This originally was a japanese ripent by GAMESABA server people. The original VGer 2 Beta was never recovered. The changes this ripent made are vague due to poor translation from japanese. Changes are mentioned below. I have tried my best to undo or fix whatever the ripent did wrong to the extent of my understanding of japanese translated by google translator. * Fix teleport timings to stop telefragging players * Add shortcut text when the door behind the apc breaks * Changed some friendly to unfriendly models when they are enemies * Fixed grammar * Fixed some enemy display names * Fix the APC being destroyed properly * Add monsters cant flag to elevator and keycard doors * Changed the additive scientist to proper additive hologram * Add subtitles for dialogues * Added crush damage to lift and lift doors * Turn keycards into item_inventory and doors accordingly * Kept the GAMESABA ripent change: Changed file name of vger.wad, since it was conflicting with the previous VGer 1 wad file and they were different wads * Kept the GAMESABA ripent change: One of the keycards was too close to a scientist, resulting in falling under the map. The keycard was moved to stop that. * Kept the GAMESABA ripent change: The fart cutscene was repeated each time someone passed through the trigger. It was fixed already by GAMESABA so it was kept. * Reverted GAMESABA ripent changes: Removed the GAMESABA banner sprite. Begone! * Changed all monstermakers into squadmakers * Changed monstermakers of weapons and ammo into just their own item entities (really gamesaba?) * Changed all env_xenmakers that spawned weapons into their own item entities (really??) * Changed all xenmakers that spawned monsters into squadmakers with their xenmaker effect (pink for race x, green for xen) (REALLY??!) * Replaced modified gamesaba cfg settings with the cfg settings from VGer 2 alpha. This means weapons are back baby. * Due to this above, weapon and ammo spawns were moved to places that made more sense (they were just lined up next to spawn since the cfg gave nothing to the players) * Attempted to revert GAMESABA ripent ""hardcore"" changes: Lots of enemies were added and lots of ammo, health and weapons removed to make the map more "difficult". This is outrageous. I have tried to remedy this by painstakingly and carefully adding more ammo, weapons and health throughout the map. And also adjusting the cfg a bit to balance the extra ammo and weapons. Sadly it won't be like it originally was intended, but we have no choice as there is no way to know which monsters were added by the ripent and which were originally there. * Added a 10 second delay between spawns of the robogrunt horde at the round elevator. It was insane. * Added the tnt explosive brush from the start, as a pickup. Players need to collect it to use it on the door. * Changed the blue keycard button accordingly and used item_inventory to replace wolrd_items (rly?) * Attempted to revert GAMESABA ripent ""hardcore"" changes: Removed a bit of the alien enemies. There were TONS of them, and judging by the names most seem to be added extra from the japanese ripent. * Changed the pushable box hallway enemies from aliens (probably added by the jap ripent) into sentry turrets, so it makes sense players can take cover and push the pushable advancing through the hallway * Made the enemy spawns happen when opening doors instead of from mapstart, saving performance * Made most doors not openable by npcs * Readded enemies from the keycard room (greencard manager was not being triggered properly) * Readded enemies from the bridge scene (spawna manager was not being triggered properly) * Replaced dead bodies from the twirl bridge with real npcs. The corpses were getting the twirl stuck because corpses have collision problems (engine problems, unfixable) * Fixed and added more spawn points and advancing spawns * Locked elevator button when fighting all the robogrunts. Now players have to defeat them first. * Added a voice line for the elevator fight that was non-existant * Re-added custom displaynames for monsters from VGer 1 where they were missing * Added HUD info to the APC Turret * Fixed angles on teleports * Made barney room spawn when the door explodes, saving performance * Changed credits env_message to game_text * Changed all game_text colors to be character specific * Made dialogue sounds louder since they were barely being heard ingame between explosions and gunshots, and cleaned the interference a bit * Fixed cutscene grunts so they look like the corpses * Moved the heavy weapons scripted sequences since they stayed out of combat and invincible for too long, unnecessarily * Added sound effect for the door being bashed VGER 1 * Changed info_player_start to info_player_deathmatch * Added a changelevel to VGer 2 Beta 1 * Merged sequence and texture files for model demonotis.mdl * Fixed typo in one displayname (one "Securty turret". While the rest were "Security" properly) * Changed friendly grunt models to use the friendly models * 2 default files were found in the vger custom sound folder. Totally unnecessary. Removed these renamed default files in the custom folder and replaced them with the actual default file paths (vger/help.wav to fgrunt/intro_fg01.wav) (vger/beer.wav to fgrunt/outof.wav). This shrinks the map file size in a good way :) * Replaced normal gordon hev hands with colorable Sven hands in the USP custom v_357.mdl and fixed the animation order so it works properly. It now rests in "vger/newguns" folder so it does not replace the original, just in case. * Fixed spaces on the .ent file resulting in tools not working properly, and hopefully any strange problems the map may have had due to this (if at all, but i'm not taking chances with GoldSRC, right?) * Changed env_messages to game_text for proper functioning texts * Added subtitles for dialogues and fixed the current ones * Moved the texts so they do not appear on the crosshair