_start_prox, a proximity based spawnpoint (similar to func_player_start)
*Win round by most points map option
*Reset player scores at round map option
*optimized zone_nodamage, it's much cheaper to have several of them now.
*invulerability icon will show when standing in a zone_nodamage
*info_multiple hold times
*multi_manager loop flag
*info_status can now add score and use info_objective style messages
*timer_add to add/subtract time directly from a timer
*prevent mid-round team join map option
*new master_round_active entity to more easily allow entities to be disabled during intermission and round start
*env_fog for adding fog to maps
*rocket and flame sentries
*new expression operators (>,<,>=,<=,==,!=,+,-,/,*)
*master string constants (num_players, etc)
*new "trigger_speed" entity to slow/speed-up players walk speeds in defined areas
*new "master_round_active" and "master_round_start" entities
*master_living to apply different entities to only living or dead players
*the objective system now provides much better error messages for mappers if something is *setup incorrectly

*fixed the initial unable to join team bug
*fixed client overflow on changing maps
corpses now work again, they are controlled with the sv_corpsetime cvar, and sink into *the ground ala q3
*cvar cl_corpses to disable drawing corpses client-side
*players can no longer capture certain points through walls
*mp_forcerespawn is now obeyed
*+use no longer causes you to come to a stop instantly, you decelerate normally now, but *still walk more slowly
*water movement physics are fixed
*fixed a model change exploit
*fixed certain weapons that could be used while capping
*flamethrower no longer fires underwater
*knives are no longer lost when you damage something
*info_status now works properly
*dead players no longer count as being inside a trigger_hold
*fixed draw/holster flicker when running a listenserver
*XOR in objective and master strings is fixed
*fixed smoke for burning players
*alarms are only triggered by enemy players
*flares properly set other players on fire
*Death messages for flamethrower fixed
*only the scoreboard is shown during intermission
*fixed the ordering of elements draw on the hud
*random selection in CSS now works properly
*no more "bobbing" while capping
*tempents reset with round
*wootastic can no longer use new pistols until they have an akimbo set
*timer on kinetica fixed
*fixed certain holstering exploits
*fixed weapon deploy animation/sound on respawn
*cleaned up weapon switch order when dropping/losing weapons
*fixed func_tank
*fixed triple thrown tknife death message
*players no longer pick up empty weapons
*fixed the continuation of a 3-round burst after respawn
*eliminated all double prediction bugs on listenservers

*lowered default spas ammo to 24
*increased accuracy on single desert eagle
*Removed extra ammo from the regen perk
*Removed weapon restrictions from the stealth and sharp-shooter perk
*Reduced overall headshot damage
*Changed armor speed penalties
*fixed spas/1100/mp5k/chaingun headshot bug
*adjusted weapon damages
*grenades do half damage if held while exploding
*increased the power of anti-grav
*improved how flamethrower deals damage
*laser pistol charge can no longer be held indefinitely
*having extra adrenaline no longer causes the player to gain adrenaline back slower
*one must wait a short time after firing the emsniper, plasma cannon, or 1100 before he can holster
*decreased shield hitpoints
*regen now only restores 70% of hitpoints lost

Desert Crisis is a mod set in the near future, so there is a mix of modern weaponry (such as Desert Eagles and MP5's) and futuristic weapons (such as laser sniper rifles and plasma cannons). Desert Crisis features a modular objective system which gives the mappers _TOTAL_ freedom. They can link objectives as well, so you could, for example, shoot the VIP and take his briefcase. It is totally up to the mapper, they can even specify if they want rounds or not. The objective system also works with Half-Life's trigger system, so events can be triggered by the objectives. For example, you could capture the flag, and buildings could explode, it is totally up to the mapper.

The mod also features a character selection system similar to old-school paper RPGs. You choose your body-type, weapons, and perks (such as extra adrenaline, nightvision and so on). This way, your character is a reflection of your playing style. Also, not only can you customize how your character is equipped, but how he LOOKS as well. DC features a unique character customization system wherein you can pick skin color, accessories (hats, hair, glasses, etc.). There are literraly THOUSANDS of possible combinations. This mod will be one of the first games where u can recognize someone by how they look, not just the name at the bottom of the screen.

Desert Crisis is a pulse-pounding over-the-top war simulation. The focus is on having a great time, and using some of the coolest weapons to do it. We are not striving to be realistic, as we believe this simply limits what we can do with the modification.


There are three teams at war which you can assume. The UPKO, USA, and the Scourge of the Desert. This is their story... The UPKO (United Peace-Keeping Organization) was dedicated to bringing order and prosperity to the world. In their struggles for peace they began gathering the worlds greatest minds to create "weapons of peace" with which they planned to help resolve issues and protect the weak. The organization was a great success and peace soon spread the globe. As the years passed the UPKO began to create trouble. Where they once stood for peace, small factions within the organization began using their technology to bring themselves further power and strength. They forced scientists to help them create new weapons and began to fight amongst themselves. The UPKO began to lose membership from small countries who felt they were being pushed around.
At this point the united leaders turned against the very vocal United States. President Wilson Bernhardt had begun to publicly accuse powerful members of the UPKO of treason and acts against humanity. Being one of the largest members of the UPKO and one of the most influential, these actions led to open revolt as people began to rally and strike back at the UPKO. The organization was in trouble...

After a few months the US broke off with the UPKO and declared openly that no more selfish actions would be tolerated. This caused more countries to abandon the UPKO until it basically became a conglomerate of european and asian forces. Now on the brink of war the two sides have abandoned global weapons in their conflict fearing MAD (Mutually Assured Destruction) if they used these weapons.

Rising from the ashes of the crisis, the Scourge of the Desert (otherwise known as the "Scorpion's Sting") began their crusade towards peace. Funded by untold millions, this group of freedom fighters believes that neither side cares for true peace and fight to liberate themselves and their brethren. The Scourge have freed hundreds of scientists and researchers from the clutches of the UPKO and have found themselves powerful allies. Amassing quite exclusive advances in cybernetic prosthesis they have become a force to reckon with.

The world now is truly at war as everyone claims to be fighting for peace. Each side draws hundreds of new recruits each day... Which side are you willing to fight for...

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