Commit graph

86 commits

Author SHA1 Message Date
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
40a48f6a27 Added nicer looking glass to the Biorifle model.
Fix minigun breakage when tapping fire.
Updated Blender project files to 2.8.
Update for new DT backpack mesh.
2019-09-12 14:59:11 +02:00
92cdb1f31c Minigun implemented.
Tweaked some muzzle flashes.
2019-09-12 01:47:07 +02:00
6984c2819d Rifle implemented.
Misc. adjustments to Biorifle and Razorjack.
2019-09-11 23:19:55 +02:00
3b4642be7c Implemented GES Biorifle. 2019-09-11 21:08:22 +02:00
3e169dfde6 Razorjack implemented, along with a couple extra features.
Adjust SCUBA Gear autouse behaviour so it works properly with manual use.
Add 3D floor handling code on various things.
Increased size of Eightball explosions to match original game.
Fix invisibility playing no sound when activated.
2019-09-11 19:37:10 +02:00
2587d6c505 Adjustments. 2019-09-10 19:49:05 +02:00
2312128864 Major cleanup and optimization.
Sound touchups.
2019-09-10 01:59:32 +02:00
46ebde2750 Added Eightball "2 second hold" feature from Unreal Bible.
Added Stinger projectile bounce from 0.866 and below.
Added Stinger damage charge&explosion from Unreal Bible.
2019-09-07 14:44:56 +02:00
d3d6dc5705 Clean up old Sentry mesh. 2019-09-06 21:13:49 +02:00
07121636f5 Added original Sentry as a separate item, and made it spawn in Backpacks, while the bigger Sentry is a rare Berserk replacement.
PNG optimization.
2019-09-06 20:46:39 +02:00
d7fe8cbfdd Hinting at something. 2019-09-06 14:42:22 +02:00
cdf4e40dff Restrict Sentry touch actions to the back. 2019-09-06 14:22:10 +02:00
2d64db512f Various Sentry fixups and whatnot, plus a fancy explosion.
Sentry no longer causes a freeze if it runs out of ammo while still having a target.
Sentry now has to be recalled by using the item.
Hijacking a sentry now immediately assigns it to your inventory.
You can hijack rogue sentries (not owned by anyone).
Better placement check for forcefield and sentry spawning, no more "no room" messages when it can definitely fit.
Increased flak slug explosion sprite size, as it felt too small.
Eightball loads faster (slightly faster than vanilla but can't do anything about that).
ASMD combo no longer spawns amped explosions when it shouldn't.
Added a new flag to UnrealInventory, bDRAWSPECIAL, so the HUD displays the special1 as an amount. This is useful for items like the Sentry that use this variable to count ammo.
Increased rotation range for the Sentry so it's harder for enemies to sneak behind it from the sides.
Added debris to the explosions of flares and voice boxes.
2019-09-06 14:08:53 +02:00