Projects that alter game functions but do not include new maps belong here.
Forum rules The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Doctrine Dark wrote:The Riet , loved you brought this character from Star Wars for Samsara , now how do him appear in Hacx Hacx 1.2, apparently the mod works but when selecting it does not appear .
Katarn isn't compatible with Hacx because Samsara isn't compatible with Hacx.
The Riet wrote:Which is a good segue into mentioning that I do plan on updating Kyle Katarn to work with the new version, just gotta refamiliarize myself with Slade and all that since it's been a while.
Btw, you should look at the balance changes that EX HA made to katarn, since his old balance was lolnope
(Also, if you read below, ull notice that Katarn also has gldefs too)
Last edited by EnsaladaDeTomate on Thu Apr 28, 2016 12:56 am, edited 2 times in total.
Also, Duke Freezethrower had a chance to go blank for a couple of frames if you spammed the fire button without holding it (cant remember if you also had to kept holding the alt fire button)
/* What is this? */ It's a Samsara patch for Duke. The class in Samsara is quite different from the one in the original games (Duke Nukem 3D / Duke Nukem 64). And since Samsara is on hiatus (thanks ijon), I decided to do it on my own.
/* What has been changed? */ (Note: Not all differences are listed, but all of them have been applied to Samsaras Duke.)
// Duke Playerclass * Duke is way faster in the original game, like, really fucking fast. * If you play DN3D / DN64 with the skills "Damn I'm good" / "Come get some", you'll realize Duke dies easily. * Duke sometimes drops money when he dies.
// Misc. * Common enemies (that could bleed) always gib if killed by an explosion. * The gibs in DN3D / DN64 stay midair much longer. * The gibber sound in DN3D / DN64 ('squish.wav') is different. Its attenuation is really low and even plays at full volume if you are close to the gibbed enemy.
// Mighty Boot * It is actually not possible to kick with both legs in DN3D / DN64. But I did not change this because I was proven wrong. (Welp, cannot kick with both legs in DosBox, but other can).
// Glock 17 -/-
// Pipebombs * If you are too close to a pipebomb in DN3D / DN64, you'd die immediately. * Picking up a pipebomb makes you select the pipebomb instead of the remote detonator and it does not cause a pickup flash. * The pipebomb bouncefactor is actually really low in the original games. * The pipebomb pickup radius is larger in the original game. * They have a much larger explosion radius in the original game. * The distance the pipebomb was being thrown is shorter in the original games. * If you crouch, the thrown pipebomb does not bounce on the ground, but merely rolls and eventually stops after a short amount of time. And it makes no bounce sound. * The pipebomb sprites are smaller in DN3D / DN64. * The debris looks a bit different and stays midair much longer. And it does not bounce. * If the pipebomb touches the ground, the spawned explosion looks a bit different. * The explosion sprites are much larger in the original games.
//Shotgun * The original shotgun is a bit more accurate.
//Explosive Shotgun * Instead of shooting many pellets in a wide spread, the original explosive shotgun shoots a single pellet and is (almost?) pinpoint accurate. * In DN64 the explosive puff looks a bit different and spawns a black, smoke-like flare. * The impact damage is very high in DN64, the blast damage kinda average. * Duke dies immediately if he is too close to the explosion caused by the shotgun. * The shotgun animation is not as smooth as in Samsara, in DN64 it's kinda sloppy. * The reload sound is a bit different.
//Chaingun * In DN3D / DN64, it shoots a bit faster. * The weapon sprites look a bit different when the chaingun is fired: Muzzle flash sequence in Samsara: left -> middle -> right Muzzle flash sequence in DN3D: middle -> left + right (BUT: one bullet is fired, not two!) * The weapon sprite is is not placed that far right as in Samsara. * The chaingun is a bit more accurate in the original game.
//RPG * The rocket is faster in the original games. * Duke kills himself in the original games instantly if he was way too close to the explosion. * It seems like the instakill radius is almost 50% (!) larger if the rocket hits an enemy. * The RPG explosion radius is larger in DN3D / DN64, but ~69% of the pipebomb explosion radius. * The RPG explosion sprite is different if the rocket explodes on the floor (the same as the pipebomb explosion). * If the rocket hits the ceiling, the RPG explosion is upside down. * The smoke spawned by the rocket is much smaller and flies up and vanishes quickly. * The hitbox of the rocket is much smaller in DN3D.
//Freezethrower (Replaced by the Expander) -/-
//Devastator * The Devastator in DN3D / DN64 is slightly faster. * The rockets are faster in the original games.
Last edited by EnsaladaDeTomate on Thu Apr 28, 2016 1:21 am, edited 1 time in total.
EnsaladaDeTomate wrote:Btw, you should look at the balance changes that EX HA made to katarn, since his old balance was lolnope
...EX HA?
If you're referring to his balance in extraheroes, other than agreeing to allow him to be added to the pack, I had no control over his implementation nor am I sure which version of the addon is used for his weapon values, but from what I hear it was before I significantly changed the addon's balance, including how the Concussion Rifle worked. I'm a huge fan of balance and fine-tuning weapons, so I want to make sure none of his weapons are any more or less useful than any of the other heroes in the Samsara roster.
Which is another good segue into releasing a new update, including even more balance changes: Katarn Beta Version 1.1 - 2.32 MB
Changelog:
Spoiler:
BETA VERSION 1.1 KYLE FORGOT HOW TO JUMP EDITION - Fixed Kyle's jump velocity. - Minor to significant weapon balance changes: * The Stun Gauntlets now deal 40 damage. * The Stormtrooper Rifle's damage across gamemodes is now consistent. * The Mortar Gun's projectile now explodes for 140 damage. * The Concussion Rifle's projectile now explodes for 115 damage. * The Assault Cannon's primary fire now deals 90 damage. * The Assault Cannon's secondary fire now explodes for 600 damage.
Please go and test things out, especially in DM because I have a woefully lacking amount of DM feedback about Kyle and I'm not the type to play DM, but I wanna make sure things are all kosher across the board!
EnsaladaDeTomate wrote:Btw, you should look at the balance changes that EX HA made to katarn, since his old balance was lolnope
...EX HA?
If you're referring to his balance in extraheroes, other than agreeing to allow him to be added to the pack, I had no control over his implementation nor am I sure which version of the addon is used for his weapon values, but from what I hear it was before I significantly changed the addon's balance, including how the Concussion Rifle worked. I'm a huge fan of balance and fine-tuning weapons, so I want to make sure none of his weapons are any more or less useful than any of the other heroes in the Samsara roster.
Which is another good segue into releasing a new update, including even more balance changes: Katarn Beta Version 1.1 - 2.32 MB
Changelog:
Spoiler:
BETA VERSION 1.1 KYLE FORGOT HOW TO JUMP EDITION - Fixed Kyle's jump velocity. - Minor to significant weapon balance changes: * The Stun Gauntlets now deal 40 damage. * The Stormtrooper Rifle's damage across gamemodes is now consistent. * The Mortar Gun's projectile now explodes for 140 damage. * The Concussion Rifle's projectile now explodes for 115 damage. * The Assault Cannon's primary fire now deals 90 damage. * The Assault Cannon's secondary fire now explodes for 600 damage.
Please go and test things out, especially in DM because I have a woefully lacking amount of DM feedback about Kyle and I'm not the type to play DM, but I wanna make sure things are all kosher across the board!
- Thermal Detonators -- were introduced back because, 99% of people found the gloves useless af, and also we smoothed its animations and some of his throw distances
- Stormtrooper Rifle -- was mostly nerfed cause it was overclashing his slot 4 and made it look useless
- Imperial Repeater -- overally buffed because slot 2 was overclashing it
- Concussion Rifle -- Changed its behaviour by a bit iirc, and also heavily buffed because it was considered one of the worst weapons in the whole samsara roster with addons included, and the fact that this is a slot 6 makes it even worse
- Assault Cannon -- Mostly nerfed its normal fire because it was dealing crazy amounts of damage and its ROF and ammo consumption were not compensating that detail, making it a heavily op slot 7, i cant remember if we touched the rockets (tbh, i dont think we did)
- Fire Rate up Item -- we added an inv icon to his unique, because people seem'd to get confused or simply didnt even noticed/used it
Integrated the Marathon Shell Casings sound code PresidentPeople sent over. I dunno if he made it, but he sent it over. Long story short, shell casing sounds after you fire the SMG or AR for a bit and let go.
I did make it. It was apparently already in at some point in the past, but was then eaten (My implementation was subsequently eaten again, and so here we are).
I was rather pleased that the quirk with releasing the trigger just before reloading was possible.
EnsaladaDeTomate wrote:Ex Ha = Extra Heroes
That's kind of a misleading abbreviation. Where does the 'a' come from?
I have no plans to dramatically change Duke's balance thus far - instantly dying just isn't fun, no matter how accurate it might be! Minor cosmetic changes from that list might happen, though.
President People wrote:
Kinsie wrote:
Integrated the Marathon Shell Casings sound code PresidentPeople sent over. I dunno if he made it, but he sent it over. Long story short, shell casing sounds after you fire the SMG or AR for a bit and let go.
I did make it. It was apparently already in at some point in the past, but was then eaten (My implementation was subsequently eaten again, and so here we are).
I was rather pleased that the quirk with releasing the trigger just before reloading was possible.
Thanks for clearing that up, Prez!
Yesterday wasn't very productive. I got very little sleep that morning, so I was pretty trashed once I had free time. I did fix one oversight, though, where Corvus's gold wand was doing 300+ damage because Term can be spiteful sometimes.
Today was very productive though!
Added a funny new XDeath for Chex Warrior, courtesy of PresidentPeople!
Added some extra GLDEFs that Medi is working on! - Fixed a typo in which "SpectralSpearBolt" was listed as "SpearBoltSpectral".
Fixed the issue with Blood settings not being a client-side thing! - Thanks TerminusEst13 for providing suggestions based on his Demonsteele work, and a little debugging. - Item Pickup style is currently broken on Zandronum, and will always be Old-Style.
ACTUALLY fixed the bug with Duke's pistol not doing DukePistol damage. Derp.
Added a new sprite for the Remote of the Ancients, to help players differentiate between Corvus's two bombs.
Minor sound accuracy tweaks for Duke's pistol and Atomic Health.
That's kind of a misleading abbreviation. Where does the 'a' come from?
Whoops, ignore that "a", it was supposed to point the build version, my bad rofl
@Kinsie: Btw, as i said above, Samsara Extra Heroes did added missing gldefs for vanilla classes too, so, if you want, you can take them from there (dont forget as i stated, some might need a bit of polish)
That's kind of a misleading abbreviation. Where does the 'a' come from?
Whoops, ignore that "a", it was supposed to point the build version, my bad rofl
@Kinsie: Btw, as i said above, Samsara Extra Heroes did added missing gldefs for vanilla classes too, so, if you want, you can take them from there (dont forget as i stated, some might need a bit of polish)
Sorry! Not understand. This patch Ex Ha = Extra Heroes (smadoonsfix24.pk3) is for compatibility with the old addon Extra Heroes (Samsara_EX - Ha1.pk3)?
That's kind of a misleading abbreviation. Where does the 'a' come from?
Whoops, ignore that "a", it was supposed to point the build version, my bad rofl
@Kinsie: Btw, as i said above, Samsara Extra Heroes did added missing gldefs for vanilla classes too, so, if you want, you can take them from there (dont forget as i stated, some might need a bit of polish)
Sorry! Not understand. This patch Ex Ha = Extra Heroes (smadoonsfix24.pk3) is for compatibility with the old addon Extra Heroes (Samsara_EX - Ha1.pk3)?
These are small patches that fixes/improves issues and stuff of the main build
Btw Kinsie, Parias Holy Missile doesnt go thru allies in coop modes, you might want to address that, because when it touches an ally, it makes the missile explode instantly making the spirits dissapear