
Changelog wrote:MONSTER CHANGES:
- Added AI Redirector actors! These invisible actors will cause monsters to snap in a certain direction upon touching them under certain circumstances, allowing level designers to tell monsters to stay on bridges and walkways if need be.
- Monsters will now actively attempt to get out of pools of water.
- Monsters can now jump over level geometry that's too big to step up, but small enough for players to jump over.
- Monsters will now print obituaries when killed, just like humans do. If you don't appreciate the console spam, this is togglable in the DM Sim menu.
MAP CHANGES:
- DUST: Added an old favorite from Counter-Strike!
- FDM03: Added AI redirectors.
- FDM03: Added additional detail outside of the playable area.
- FDM04: Added AI redirectors.
- FDM05: Added AI redirectors.
- BB3: Added AI redirectors.
- D5M1: Re-added holiday version as D5M1X (see Misc. Changes)
WEAPON CHANGES:
- Flamethrower: Imported updated version of Flamethrower library from Reelism 2.
MISC. CHANGES:
- Added a CVAR to re-enable Holiday-themed content, so that I don't have to remember to shove out another release next December. You can turn on this content in the DM Sim menu. Content for other holidays may be added in the future, but probably won't.
- Added and improved the sound clips for match stats and Gauntlet kills.
- Added widescreen intermission border from MetaDoom.
- Updated certain system artworks to support widescreen.
- Fixed FDM Options not appearing in Simple Options Menu.
- Fixed menu scaling in GZDoom v4.5.x.
- Redesigned the Episode Select for added thematic appropriateness.
- Fixed weapons and ammo not having proper names in UDB
- Fixed duplicate item definitions in UDB by changing how Skulltag actors are replaced by FDM counterparts and/or removed
- Replaced old hack for making MP items appear in single player with the nice new "SpawnMulti" skill setting flag. Hooray, engine-level functionality!
- Fixed a bug where, when dying under certain odd circumstances, players wouldn't actually enter their death state. Plasma Rifle splash damage suicides were notorious for this.
Continued development of the Fake Voice Chat system. (maybe this'll ship some day)
Spoiler:Overall, very neat update overall! I do hope this TC would get a lot of community maps because we need em
The ninja is an avowed pacifist, and their sole purpose in life is to steal all the items before you can use them. If you kill them, they drop any weapons they had on them. At some point I'll extend this a bit further to make them a bit more pinata-y (and more satisfying to finally nail).Captain J wrote:So i'm actually seeing the ninja enemy. But for some reason he's bouncing all around the battlefield and collecting all the ammo. Is he a melee enemy looking for a good moment to strike? Because i never got killed by him. The purpose is just stealing?
Duke kicking walls is entirely intentional. It's a nod to the "Fake AI" bots in Duke3D Atomic Edition. I'm open to ways to make the monsters a bit more proactive, but it's not necessarily the easiest thing.I see the NPCs running around the wall and Duke is still kicking at it again. It mostly happens in FDM05 where the Icon of Sin is and the game has freshly started. I'd like to see them a bit more aggressive to each other.
Changelog wrote:MONSTER CHANGES:
- Added a few more dumbass names to the list.
MISC CHANGES:
- Fixed the mod not starting in GZDoom 4.8.0.
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