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.
This commit is contained in:
Marisa the Magician 2019-01-24 22:33:09 +01:00
commit 775172a7a8
19 changed files with 81 additions and 55 deletions

View file

@ -853,7 +853,7 @@ Class UTSpark : Actor
+DONTSPLASH;
BounceType "Doom";
BounceFactor 0.4;
Gravity 0.5;
Gravity 0.2;
Scale 0.05;
}
override void Tick()
@ -927,7 +927,7 @@ Class UTChip : Actor
+INTERPOLATEANGLES;
BounceType "Doom";
BounceFactor 0.3;
Gravity 0.7;
Gravity 0.35;
Scale 0.2;
}
override void PostBeginPlay()
@ -1570,7 +1570,7 @@ Class UTMainHandler : StaticEventHandler
{
if ( (level.GetChecksum() ~== "FBC3B6622A8B74AE06DE01E70007AC33") || (level.GetChecksum() ~== "D8206A3414DA967F2159473B5791139E") )
{
level.ReplaceTextures("-noflat-","DefTex",0);
TexMan.ReplaceTextures("-noflat-","DefTex",0);
TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any);
level.ChangeSky(skytx,skytx);
}
@ -1580,7 +1580,7 @@ Class UTMainHandler : StaticEventHandler
if ( level.GetChecksum() ~== "FBC3B6622A8B74AE06DE01E70007AC33" )
{
TextureID deftex = TexMan.CheckForTexture("-noflat-",TexMan.Type_Any);
TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any);
TextureID skytx = TexMan.CheckForTexture("KGDaySky",TexMan.Type_Any);
TextureID baseflor = TexMan.CheckForTexture("rClfFlr0",TexMan.Type_Any);
TextureID baseceil = TexMan.CheckForTexture("rClfBas0",TexMan.Type_Any);
TextureID basewall = TexMan.CheckForTexture("uAlnWl2b",TexMan.Type_Any);
@ -1589,7 +1589,7 @@ Class UTMainHandler : StaticEventHandler
level.ChangeSky(skytx,skytx);
for ( int i=0; i<level.sectors.size(); i++ )
{
level.sectors[i].lightlevel = 0;
level.sectors[i].lightlevel = min(level.sectors[i].lightlevel,64);
level.sectors[i].SetPlaneLight(0,0);
level.sectors[i].SetPlaneLight(1,0);
// open some ceilings
@ -1677,7 +1677,7 @@ Class UTMainHandler : StaticEventHandler
else if ( level.GetChecksum() ~== "D8206A3414DA967F2159473B5791139E" )
{
TextureID deftex = TexMan.CheckForTexture("-noflat-",TexMan.Type_Any);
TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any);
TextureID skytx = TexMan.CheckForTexture("KGDaySky",TexMan.Type_Any);
TextureID baseflor = TexMan.CheckForTexture("rClfFlr0",TexMan.Type_Any);
TextureID baseceil = TexMan.CheckForTexture("rClfBas0",TexMan.Type_Any);
TextureID basewall = TexMan.CheckForTexture("uAlnWl2b",TexMan.Type_Any);