Major cleanup and optimization.

Sound touchups.
This commit is contained in:
Marisa the Magician 2019-09-10 01:59:32 +02:00
commit 2312128864
296 changed files with 38 additions and 12 deletions

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@ -43,7 +43,7 @@ this the weapon will need a short time to load up ammunition again.
### Extended behaviour
As tarydium is highly volatile, any shards that remain attached to a target can
With each shot, targets will be pumped with highly volatile Tarydium, and can
be detonated with fire from other weapons, or sufficient kinetic force (e.g.
making them fall from a considerable height).
@ -296,8 +296,9 @@ The weapon is completely useless if the user or target are underwater.
Another Mercenary invention, and a direct evolution of the previously listed
Flamethrower. Shoots green-ish fireballs stabilized by microgravity.
Primary fire: Single, steady shots, or a rapid three shot burst in a horizontal
arc, depending on selected mode. Costs 10 units of napalm per projectile.
Primary fire: A single, steady shot, followed by rapid three shot bursts in a
horizontal arc if you keep the trigger held. Costs 10 units of napalm per
projectile.
Secondary fire: A slowly charged fireball costing 20 units of napalm. Deals
more splash damage.
@ -311,9 +312,8 @@ but that's a story for another time (and mod).
## Demolisher
The signature handgun wielded by the Archangels, who lead the Bigman tribes
living in the southern swamplands of Na Pali's neighbour planet Gryphon.
Firing highly explosive, massive bullets, this truly is a force to be reckoned
with.
living in the southern swamplands of Na Pali. Firing highly explosive, massive
bullets, this truly is a force to be reckoned with.
Primary fire: Single explosive shot, high recoil.

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@ -200,6 +200,9 @@ in your inventory. While carried it will slowly repair any damage it has taken.
In deathmatch, the Sentry will "switch owners" to whoever last replenished it
with ammunition, like the Turrets in ChaosUT.
Note: This is an original item that mainly exists as a more polished take on
the previous one.
## Motion Detector
This pocket device will allow you to spot nearby enemies. In addition each one

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@ -3,12 +3,14 @@
- Undocumented, shape-wise it's reminiscent of the Bigman's guns, so I'm
going to repurpose it as pretty much that.
- Texture made from scratch, some handpainting plus detail textures and
various overlays from Mine.utx just for kicks.
various overlays from Mine.utx just for kicks. Doesn't look very good and
needs improvement.
- It's big. Pretty much as big as a Redeemer, so you need two hands to use it.
- Fires exploding boolets. Altfire is a rapid fire mode with a lot of recoil.
- Came up with a name for it.
- Ammo models were improvised by editing the unused sconce part of the Jclip1
texture.
- It is likely that this wasn't a weapon meant for Unreal, but oh well.
### Bonesaw? / Razorclaw
@ -18,14 +20,22 @@
- Bible describes a "Skaarj Blade" upgrade, guess since I'm using the
Razorjack texture for them then it's already upgraded.
- Also came up with a name for it.
- The actual "Bonesaw" does not exist in any form but I might model it from
scratch sometime.
- I forgot to re-add in the little bits of flesh/dried blood that hang from
the blades, but I think it still looks fine like this.
- Same story as the Demolisher. The fact that these two only popped up in one
third-party source for another game is really suspicious.
### Flame Gun / Fireblaster
- Changed up to not make it redundant since the Flamethrower is in too. It
shoots fireballs, so it's more of a long range single shot weapon compared
to the medium range dps barrage that is the flamethrower.
- Altfire is a three-shot burst in a horizontal arc. Kinda like the "spray"
attack mercs do.
to the medium range dps barrage that is the flamethrower. (after reading up
more into the 0.83~0.86 builds I've come to realize that this was the
correct way to go).
- Has extra animation with a three-shot burst in a horizontal arc. Kinda like
the "spray" attack mercs do.
- The model had no UV mapping so I improvised a lot. Thankfully Blender's
texture paint helped for most of it.
- New name given, "flame gun" sounds too placeholder-y.
@ -82,7 +92,8 @@
- This one can be used as-is (though I did fix some holes and stuff).
- Made a separate pickup model with holes filled.
- Has a similar regenerating ammo as the dispersion pistol.
- Has a similar regenerating ammo as the dispersion pistol. IIRC it was
supposed to use the same ammo as the ASMD?
### "Teleport gun"
@ -95,6 +106,8 @@
- Gun is re-animated in order to use the same hand as the final automag.
- Uses the old black skin, but the off-hand gun when dual wielding will use
the newer skin.
- Forgot to make a reload animation, so I came up with lore to make it not
need one. I'm lazy like that.
### Sentry

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@ -74,6 +74,14 @@ server bool sting_olsmp = false; // adds the stupid oldskool SMP 7243 to
// this weapon is dumb, but just for
// the sake of completion it's there as
// an option
server bool sting_msentry = false; // allows the new Minigun Sentry, which
// is an original creation for this mod
server bool sting_dubious = false; // allows weapons of dubious origin
// (Demolisher and Razorclaw)
// along with the Minigun Sentry, since
// it's an original creation
server bool sting_proto = true; // enable all prototype items and
// features
server bool sting_autoscuba = false; // SCUBA gear toggles automatically
// when needed
server bool sting_ehold = false; // eightball can be held fully loaded

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@ -228,9 +228,11 @@ STING_UOPTS = "Compatibility options";
STING_DPISTOL = "Dispersion Pistol altfire isn't upgraded";
STING_PSHIELD = "Power Shield does not drain over time";
STING_NOPSTART = "Players don't start up with an Automag";
STING_OLSMP = "Enable SMP 7243 from Oldskool Amp'd";
STING_MSENTRY = "Enable new Minigun Sentry";
STING_DUBIOUS = "Disable weapons of dubious origin (Demolisher, Razorclaw)";
STING_QOPTS = "Convenience features";
STING_AUTOSCUBA = "Automatic SCUBA Gear toggling";
STING_OLSMP = "Enable SMP 7243 from Oldskool Amp'd";
STING_MCREDS = "Unreal Credits";
STING_CDR = "Doomreal";
STING_CLEAD = "Development Lead:";

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