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* It shoots as fast as you click, but never faster than the shoot+recoil animation. * It can't act as an automatic weapon anymore. * If you click and hold, it chambers up to 6 bullets, which are fired when you release it, ala Robocop (unrealistic, yes, but this isn't Counter Strike). A full chamber can easily kill an Imp. * The more bullets you chamber, greater will be the spread. * The more bullets you chamber, slightly powerful will be each one. |
* Handgrenade button is a toggle like the flashlight. * Low-ammo alarm is played when last grenade is dispatched. * Removed lag to throw a grenade immediately after selecting it (interruptible draw animation). * Grenade has a electric explosion effect, sound changed accordingly. * If you click and hold, it will be thrown and explode on contact with anything. * The longer you hold, greater will be its travel speed. * If you hold it for more than 3 seconds, it explodes killing the player. * If you click without holding, it rolls on the floor and will act as a proximity or remote mine. * Proximity mines are activated only when it stops moving, and will keep beeping and emitting a small green light. * Proximity mines spring and explode when any character, including the player, pass near it. * Proximity mines self-destruct after 30 seconds. * If you press the reload button when Handgrenade is selected, the oldest active proximity mine will be remotely detonated. * Proximity mines detonate each other when near enough, creating devastating chain reactions. * If you dispatch more than 5 proximity mines, the oldest active mine will self-destruct. |
- First public release. |
- Now it installs properly (Sorry, it was a classic first-release bug). - Grenades don't detonate on impact anymore, just by fuse expiry. - Grenade springiness tweaked again. - Improved gore. - Chainsaw idle sound less noisy. |
- Futuristic idle sound for plasmagun and BFG (barely noticeable). - Chaingun bullet sparks with dynamic light. - BFG explosion color matches its projectile color and it's brighter. - BFG projectile kickback increased 8x. No damage changes. - Grenade switches back to last weapon when thrown, and now it's a toggle like the flashlight. - Machinegun fire sound sample got from a real USI, better suitable for this weapon. - More pronounced blood spills. - Decals, blood, gore, brass and debris stay longer (30 seconds). - First-person blood. - Brighter explosions for grenades, rockets and BFG. - Can turn off flashlight on singleplayer with reload button (don't ask why). - Increased muzzle flash of undead marines. - Smarter AI procedures for undead marines, no damage changes. - Due to sound issues, plasmagun and BFG cannot have its reloading interrupted anymore. - Plasmagun projectile light removed due to framerate issues, explosion light reduced. - All muzzle flashes alleviated and tweaked for better effects. - Demons' burnaway effect delay changed to randomize between 10 and 20 seconds. - Smoke trail for Mancubus projectile, appropriate light color. - Rocket light increased (now it's noticeable). - New lighting for Soulcube as well. - Undead marine shoot sounds now are the same as the player. - New bullet holes for shotgun and plasmagun. - Several little tweaks. |
- Shotgun projectiles visible (kinda spark trails). - Shotgun brass also stays longer. - Chaingun and shotgun brass come out rotating and with smoke. - Interruptible reload for plasmagun (figured out how to interrupt a sound). - Reloads interruptible also by firing, provided clip isn't empty. - Auto reload when idle for a few seconds. - Grenades explode on contact with anything (no bounce) when thrown with a certain amount of kinetic power (AKA held for a few moments). With a weak throw (just click), it will bounce and explode only by fuse expiry. - Low ammo noise when last grenade is thrown. - Removed lag to throw a grenade immediately after selecting it (interruptible "raise" animation) - Optional grenade Halo-throw by changing the variable "HANDGRENADE_AUTOTHROW" into "weapon_handgrenade.script" file. - Grenade glows green to help you to figure out its trajectory. - Chainsaw glows red when attacking. - Particle trail for cacodemon's fireball. - BFG projectile/explosion light intensity varies according to charge. - The more you charge the BFG, slower is its projectile. - Flesh wound for all weapons (including BFG, plasma, grenades and rockets). - Electric explosion effect for grenades, sound changed accordingly. - Weapons' sound volume tweaked again; pistol isn't louder than explosions anymore. - Several minor adjustments. |
- Shiny skins for pistol (silver) and shotgun (graphite). - Slightly improved bump mapping for all weapons, including fists. - Added sparks effect for chaingun and shotgun bullet impact. - Added wall scorch/heat effect for BFG, chaingun and shotgun bullet impact. - Wall scorch effect radius of BFG varies accordingly to the charge. - Added smoke+sparks+scorch effect for bullet commando's chaingun and zsec's shotgun. - Now all enemy marines and commandos have bullet tracers, with appropriate whizzing sound. - Removed dynamic lighting of chaingun's bullet. It causes slowdowns, is hardly noticeable, and now we have the sparks anyway. - Enemies directly hit by BFG, plasmagun, rockets, grenades, shotgun and chaingun, have its flesh burning for a while, making smoke. - Now enemies have more diversified ranks, leading to slightly more confronts between themselves. - Blood and wounds somewhat polished. - Reworked zsec's AI again, now it's noticeable:
- I admit that the pistol is pretty useless while we have ammo for any other weapon. So it isn't automatic anymore, which actually makes it more versatile should you click fast enough. - Even more minor adjustments. |
- Fists alternating randomly, with right hand more often. - Chaingun remains rotating after ammo depleted (like first Predator movie). - True recoil for Rocket Laucher, Shotgun and BFG. BFG recoil is proportional to the charge. - Pistol acts according to these rules:
- Handgrenade acts according to these rules:
- Included a radar on the plasmagun LCD screen, which shows any moving enemies and NPCs. There's also a discrete beep that indicates if there's something moving, like AvP motion detector. The code and graphics were derivated from MWoody's Plasma Radar mod. - If you try to reload the machinegun when it's already reloaded, it changes the fire-mode. "Burst" and "Sniper" are more accurate and each shoot is more powerful, 50% and 450% respectively. "Swift" mode has 3x the fire-rate but the more you hold the trigger, greater is the spread and the possibility to jam. Use short bursts. - Added some weapon skins and bump-mapping from Xio Skin Pack v5.1 (by Xiovex) and Awesome Sauce Mod v1.0 (by eXim Works). - Increased prox-mine throw distance. - Chaingun spin speed accelerates while you hold the fire button, varying from 3 shoots/sec up to 12 shoots/sec. However, your average fire-rate won't be far from the original. It's clip size is indeed ridiculous, but I didn't increase it because I don't want super-weapons. Recoil and spread varies according to the fire-rate. - Removed smoke from chaingun's ejected brass which was eating framerate. - Fixed charge-dependant effects of BFG, recoil increased. - Adapted and tested upon DooM3 v1.1 |
- New shotgun effects and features were copied to double-shotgun. |