Things Wot Need Doing
=====================
- Further cleanup debris of the Skulltag era.
- BJ's movement would probably be a lot easier/less hacky to do nowadays with A_ChangeVelocity
- Further test and debug changes, because hooo-wee.
- Convert all non-OGG audio to nice OGG files.
- Remove the need for that fucking DEHACKED file. Jesus christ.
- Make Brutal Blood less so in Chex Quest.
- Add a blood substitute for Chexter (sparks?)
- Fix the goddamn fucking clientside fx stuff in Zandro AGAIN
From DRL333's reports:
- Fix Duke healing taunts and Pipebomb pickups not executing the cooldown-over-time script (205), preventing Duke from taunting forever.
- Add DOHARMSPECIES flag and remove XDeath state from Zombieman projectile attacks
- Use the addition of MTHRUSPECIES to remove the requirement of wacky projectile workarounds for weapons in co-op mode
- Fix fire demons in Hexen balling up again when Mighty Booted
Things Wot Would Be Nice To Do
==============================
- Further accuracy tweaks to Duke:
- On spawn, snap view 90 degrees to right and pan back super quickly, ala Duke3D spawn behavior
- Manually animate raise/lower on Duke weapons
- Make pants green instead of shirt. Easier to see in the thick of things, and more accurate to the original game.
- Further accuracy tweaks to Security Officer
- Use A_ChangeVelocity to emulate Marathon's air control (can't change movement velocity in mid-air)
- Externalize more strings to LANGUAGE
- <Shadowlink223> I would like to request that MarathonPlasmaFire be added as a damagetype to the Marathon 2 alien weapon fireball.
- Implement a port-independant system for Security Officer VWEP (using "####")
- Also implement Capn J and Termus's new VWEP sprites for that one weapon I forget the name of
Balance Complaints To Consider
==============================
From an old #vr chatlog Termus dug up...
- Slow Ranger's rockets, unique particle trail, not as goddamn many rockets on picking up gl/rl.
- Lower radius on Chexshield/allow things to penetrate/remove reflection in PvP/SOMETHING TO NERF THAT FUCKING SHIELD
- Remove resistance in PvP for Bjoo's extra life, possibly remove equipment/ammo?
- Fulldamageradius for SO's explosions
- Something for Corvus? Needs a lot of love in PvP.
Re: Samsara - 0.333 - Décès à Trois
Posted: Wed May 04, 2016 8:29 pm
by Infirnex
Something minor to add to the to-do list:
In Hexen, the double-ammo pickups that replace blue and green mana don't give the Ranger any of his alt-ammo. The all mana pickup seems to be fine. EDIT: The all-mana pick ups don't seem to either. Turns out I got that ammo from a backpack.
Re: Samsara - 0.333 - Décès à Trois
Posted: Thu May 05, 2016 2:04 am
by Kinsie
Today's tweaks:
- Fix Afrits in Hexen balling up again when Mighty Booted.
- Fixed a bug where health pickups and pipebombs would supposedly mute Duke forever.
- Hexen multi-ammo pickups now also give Ranger some of his alt-ammo.
- Slight accuracy fix to Duke's Night Vision sound effect.
- Filtered and OGGified a bunch of Duke sounds that hadn't been filtered and/or OGGified.
- Nerfed BJ's Extra Life in Deathmatch. It now steals away your inventory, effectively resetting you to your pistol (or instagib rifle) and un-upgraded knife.
Re: Samsara - 0.333 - Décès à Trois
Posted: Thu May 05, 2016 5:29 am
by Gez
Kinsie wrote:
- Add a blood substitute for Chexter (sparks?)
Crumbs.
Re: Samsara - 0.333 - Décès à Trois
Posted: Thu May 05, 2016 6:17 am
by Silentdarkness12
Is it just me, or are Lost Souls more of a problem for Duke than they ought to be? Either my brain's gone soft, or a lost soul just survived a direct hit from the RPG xD
Re: Samsara - 0.333 - Décès à Trois
Posted: Thu May 05, 2016 9:10 am
by Clownman
Is Ranger's recoil fixed by any chance? I just remember the old build in Zandronum whenever I used the Super Nailgun, firing it would make my camera have a fucking seizure. ((It COULD be fixed by disabling his recoil in the controls setup but still.))
Gez wrote:
Kinsie wrote:
- Add a blood substitute for Chexter (sparks?)
Crumbs.
I second this.
Re: Samsara - 0.333 - Décès à Trois
Posted: Thu May 05, 2016 9:11 am
by Kinsie
Clownman wrote:Is Ranger's recoil fixed by any chance? I just remember the old build in Zandronum whenever I used the Super Nailgun, firing it would make my camera have a fucking seizure. ((It COULD be fixed by disabling his recoil in the controls setup but still.))
Gez wrote:
Kinsie wrote:
- Add a blood substitute for Chexter (sparks?)
Crumbs.
I second this.
Haven't looked at it yet. I'll give it a look soon, it's on my list.
Re: Samsara - 0.333 - Décès à Trois
Posted: Thu May 05, 2016 11:58 pm
by Rhiannon
Here's a new and potentially improved version of Katarn for the lot of ya, primarily to fix puffs and explosions, change up some ammo values, and add a new testing cvar to choose between the original Dark Forces Stormtrooper Rifle sound and a set of 14 random sounds taken from Star Wars Battlefront. If the reception to the cvar is good, I'll be looking towards implementing high fidelity sounds for everything.
BETA VERSION 1.2 WHY CAN'T I HOLD ALL THESE CELLS EDITION
- Added Inventory.RestrictedTo to all of Kyle's armaments.
- Kyle's weaponry now displays their blaster puffs and explosions properly.
- Due to misunderstanding how Weapon.AmmoGive worked, players were previously being given a severe lack of everything but Cells. This has been fixed, but testing for the new values is going to be very necessary.
- Experimental clientside cvar: Katarn HiFi Sounds "samsara_cl_katarnhifi"
* Off: Original low fidelity Dark Forces sounds.
* On: High fidelity sounds from Star Wars Battlefront and other sources.
* Currently only affects the Stormtrooper Rifle, please test and see what you think!
Re: Samsara - 0.333 - Décès à Trois
Posted: Fri May 06, 2016 12:29 am
by Kinsie
I desire your feedback.
Re: Samsara - 0.333 - Décès à Trois
Posted: Fri May 06, 2016 12:35 am
by Rhiannon
I like the SNES sprite far more, fits more in the style of the other weapons and pops out a considerable amount more.