Commit graph

149 commits

Author SHA1 Message Date
0bb3e463cc Release Candidate 3 Hotfix 1:
- Small fix for Amplifier.
- Add note about the fact the Protomag is more accurate, because people don't
  seem to notice.
2019-10-11 00:58:22 +02:00
c6a81479ca Release Candidate 3:
- Fix inventory items not removing themselves when fully drained and no more
  copies are held.
- Fixed Minigun playing the unwind animation on player death.
- Fixed main hand Automag still firing when out of ammo dual wielding.
- Corrected name clash between two explosion sounds.
- Fixed suits still protecting from elemental damage when depleted.
- Add option to wear all suits simultaneously.
- Stunner now consumes Stinger ammo to recharge, this is more in line with the
  Unreal Bible.
- Max damage per explosion capped to 100 for Stinger. Prevents ludicrous
  map-clearing explosions with an amplified asmd combo.
- Shoot-through lines can now be activated by hitscan/beam weapons thanks to
  new DT "bullet trail" feature. No more softlocks in custom maps.
- Added option to make Peacemaker missiles not seek owner and allies.
- Peacemaker missiles start seeking targets much earlier, making it more viable
  indoors.
- Autocannon has had its damage increased again.
- Adjusted swingers for many weapons to feel a bit more natural. Still far from
  perfect.
- Reverted changes to Flamethrower projectile density, and simply made it have
  less dynamic lights.
- Adjustments to armors. Suit elemental resistances now take priority (as
  intended). [please redownload your DT devbuild for full effect]
- Added ring effect for 6-rocket tight wad. Completely forgot this was a thing.
- Fixed flashlight not clearing its dynlights when depleted and still having
  copies.
2019-10-10 09:32:29 +02:00
7051cb25be Release Candidate 2:
- Added option to toggle all beta content.
 - Added option to toggle armor bonuses (for purists).
 - Added cheap alternate allmap replacer, so there's something else to replace the computer map when the detector isn't allowed.
 - Small fixes and corrections.
2019-10-08 11:11:38 +02:00
b9478d3fef Release Candidate 1:
- Adjusted ammo giving behaviour for weapons with clip count.
 - Fixed dual naming of automag/betamag.
2019-10-07 17:33:18 +02:00
41e42e874f Beta 5 Pleaseletitstop Hotfix 7:
- Planted Nali Fruits can now be picked up again. The quirks of InStateSequence are annoying sometimes.
2019-10-03 22:37:18 +02:00
5ebe4cd46b Beta 5 TheRideNeverEnds Hotfix 6:
- Somehow the Stinger has had randomized damage since the very beginning when it was supposed to deal 14. Guess I never EVER bothered to check that, this is a leftover from Doomreal's very early development. Back then, Doom Tournament also did randomized damage all over the place and it was bad.
2019-10-03 22:02:20 +02:00
769ae8eae3 Beta 5 Pleasejuststop Hotfix 5:
Correct backpack amounts for various ammo types (should be approximately half of individual pickup).
2019-10-03 21:54:41 +02:00
3926b5e574 Beta 5 Goddamn Hotfix 4:
- Correct ammo use values for Dispersion Pistol upgrade levels (1→2→4→5→6), odd progression, I know.
 - Stunner also has the same deathmatch regeneration behaviour as the Dispersion Pistol now.
 - Corrected how the ammo regen speed works for both weapons.
2019-10-03 21:41:55 +02:00
b7f1e4921b Beta 5 Motherfucking Hotfix 3:
- Planted Nali fruits were not going through the correct growth state.
2019-10-03 20:04:32 +02:00
9ef26ab039 Beta 5 Hotfix 2:
- Fix health pickup messages not being localized correctly. Fix also done in the DT side.
2019-10-03 17:30:40 +02:00
cfdbfaa2bf Beta 5 Hotfix 1:
- Increased accuracy and damage of Betamag (10 → 14).
 - Slightly increased per-pellet damage of Quadshot (11 → 12).
 - Fixed Flamethrower alt refire not restarting the charge process, making it get stuck.
 - [flak_m] I seriously hope this is the last time I need to add even more safeguards to the FlakAccumulator class. It should be airtight now and never crash.
2019-10-03 01:27:27 +02:00
0cb76eb03a Beta 5.
- [flak_m] Implement particle meshes.
- Append heal amount to health pickups (excl. superhealth).
- Armor Bonus item.
- Overhaul Stinger explosive charge behaviour, more in line with 0.83 and the novels.
- Fix: Dispersion Pistol should only have infinite ammo in deathmatch.
- Dispersion Pistol altfire always at level 0 if below 10 ammo.
- More Fireblaster tweaks and touches and whatnot. Now fires in 3 bursts of 3 projectiles. And there's more damage and whatnot, it should stop sucking.
- Capped fire effects for huge actors.
- Reduced flames per tic on Flamethrower, to see if this causes less performance issues. May roll back if this was a bad idea.
- Snuck in some longer versions of a couple player sounds.
- [oldsounds] Added higher quality dispersion pistol select sound.
2019-10-02 18:04:18 +02:00
c44512e312 Beta 4 Hotfix 2:
- Un-nerfed the Fireblaster. That was a mistake from my part.
2019-10-01 02:20:54 +02:00
5db3f32274 Beta 4 Hotfix 1:
- Nerfed Fireblaster, damage was too high for its speed (30/60 → 10/20), to compensate for the dramatic alt projectile nerf, its embers now deal short radius splash damage.
- Nerfed Impaler altfire, no longer an instant "I win" weapon (damage interval raised from 5 to 15 tics, also beam becomes weaker at low charge, starting to drop from 100% at half-charge to 50% at zero charge).
- Fixed Impaler crash when shooter dies while firing beam.
- Updated the reload code of the SMP, I forgot about it.
- Increased the Detector range again, 1024 is more reasonable.
- Fixed Minigun altfire not triggering if player was holding primary fire.
- Removed pistols from Super Shotgun replacement pool.
- Increased spawn chance of Flamethrower, since it almost never appears in practice.
- Capped maximum Flamethrower damage (75 → 20), this was way too high and made the weapon too overpowered.
2019-09-29 23:02:38 +02:00
a54f1495c7 Beta 4.
- Fix Dispersion Pistol altfire not ending early when releasing the button.
- Dispersion Pistol now changes fire speed based on upgrade level, as intended.
- Reduced Razorclaw twiddle animation frequency, it was getting annoying.
- Impaler altfire now doesn't work underwater, as intended.
- Impaler crystals deal less damage when underwater.
- Impaler no longer loses charge underwater while the crystal is unloaded.
- Impaler beam no longer homes in onto friendlies.
- Fixed missing Impaler melee obituary.
- Flamegun disallows firing while underwater, to prevent wasting ammo uselessly.
- Flares and Seeds can be stacked until int.max (give cheats and whatnot are still capped at 20 though).
- Fixed Minigun not displaying the bullet box ammo icon in the 0.83 hud.
- Fixed mouse input in the main menu at high resolutions (wasn't accounting for scaling, oops).
- Added "<item> selected." messages. Dunno if DT will need this too.
- Light Sentry now uses the more reliable native IsHostile() function to detect targets.
- [flak_m] Added "<weapon> has no ammo." messages.
2019-09-29 18:15:14 +02:00
c269a58b28 Beta 3 Hotfix 1:
- Corrected an oopsie in the Minigun's fire offset code (used viewheight instead of viewz, which is... bad).
2019-09-29 12:39:20 +02:00
022082ef9b This stuff shouldn't guarantee a new release.
Swapped the Dispersion Pistol and Biorifle skins for their "modern" revisions. The old ones will be put in an add-on I guess.
Increased the brightness of the Tarydium shard texture so it matches the final game's lower res texture.
2019-09-29 03:17:43 +02:00
80f472bb62 Beta 3. Not a lot of really noticeable changes, just more polishing.
- Made Rifle scope shader toggleable, and tweaked its visuals a bit.
- Various adjustments to vector math (using portal-aware functions).
- Adjusted the penetration mechanics of the Quadshot, should be able to better go through multiple targets now.
- Fixed incorrect state jump after zoomed rifle altfire.
- Reduced the range of the Detector (2048 → 512), it was too massive.
- [flak_m] Fixed the issue where some looping weapon sounds would get stuck if the player died or dropped the weapon.
- Corrected Gun Lore description of Flamethrower altfire.
2019-09-28 21:39:22 +02:00
862dd7f81a Beta 2 Hotfix 1:
- Ammo regeneration check for Dispersion Pistol was performed in the wrong spot.
- Fixed one of the shaders using "double" instead of "float", oops.
2019-09-27 23:06:06 +02:00
da224bcfae Beta 2. Changes are as follows:
- Corrected selection order of all weapons.
- Rewrote flaky reloading code. Should be more robust now.
- [flak_m] manually triggered player animations no longer happen while dead.
- Protomag whip damage changed to 15, instead of same damage as Doom fist. This matches the Unreal 0.83 default melee damage.
- Adjusted dual-wielded weapons to try and prevent spin/reload from triggering right when the second gun is brought up.
- Razorclaw no longer stunlocks and can gib.
- Razorclaw damages increased (5/20 → 6/30).
- Dispersion Pistol alt splash damage radius reduced (120 → 80);
- Fixed Dispersion Pistol switching out instead of releasing when out of ammo.
- Dispersion Pistol will only autoselect if it has at least 10 ammo.
- Increased Fireblaster alt projectile damage (50 → 60).
- Fireblaster no longer forces an autoswitch when trying to altfire with less than 30 ammo.
- Increased Autocannon ammo capacity (30/50 → 32/64) and pickup ammo (20 → 32).
- Increased Autocannon hit damage (150 → 300) and explosion radius (50 → 120).
- Adjusted Impaler bolt damage formula (2*amplifiermult**3 → 10*amplifiermult**1.5).
- Impaler bolt seek range now affected by Amplifier.
- Reduced Impaler base explosion radius (120 → 80).
- Impaler altfire drain also affected by Amplifier too.
- Removed the ability to put out fire by moving very fast. This was a dumb idea as it would make fast monsters harder to burn.
- Increased Quadshot per-trace damage to fixed value (Random(4,8) → 11). This matches the 0.83 damage value for it.
- Doubled the damage boost of Razorjack charging.
- Fix Stinger altfire only firing 4 shoots. Was supposed to fire 5 with the first being always accurate.
- Adjusted Stunner damage and charge range so it matches Unreal Bible values (0-6/1-6 → 0-5/1-20).
- Reduced Stunner ammo consumption for a full charge (20 → 10).
- Stunner now also flagged as a "wimpy weapon".
- Reduced Eightball splash damage radius (200/200 → 120/140).
- Dispersion Pistol and Stunner always have at least 1 ammo after each shot.
- Added option to disable Impaler beam self-damage.
2019-09-27 22:59:53 +02:00
f2f5391b3d Missed some remaining lines that use the deprecated version of GetAxes. 2019-09-27 14:50:23 +02:00
bac9b6674d More stuff before public release.
Adjust the aspect of new 0.83 hud icons.
Impaler plays unique sound when ending altfire instead of select sound.
Adapt some things for the old sounds add-on.
Minor HUD adjustments (weapon slot related).
Left a couple notes of what I might do next.
2019-09-27 14:20:00 +02:00
4ba5db9d7f First round of fixes before the beta release proper.
Corrected various backface culling issues on weapons (rifle, peacemaker, autocannon).
Fixed crash with dispersion pistol powerups due to typo.
Fixed razorclaw and impaler not temporarily disabling invisibility on melee attack.
Fixed rifle being visible with low zoom.
2019-09-27 08:40:53 +02:00
9a7f7df063 Impaler has been implemented. Beta testing begins. 2019-09-27 00:41:25 +02:00
2f4dab1600 Impaler primary fire and melee mostly implemented.
Smol tweaks.
2019-09-26 16:51:13 +02:00
144935b4d5 Flamethrower is done now. Please shout at me if it's too op. 2019-09-26 15:15:33 +02:00
64ab1c6633 A_AttachLight and friends are too performance intensive. Fall back to just spawning light actors. 2019-09-26 10:57:32 +02:00
bd6c799988 Flamethrower primary fire implemented. 2019-09-25 22:16:16 +02:00
c0ad22d9e6 Stunner implemented.
Small tweaks.
2019-09-22 15:20:52 +02:00
0cd7b432e2 Flamethrower partially implemented.
I decided on making it default to the old style. The alternate model will be available as a separate add-on, rather than use a cvar, because damn if that was complicated to add.
Fix Impaler select anim when thrown and picked back up.
2019-09-22 02:56:00 +02:00
a95e4721f2 Fireblaster (Flame Gun) added. 2019-09-21 23:20:38 +02:00
93cce0f51f Razorclaw implemented.
Fix incorrect Autocannon obituary.
2019-09-20 21:02:55 +02:00
48994248c2 Implemented Autocannon.
Assortment of tweaks to other things.
2019-09-20 19:40:05 +02:00
f6ed8c5281 Partial implementation of Autocannon.
Fix mouse input in menus (among other things).
2019-09-20 16:03:06 +02:00
e4c93e892b Adjustments and bugfixes. 2019-09-20 13:37:05 +02:00
046b76599c Preliminary adjustments to Autocannon. Will work on it tomorrow. 2019-09-20 01:07:15 +02:00
a8f4091471 Fix Demolisher model scale, was twice as large as it was supposed to be for some reason.
Demolisher rebalancing.
2019-09-20 00:56:39 +02:00
ee2f27eb44 Razorclaw: Added dried blood ribbons back to the model. Added low-detail pickup model.
Demolisher: Tweaked textures (again).
2019-09-18 21:30:46 +02:00
6196e04160 Accidentally implemented Demolisher.
Additional adjustments.
2019-09-18 03:42:56 +02:00
225ffcc1e9 Overhaul to how reloading works, not much else has happened.
Addition to HUD for showing clip counts (kinda cheap-looking, but still better than what Oldskool did).
Charge for some weapons and loaded rockets for eightball also use the clipcount display, like in Doom Tournament.
Small fixups for dual wielding logic.
2019-09-17 02:47:13 +02:00
fae4f6d50b Partially implemented Stunner and Impaler (very unfinished).
Switched Impaler fire sound to something more appropriate (proto Skaarj fire).
Add slot priorities to all weapons, final weapons come first.
Adjust hud behavior to properly draw ammo bars by the order of their weapons.
2019-09-16 00:38:38 +02:00
dd51875f8e Teleport capsules added.
With this, it's time to delve into uncharted territory for the remaining weapons.
2019-09-15 19:57:12 +02:00
ea63ade02d Fix: Peacemaker rockets weren't targetting properly. 2019-09-15 02:26:00 +02:00
e562754f00 Peacemaker implemented, with some minor model adjustments.
Fixed ammo bars in hud being positioned incorrectly if a weapon in the slot has no ammo.
Sentries now will also complain if the terrain is too steep or you're trying to deploy them in mid-air.
Adjusted protomag spin animation. Still not perfect but I tried my best.
Guess what: more PNG optimization.
2019-09-15 01:49:30 +02:00
6950bb48a1 Protomag(s) added. 2019-09-13 00:57:43 +02:00
821447c38c Quadshot balancing.
Allow Quadshot manual reload.
Fix Biorifle still attempting to fire without ammo.
2019-09-12 21:37:33 +02:00
6cfac33e2c Quadshot tweaks. 2019-09-12 21:05:08 +02:00
6cef6f4ebf Quadshot implemented. Moving on to the other weapons. 2019-09-12 20:28:34 +02:00
642388e31b Adjust UVs on automag/smp pickup models to reduce some distortion 2019-09-12 15:40:47 +02:00
e35d34d1e8 Adjusted some pickup model sizes. 2019-09-12 15:11:21 +02:00