cl_popupvotemenu (default=0) : toggles how the votemenu is triggered. 0: votemenu is not brought up until the "vote" key is pressed at the appropriate time. 1: votemenu pops up automatically as soon as the voting period begins.
cl_votemenu_capturemouse (default=1) : toggles whether the cursor is captured under the VGUI votemenu. 0: disabled. 1: enabled
-New replacement models for: Shotgun, Tau Cannon, Mindray, Radio Transistor
-HEV arms on remaining Half-Life weapons replaced with custom S&I arms
-MP5, contact grenades and magnum removed
-Tweaked tech tree:
* Scientist Healing and Regenerative Biotechnology merged
* Charger Upgrade removed
-New weapon spawning system:
* The 3 newest technologies spawn separately
* Older technologies are lumped together in weapon crates, making it faster and easier to equip
-New gameplay mode:
* Resource capturing - players must retrieve items such as CDs, documents or cash, and return them to the administrator. This mode is highly mapper configurable
-Upgraded BUTCH and VINNIE models, and optional low-poly model versions (named butch2 and vinnie2 - must be manually switched)
-New VGUI:
* Company and cloning model selection screens
* Endgame sequence featuring game stats breakdown and scientist roster screens
-New player animations - external "draw" and "reload" animations.
-New maps: si_early (Chaos and Cadaver), si_mercato (Permanganate), si_daybreak (Chaos)
-Upgraded all other current maps; removed si_colony
-Added 4 new male scientist heads
-Added female scientist
-New scientist ID system, showing individual scientist names, health and efficiency
-Team balancing algorithm that adjusts team speed and power according to team numbers, scientist numbers, cash and tech level
-Offline manual, research guide and tech-tree updated
-Llamafilter and Llama-tracking additions and improvements
-New Client CVARS:
* hud_saytext_position (default=0) : changes the position player speech text appears on the screen. 0: near the bottom of the screen above the personnel HUD. 1: at the top left of the screen
* hud_showSciCarryNames (default=1) : toggles displaying a carried scientist's name on the HUD. 0: disables. 1: enables.
* hud_showID (default=1) : toggles display of player/scientist IDs on the screen. 0: disables. 1: enables.
* allow_thirdperson (default=1) : toggles switching to a third person camera while using the briefcase and the cloaking device. 0: disables. 1: enables.
* hud_showTimeLeft (default=1) : displays the time left in the current match in the same place that team cash is displayed. 0: enables. 1: disables
* hud_showendgame (default=1): toggles between the new VGUI endgame sequence and the regular endgame scoreboard.
0: enables. 1: disables
* hud_spectatebar (default=1): toggles the info bar in Spectator Mode on and off. 0: enables. 1: disables
-New Server CVARS:
* si_balanceteams (default=1) toggles the team balancing features implemented which affect player speed and damage. 0: disables. 1: enables.
* si_minforcebalance (default=0.15) controls the ammount of imbalance is required before players will be restricted in their ability to changeteams. The closer to zero, the more strictly balance is enforced.
* si_llamafilter (default=1) now has variable settings of severity. 0: no llamafilter. 1: normal. 2: some content control. 3: extreme content control
* si_mutellamas (default=2.0) sets the minimum level of llama-ness required before llama players will be muted. 0: disables. 1.0: llama-class players will be muted. 2.0: only players who are really bad llamas will be muted
* si_clanmatch (default=0) When enabled, player stats will be retained for a short period of time after they disconnect from the server so that their score will not be lost if they lost connection for some reason. 0: disables. 1: enables.
* si_intermissiontime (default=10.0) the length of the intermission time after a game is finished and before the next round starts
Beta 0.96c
--------
[14 November 2000]
-New player models: BUTCH and VINNIE, changeable with "changemodel"
-New briefcase model, with C4 animations
-New GI-Destabilizer model
-New maps: si_overtime (+Cadaver+), si_rush (BehroozWolf), si_sewers (PapasNewBag), si_urban (Chaos), and an updated si_metropolis (BehroozWolf)
-New stations for radio (secondary fire cycles through them)
-Return of the classic S&I interface
-New research options:
* Advanced regeneration technology for Health, Armor, and Ammo - increases rates
* Ocular implants - "+zoom" to zoom with any weapon, enhanced damage with precision ranged weapons, allows "fov" settings
* Exoskeleton Implants - +25 to max health
-New CVARS:
* si_llamafilter : set to "1" to disable the llamafilter
* si_researchendgame : set to "1" to have the match end when one team researches everything
* si_spawninvulnerability : ammount of time in seconds newly spawned players are invulnerable (default is "8")
* si_timenocapture : ammount of time in seconds before the game begins (default is "75" seconds)
* si_reseachpaused : set to "1" to pause all company production - designed to help organize clanmatches
-Added extensive server logging to more closely track a S&I game
-Improved spectator interface
-Fixed issues with HL patch 1.1.0.4
-Fixed the "grenade recruiter" bug
-Fixed the "teamkilling llama server"
-Fixed some EotM issues
Beta 0.96b
--------
[4 September 2000]
-Various optimizations
-Various gameplay tweaks
-Fixed the weapon drop bug
-New research options:
* Armor regeneration technology
* Personal ammunition replicators
* Cybernetic leg implants MkII
* Bionic muscle fiber replacements
-Research technology tree tweaked for gameplay
-Weapon/Ammunition respawn scaled to number of players
-Scientist carrying speed scaled depending on equality of game
-Introduction of "Llama" status: penalizes poor behavior with loss of voting power, less health, as well as denied access to armor and many company weapons
-Introduction of "Employee of the Month" status: the best player on the team is awarded with two votes in research
Beta 0.96a
--------
[9 July 2000]
-Spectator mode enabled for incoming players
-Team colored death messages
-Team colored chat messages
-Tripmines no longer set off for teammates
-Secondary drop function for grenade
-Mindray secondary now drops enemy efficiency quicker, but has its risks
-Menus displayed in full instead of the shortened menus
-Briefcase bomb damage increased
-Grenade damage increased
-Give for tripmines, satchels, and radios changed
-Display for Unassigned players on scoreboard fixed
-Armor sprite fixed
-Damage sprite fixed
-Armor notice fixed
Beta 0.96
--------
[1 July 2000]
-Totally rebuilt code base, integrating Valve's new netcode.
-New tech tree featuring non-weapon researchable upgrades, more voting options and logical research prerequisites.
The new researchable upgrades are:
-Manufacturing Process - replaces killed scientists quicker and cheaper
-Production Speed - weapons and ammo respawns quicker
-Cloning Method - reduces the player respawning delay time
-Health/Armour Charger - chargers work much faster
-Coffee Strength - your scientists work harder, and when an enemy drops a captured scientist, it will
return to your labs faster
-Scientist Healing - pressing the Use key on your scientists will make them heal you; this upgrade makes them heal you more, and more often.
-Regenerative Biotechnology - players will regenerate health
-Cybernetic Leg Implants - increased player move speed
-New weapon - briefcase. Used as a melee weapon and to steal scientists. C4 briefcase bomb is a researchable upgrade option to this; pressing secondary fire arms and disarms the suicide bomb, primary fire detonates it when armed.
-Added new maps: si_metropolis, si_alley, si_colony, si_military, si_moon, si_mill
-Updated maps si_tundra, si_laser, si_hirise
-Added new secondary objective in some maps. si_tundra and si_mill contain Computer Labs, which have valuable research equipment. Destroying the computers in the enemy's Computer Lab will cost the enemy money to replace and will be detrimental to their research.
-Added new technology salvaging feature. On picking up an enemy weapon which your team has not researched, you have the option to return to the Administrator in Human Resources with it. Walk through the Gman with the stolen weapon selected and your team will receive a research bonus.
-Tweaked weapons:
-Egon removed
-New Mindray secondary fire - a headshot on an enemy scientist will overload the neural connections in their brain, killing them
-Contact grenades limited to 4 max ammo
-Crossbow power upped slightly
-Added scientist-killing penalties. Killing enemy scientists still results in a reduction in your own scientist's efficiency, but now if you continue to kill them, you will be docked frags, and eventually your scientists will place an implant in your brain to zap you if you continue with your homicidal tendencies.