Commit graph

19 commits

Author SHA1 Message Date
08361babe6 1.0.1 Release:
- Greatly improved responsiveness of Eightball.
 - Increase Betamag melee damage (15 → 25).
 - Reduce Demolisher visual sway.
 - Increase Razorclaw primary damage (6 → 10) and decrease interval (5 → 4).
 - Add random chance of forcing pain to each hit of Razorclaw primary (1/6 for bosses, 1/4 for normal enemies), making it a more viable melee weapon.
 - Razorclaw now propels you when fully submerged.
 - Fix Flame Gun not checking for the correct minimum ammo for secondary fire.
 - Replacements respect IsFinal.
 - HUD will display BasicArmor if available, for compatibility.
 - Fix alignment for non-standard item/ammo icons.
 - Fix Teleport Capsules having a choppy twiddle animation.
2019-10-28 11:09:50 +01:00
ff01ab2146 Release Candidate 4 (may be final):
- Spent mags for Automag, Flak Cannon and Demolisher (needs updated DT).
- Betamag defaults to both having the 0.83 skin, other options put on add-ons.
- Adjustments to bullet casings.
- Fixed flames producing water splashes.
- Fixed female models having male gibs.
- Corrected ASMD ball hit behavior to match Unreal.
- Added bubble trail to Stinger when underwater.
2019-10-16 18:13:03 +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
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
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
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
9a7f7df063 Impaler has been implemented. Beta testing begins. 2019-09-27 00:41:25 +02:00
c0ad22d9e6 Stunner implemented.
Small tweaks.
2019-09-22 15:20:52 +02:00
a95e4721f2 Fireblaster (Flame Gun) added. 2019-09-21 23:20:38 +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
b12c4a4112 Flashlight/Searchlight implemented.
Proper handling of charge redistribution on multi-copy items (fixes infinitely replenishable charge exploit).
More preparation code for other items.
2019-09-05 16:31:05 +02:00
912cad96c5 Oh boy, it begins.
Assigned all pickup models.
Implemented all ammo types.
Finished Flak Cannon.
Additional cleanup.
Slot reassignments and other adjustments to match known Unreal prototype info.
2019-09-04 02:37:59 +02:00
01249eb43f Oh boy, here comes another big one.
Notable changes since last commit are the full implementation of the automag and asmd.
Also the Translator is now fully functional.
Fonts have been restructured to a neater format.
There have also been other random changes I don't have the time to document in detail.
2019-08-31 03:14:20 +02:00
76cd3a5207 Wow looks like I got a lot of stuff in here.
Added brightmaps and gldefs entries for most stuff.
Imported a bunch of sprites, including some recycled stuff from old mods.
Made new icons for the 0.83 status bar.
Remade "Teleport Gun" model.
Made new models for some ammo variants.
Made skeleton code for a lot of stuff, this temporarily makes a lot of items disappear.
Began working on ASMD. Flak Cannon has no projectiles yet.
2019-08-15 02:38:46 +02:00
3a8925f3c0 Additional model progress.
Bump required version to 4.2.0.
Added Hexen style loading screen and other gameinfo stuff.
Small changes to fullscreen HUD.
Added 0.83 style status bar (incomplete).
Added player models.
Old file cleanup.
Ran all models through texnumsq, for convenience (skin indices are all over the place on some models).
PNG optimization pass.
2019-08-13 02:32:37 +02:00