diff --git a/Readme.md b/Readme.md index 91af1a2..62bac7d 100644 --- a/Readme.md +++ b/Readme.md @@ -3,7 +3,7 @@ What began as a test for importing UT vertex meshes has turned into an actual full UT weapon and item mod. -This mod requires GZDoom 4.1 or later. +This mod requires GZDoom 4.2.0 or later. ## Currently implemented diff --git a/sndinfo.txt b/sndinfo.txt index c1980ae..f437e5b 100644 --- a/sndinfo.txt +++ b/sndinfo.txt @@ -249,10 +249,7 @@ shock/fire tazefire shock/altfire tazealtf shock/hit expl03 shock/blast specexpl -$pitchshiftrange 5 shock/ball expla02 -$pitchshift shock/ball 5 -$pitchshiftrange 0 sshock/blast expl2 sshock/dryfire aclick2 diff --git a/sounds/RazorHum.ogg b/sounds/RazorHum.ogg index 1bee8cd..c1a5a07 100644 Binary files a/sounds/RazorHum.ogg and b/sounds/RazorHum.ogg differ diff --git a/sounds/SpecExpl.ogg b/sounds/SpecExpl.ogg index e93b930..1fdab33 100644 Binary files a/sounds/SpecExpl.ogg and b/sounds/SpecExpl.ogg differ diff --git a/zscript/ripper.zsc b/zscript/ripper.zsc index 14f2e26..21c895a 100644 --- a/zscript/ripper.zsc +++ b/zscript/ripper.zsc @@ -75,7 +75,7 @@ Class Razor2 : Actor Super.PostBeginPlay(); let t = Spawn("Razor2Trail",pos); t.target = self; - A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0); + A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125); Vector3 dir = vel.unit(); A_SetAngle(atan2(dir.y,dir.x)); A_SetPitch(asin(-dir.z)); diff --git a/zscript/shockrifle.zsc b/zscript/shockrifle.zsc index 8546195..baa9164 100644 --- a/zscript/shockrifle.zsc +++ b/zscript/shockrifle.zsc @@ -356,7 +356,7 @@ Class ShockBeam : Actor let r = Spawn("ShockBlastRing",b.pos); r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x); r.pitch = asin(-t.Results.HitVector.z); - A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5); + A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6); int numpt = Random[ASMD](200,300); for ( int i=0; i