Faspons [OCT 19 2022] - Now Monster Pack Compatible!

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faslrn
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Re: Faspons [SEP 28 2022] - Now Monster Pack Compatible!

Post by faslrn »

Code: Select all

- FIX: Archvile death and xdeaths had opportunities to freeze due to sprite copying
- TWEAK: Adrenaline script now gives more adrenaline generically on XDeath kills
- TWEAK: Pulse Rifle projectiles alpha, spawning frame position, and death frames updated to be more impactful
Small update!
D4N5T3P
Posts: 12
Joined: Wed Jul 17, 2019 2:06 pm
Graphics Processor: nVidia with Vulkan support

Re: Faspons [SEP 28 2022] - Now Monster Pack Compatible!

Post by D4N5T3P »

Hello. The kill ratio for me is bugged for some reason https://imgur.com/a/Ez9XWuT
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faslrn
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Re: Faspons [SEP 28 2022] - Now Monster Pack Compatible!

Post by faslrn »

D4N5T3P wrote: Tue Oct 04, 2022 6:55 am Hello. The kill ratio for me is bugged for some reason https://imgur.com/a/Ez9XWuT
Pushed a fixed - download the mod once more and that issue should go away.
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faslrn
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Re: Faspons [OCT 5 2022] - Now Monster Pack Compatible!

Post by faslrn »

Code: Select all

- FIX: Kill counter on level complete is now correct
- TWEAK: Adrenaline is now given out as a ZScript function to allow monsters to access their GibHealth and use that check instead of a hard-coded check
Quick update
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faslrn
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Re: Faspons [OCT 12 2022] - Now Monster Pack Compatible!

Post by faslrn »

Code: Select all

- FIX: Fullscreen huds now scale properly (hopefully) and should allow the visor hud to be more usable on default settings
- TWEAK: Updated the grenade throwing animation so the arm is no longer cut off
Small things but they were bugging me
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faslrn
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Re: Faspons [OCT 19 2022] - Now Monster Pack Compatible!

Post by faslrn »

Code: Select all

- FIX: Monster replacement event was missing flag for better reliability on actually replacing monsters when some map makers put in odd monster/object placements
Small thing that should allow more maps to have my monster variations show up. There were some instances where vanilla monsters were not being replaced correctly because the placement of said monster was in a wall or too close for the spawn to occur.

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