Ever watch a Hong Kong Blood Opera (HKBO) movie? This is one film genre which really takes action fans to the next level: the violence is stylised, carefully choreographed... it's cool.
The Opera isn't about blowing a body into a thousand pieces; it isn't about being impersonal as you send a bullet into someone's head from 800 meters away.
What The Opera IS about is John Woo-style gunfights—a recreation of an HKBO movie. Not a fragfest: a duel. Learning how to live with getting killed by a rocket launcher is easy. How about when your opponent double-taps you in the head with dual Berettas while diving backwards down a stairway?
"The Opera" Release v1.2 BETA A Half-Life Total Conversion (c) 2002, RedeemedSoft - All Rights Reserved -=O=- *DISCLAIMER* The Opera "Release One" has been in development for close to three years, and during that time we have probably faced more adversity than all other mod development teams out there combined. Frankly, it's a miracle that we've been able to release what we have. But now we have a new vision, that which we are calling "Release Two". "Release Two" is what The Opera was originally meant to be, and this time there's a united front amongst team members to make it so. Where in the past we've stuggled for leadership and direction in our efforts, now we have the direction we need to make "R2", as it's affectionaly being called, not only revolutionary but make it the essence of what we feel The Opera should be. Because of that, in the past several months, the team members and the Beta Testers, and even some members of the community, have not looked upon "Release One" with that much interest anymore. We have a goal now, a summit we have in range that we so desperately want to reach, and we don't want to be distracted from reaching it because of the things of old. This new vision is evident in the time that it took to release this patch; to us, "Release One" is a distraction now, something we'd rather not think about and focus on the next version. Whereas most of us would possibly prefer to not think about "Release One" and pretend it never existed, deep down inside we still have a responsibility to the fans and care for their gaming experience. Therefore, we are releasing what we have to date and stopping development (barring any major "showstopper") on "Release One" and moving forward. So, I never thought I'd say this: "Release 1.2" is being released in BETA form. We know it has bugs, we know it can crash on occasion, but we feel that it's better than the current incantation of The Opera that is available to the public. It might draw some fans in; it might push some fans away. We can accept that: consider it a sacrifice we are making in an effort to put all our focus on the upcoming "Release Two". "R1.2" will be released in a few days; we simply have to package it up and distribute to potential mirrors. This morning I created an entirely new project "opera_r2", planning on rewriting "Release Two" from scratch. Once "R1.2" is released, I will no longer work on that source; we have bigger, better things to work on. Stay tuned in the coming days for more news on "Release Two". -=O=- NEW FEATURES: - Fixed a grotesque amount of bugs. - New custom built installer. - Almost all new maps ("op_lms_penthouse" remains from the original release). - Some new weapon skins (don't remember which ones are new right now). - "Discipline of Force" removed. - Added in game command menu, selectable by the "PgDn" key by default or the "commandmenu" command. - Modified particle engine for smoke effects. - Added Beta of statistical tracking (http://opera.persistengine.com/stats/). If you have any unexplained server-side crashes, start by deleting "dlls/opera_stats.dll" to be safe; the game can run without it. - Tweaked weapon damages. We feel they are more balanced now. - Client-side roll effect. - Fixed Opera Launcher, but still isn't an exact science. - Custom entity creation for any map. See "map_entities/entity_readme.txt" for details. - Customizeable client-side weapon names. Useful for those that use custom model replacements. You can change the displayed name in the HUD client-side by carefully modifying the text file "weapon_info.txt". - Added moderate support for HLTV. It functions, so to speak, but it isn't an exact science either. Also, because of time constraints only three or four of the overview files have been created (if you are willing to create the rest of the necessary overview files, please do so and EMail them to firstname.lastname@example.org. If they work, we'll provide a download link for them). - New map cycle options; see "mapcycle.txt" - Removed cash awards for winning a match; winning rounds is now more important overall. - Added "sv_wpn_ramdonized" option for randomized weapons in "Dueling Berettas" mode: sv_wpn_randomized means this: 0, berettas only 1: Random Akimbo, players equal 2: Random Akimbo, players differ 3: Random pistol (includes single pistols, like the DE.50), players equal 4: Random pistol (includes single pistols, like the DE.50), players differ - WinAmp interface (USE AT OWN RISK): "w_launch": Launch WinAmp "w_close": Close WinAmp "w_prev" / "W_next": Previous/next song "w_play": Play "w_pause": Pause "w_stop": Stop - MP3 Player interface (REALLY USE AT OWN RISK - only recommended for high end machines; low end machines will stutter): "mp3_loadlist <full list path>": Load WinAmp formatted play list "mp3_play": Play "mp3_prev" / "mp3_next": Previous/next song "mp3_stop": Stop "mp3_randomize": Begin song randomization "mp3_unrandomize": End song randomization "+music": Display current song information - Added "developer mode" to add mookmatch entities and spawnpoints to any map. Initialiez by setting "sv_design" to "1": "_ent_mook": Add mook spawnpoint at player location "_ent_spawnpoint": Add player spawnpoint "_ent_save": Save entity list to "map_entiites/<mapname>.txt" file. Will OVERWRITE pre-existing file! - Added "mp_mookdifficulty" to define mook level of difficulty. The higher the number, the (1) more bullets they take to kill, and (2) the mre damage they inflict. - Other stuff... KNOWN ISSUES: - There are reports of crashes due to "fast model switching". I personally haven't been able to reproduce, but other testers have. Use caution when switching models in game. - There are reports of the third person player view having problems with some prop entities. I don't believe it's a crashing issue, but an issue nonetheless. - The MP3 player has been rolled in to the client-side engine, but still suffers from performance degradation on low end machines. If it doesn't work, don't use it. - The server-side statistics engine hasn't been 100% tested. If there are unexplained server-side crashes, delete or rename the "dlls/opera_stats.dll" and see how it goes. - Still some obscure issues with player rotation when it comes to players entering/exiting the game. To be quite honest, to fix this would ave involved the THIRD rewrite of the round handling code, and that's not something we've been willing to do for "Release One". - There may be other issues I'm not aware of. -=O=- If you discover any issues and, preferably, know a way around them, please contact: email@example.com
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