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BrainBread 2 News

Post-Christmas Update - Patch 1.0.3.9

Server owners please update your servers!

[h3]Code[/h3]
  • Fixed issues related to leaderboards not uploading properly for PvP.
  • Cleaned up some unused HUD elements.

[h3]Maps[/h3]
Swamp Trouble - Objective
  • More zombies will spawn during the escape phase.
  • Zombies in earlier stages of the map will stop spawning when you progress further ahead.

[h3]Misc[/h3]
  • Updated Arabic & Russian translation.
  • Added Dutch translation.
  • Updated map cfgs, altered the zombie spawn frequencies to be more frequent.

[h3]Community Discord[/h3]
https://discord.gg/0TitkvlFlYoBak0V

Happy Holidays!

A Festive Letter To Our Community



Merry Christmas and Happy New Year!
Our Community
  • We at Reperio Studios, wanted to wish the very best to our community, who have supported us throughout the years of development. Without you guys and gals, we would be just another source engine mod. Thank you to our most hardcore and dedicated players who have killed hundreds of bandits, slaughtered thousands of zombies, and possibly smacked around a few times by Farmer Fred. As well as those just joining the fight! We love and appreciate every single one of you guys.
Our development Team
  • Further more, a special thank you to all current and past development team members. This mod has come a long way and it wouldn't be possible, if not for all your hard work. Including Programmers, community managers, sound designers, voice actors, translators, and so on.
Future Plans
  • Though we are a very limited team since launch. We still plan on supporting the mod (game) with new maps, features, and hopefully a wider range of content. We are always looking for new talent to join the team. If you know anyone who'd be interested in helping out with 3D Design, Animating, Texturing or Level Design please let them know that we'd love to have them on board!


Thank you,
Reperio Studios Team



A Swampy Adventure - Patch 1.0.3.8

Server owners please update your servers!
[h3]Code[/h3]
Core
  • Added PvP leaderboards!
  • 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.

[h3]Balancing - Elimination[/h3]
  • 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!

[h3]Achievements[/h3]
  • Complete Swamp Trouble - Objective with at least 4 players.

[h3]Maps[/h3]
  • 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.
Compound - Objective
  • Added more details to the factory part.
Barracks - Elimination
  • Fixed trigger_player_block entities.
  • Adjusted textures and decals.
Rooftop - Deathmatch
  • Added changes from bbe_rooftop.

[h3]Community Discord[/h3]
https://discord.gg/0TitkvlFlYoBak0V

Anniversary Update - Patch 1.0.3.6

Server owners please update your servers!
[h3]Code[/h3]
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.

[h3]Balancing[/h3]
  • Updated Coldsnap to reduce speed by 45% instead of 15%.

[h3]Achievements[/h3]
  • Complete Nightclub with at least 4 players.
  • Bandit Massacre.
  • Psychopatic Tendencies.
  • Healing Addiction.
  • Kung Flu Fighting.
  • Mazel Tov.
  • Prescripted with Pain.
  • Sweeper.
  • Head Traumer.

[h3]Maps[/h3]
  • 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.

[h3]Misc[/h3]
  • 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!

[h3]Community Discord[/h3]
https://discord.gg/0TitkvlFlYoBak0V

[h3]Sethen's Level Design Blog[/h3]
https://nicholasnugent.weebly.com/blog

Late Anniversary Update - Patch 1.0.3.5

Server owners please update your servers!
[h3]Code[/h3]
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.

[h3]Balancing[/h3]
  • Deagle will do twice as much damage in Deathmatch mode.
  • Upped Deagle fire rate with two hands to 0.6.

[h3]Textures[/h3]
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.

[h3]Maps[/h3]
  • 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.

[h3]Misc[/h3]
  • Added Arabic translation provided by Mohammad AlHilwani AlRefaei (SY)!

[h3]Community Discord[/h3]
https://discord.gg/0TitkvlFlYoBak0V