Various changes to feel closer to vanilla UT, mainly in terms of projectile gravity and velocity.
Reduced the smoke on the minigun and casings for better performance. Corrected the number of chunks (was 6, should be 8) fired by the flak cannon. Reduced flak chunk spread (should be ~5.5 degrees, was double of that) on the weapon and slugs. Reduced the size of the shock rifle combo shockwave mesh to be closer to vanilla UT. Misc. tweaks to health item textures. Reduced the blur in the Redeemer view shader, it was too strong. Fix expiration messages on powerups appearing on level changes. Address complaints about how I change Kinsie's test map. Shouldn't be too dark now.
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6f6d639d97
commit
2a9eb0e1b1
19 changed files with 80 additions and 54 deletions
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@ -111,7 +111,7 @@ Class UTRocket : Actor
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DamageType 'RocketDeath';
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Radius 2;
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Height 2;
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Speed 20;
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Speed 15;
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PROJECTILE;
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+SKYEXPLODE;
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+EXPLODEONWATER;
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@ -145,21 +145,21 @@ Class UTRocket : Actor
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int numpt = Random[Eightball](15,30);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Eightball](-1,1),FRandom[Eightball](-1,1),FRandom[Eightball](-1,1)).unit()*FRandom[Eightball](1,4);
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Vector3 pvel = (FRandom[Eightball](-1,1),FRandom[Eightball](-1,1),FRandom[Eightball](-1,1)).unit()*FRandom[Eightball](1,3);
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let s = Spawn("UTSmoke",pos);
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s.vel = pvel;
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}
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numpt = Random[Eightball](10,20);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Eightball](-1,1),FRandom[Eightball](-1,1),FRandom[Eightball](-1,1)).unit()*FRandom[Eightball](2,8);
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Vector3 pvel = (FRandom[Eightball](-1,1),FRandom[Eightball](-1,1),FRandom[Eightball](-1,1)).unit()*FRandom[Eightball](2,6);
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let s = Spawn("UTSpark",pos);
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s.vel = pvel;
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}
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numpt = Random[Eightball](35,70);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Eightball](-1,1),FRandom[Eightball](-1,1),FRandom[Eightball](-1,1)).unit()*FRandom[Eightball](4,36);
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Vector3 pvel = (FRandom[Eightball](-1,1),FRandom[Eightball](-1,1),FRandom[Eightball](-1,1)).unit()*FRandom[Eightball](2,12);
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let s = Spawn("UTChip",pos);
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s.vel = pvel;
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s.scale *= FRandom[Eightball](0.9,2.7);
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@ -192,9 +192,9 @@ Class UTRocket : Actor
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A_RocketSeek();
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}
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vel += invoker.Acceleration/TICRATE;
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if ( vel.length() > 45. ) vel = Vel.unit()*45.;
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if ( vel.length() > 30. ) vel = Vel.unit()*30.;
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Vector3 dir = vel.unit();
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if ( waterlevel <= 0 ) vel = dir*min(vel.length()+1,32);
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if ( waterlevel <= 0 ) vel = dir*min(vel.length()+1,24);
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angle = atan2(dir.y,dir.x);
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pitch = asin(-dir.z);
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for ( int i=0; i<3; i++ )
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@ -228,7 +228,8 @@ Class UTGrenade : UTRocket
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WallBounceFactor 0.75;
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BounceFactor 0.75;
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ReactionTime 85;
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Speed 20;
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Speed 15;
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Gravity 0.35;
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}
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override void PostBeginPlay()
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{
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@ -309,7 +310,8 @@ Class UTRocketLauncher : UTWeapon
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{
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LockedTarget = null;
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LockedOn = false;
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Owner.A_PlaySound("utrl/seeklost",CHAN_WEAPON);
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if ( Owner.player.ReadyWeapon == self )
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Owner.A_PlaySound("utrl/seeklost",CHAN_WEAPON);
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}
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if ( LockedTarget ) crosshair = 99;
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else crosshair = 0;
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@ -368,7 +370,7 @@ Class UTRocketLauncher : UTWeapon
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Vector3 dir = (x2+cos(a)*y2*s*0.004+sin(a)*z2*s*0.004).unit();
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p = Spawn("UTGrenade",origin+cos(a)*y*s+sin(a)*z*s);
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p.vel = x*(vel dot x)*0.4 + dir*p.speed*FRandom[Eightball](1.0,1.2);
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p.vel.z += 6;
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p.vel.z += 3.5;
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p.target = self;
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}
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}
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