stinger_m/cvarinfo.txt
Marisa Kirisame 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

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4.4 KiB
Text

user int stinger_hudmode = 0; // hud mode
// 0 - full, large numbers, cummulative armor
// 1 - full, small numbers, individial armor
// 2 - all on bottom
// 3 - bottom corners only, no numbers
// 4 - minimal display on bottom right corner
// 5 - minimalistic top hud from 0.871 and up
user int stinger_introtype = 0; // 0 - unreal '98
// 1 - unreal '97
// 2 - unreal '96
// 3 - unreal '95
server bool sting_telegun = false; // enable teleport capsules
// basically this game's own
// translocator before the translocator
// even existed
server bool sting_flares = false; // enable light/dark flares
// only one can be active at a time
// for balance and performance reasons
server bool sting_stinger = false; // unreal bible stinger detonation
// (projectiles attach to target and
// explode when hurt by splash damage
// or when target moves at high speed
// then comes to a sudden stop)
server bool sting_stingerb = false; // stinger projectiles bounce up to
// three times if they don't hit a
// surface straight on. this was a
// thing all the way until 0.86
// strangely, the bBounce flag still
// remained on the projectile but since
// then it was hardcoded to explode
// when it hit a wall anyway
server bool sting_rifle = false; // old rifle burst altfire
// three rapid shots
server bool sting_riflel = false; // old rifle flashlight
// it's independent from the scope
// since that mesh part already is...
// you know... a scope
server bool sting_razor = false; // razorjack blade charging
// hold primary fire to increase the
// spin up to 3 levels
server bool sting_automags = false; // automag dual wielding
// oldskool did this, and you'll come
// to realize that it wasn't a good
// idea balance-wise
server bool sting_protomags = false; // protomag dual wielding
// just for the sake of completion
// plus the off-hand mag will use the
// alternate skin
server bool sting_dpistol = false; // d.pistol altfire always level 0
// I always found this thing odd about
// the weapon, but it's very likely
// that this was kept like this for
// the sake of balance
server bool sting_pshield = false; // p.shield does not drain over time
// this is unbalanced as all hell and
// it's not recommended to enable the
// compatibility option unless you are
// a die-hard purist who despises the
// change
server bool sting_nopstart = false; // players start only with the
// dispersion pistol, otherwise they
// also get an automag for the sake
// of consistency with doom defaults
user bool sting_transext = false; // use an extended translator graphic
// to fit more text
// thanks Kynikoss for this, it's much
// better than the trash garbage mods
// use
server bool sting_olsmp = true; // adds the stupid oldskool SMP 7243 to
// the BFG/Redeemer replacement pool
// this weapon is dumb, but just for
// the sake of completion it's there as
// an option
server bool sting_msentry = true; // allows the new Minigun Sentry, which
// is an original creation for this mod
server bool sting_abonus = true; // allows the armor bonus pickup, which
// is also original for this mod
server bool sting_dubious = true; // allows weapons of dubious origin
// (Demolisher, Razorclaw, Autocannon)
server bool sting_autoscuba = true; // SCUBA gear toggles automatically
// when needed
server bool sting_ehold = false; // eightball can be held fully loaded
// for up to 2 seconds
server bool sting_bhold = false; // biorifle can be held fully loaded
// for up to 2 seconds
server bool sting_razoraim = false; // razorjack alt follows aim instead of
// being steered by player rotation
server bool sting_biosplash = false; // biorifle alt splashes like in ut
server bool sting_flametspread = false; // targets on fire spread the flames
// to anyone nearby (may be op)
server bool sting_impself = false; // disable impaler beam self-hit
user bool sting_zoomshader = true; // rifle scope shader
server bool sting_proto = true; // allow prototype content
server bool sting_allsuits = false; // allow the player to wear all three
// types of suits simultaneously
// (this is very unbalanced)
server bool sting_peacehome = false; // peacemaker doesn't home in on owner
// or friendlies