Reduced ammo usage from gluon gun by a few tics Buffed a little tau cannon, glock, and mp5 Now you can cancel a hand grenade by changing to another weapon Added some more frames to glock's select and fire animations Doubled frames in Shotgun's altfire (same amout of frames as in original game) 357 now replaces SuperShotgun, shotgun will now be replaced with its hl counterpart Shotgun can now start reloading a bit earlier after firing Fixed MP5 not responding correctly when tap-firing Fixed some damage indicators being triggered when recieving zero damage (mostly happens in co-op) Added option to disable op4 weapons (why would you do that?) Added Opposing-Force's weapons, this includes the knife, pipe wrench, barnacle, desert eagle, saw m249, m40a1 sniper rifle, displacer cannon, sporelauncher and shockrifle displacer ball now explodes a little faster fixed some dynamics lights never moving from their spawn points in 32bits versions of gzdoom fixed vm abort caused by hazardous floors and other damages coming from an inexistent source Fixed satchels disappearing when hitting the sky. Fixed tau beams spawning a static glow on non-bleeding actors. Buffed tau cannon again (because why not) Renamed SS_ScriptedSpawner for compatibility with other mods that also uses it (Important note: this may break old saves) Increased displacer_ball's first impact damage from a random value between 75 and 600 (75*random(1,8)) to just 1000. Moved Accelerator rune's hitsound code from HLGenericEvent to its powerup class. Fixed modified WolfesteinSS always appearing even with the custom monsters cvars off. Shotgun pre-reload animation can now be interrupted too. Shotgun reload can only be interrupted if you have enough ammo to fire. Increased chances for Accelerator rune to spawn. Forgot to re-add the "Screenblocks must be 12" note in the menu. fixed vm abort when killing certain enemies with explosives, added a null check to the explosion code. Fixed Tau cannon damage triggering twice on the current gzdoom versions ![]() Fixed Green square teleport effect in LZDoom Stupid Tau cannon again: fixed primary fire penetrating through targets Snark sounds's pitch now increases over time. ![]() Snarks properly mimics all of the player's damage powerups. Increased a bit snark's explosion radius. Increased speed in crossbow's firing and reloading animations And because of this, the mod now requires GZDoom 4.5/LZDoom 3.87c or newer Added a missing variable in the player's code that caused issues with weapon bobbing on gzdoom 4.5.0. Fixed monsters not triggering their death special when gibbed (See: Map07 - Dead Simple) ![]() Runes are now disabled by default since they're a bit too op (can be enabled from the menu) Backpack rune: Reduced volume for spammy ammo that regenerates in less than 5 seconds Fixed typo in SNDInfo for the 357's firing sound Fixed tripmines blocking elevators/platforms/lifts/feet raiser Attempted to fix the CanBleed VM Abort (needs testing) reduced chances for bone hurting juice to spawn fixed explosions' source having the wrong source, causing friendly fire in coop games and not counting the kill for the player potentially fixed VM Aborts caused by josh771's AI Director mod and maybe MAP30's generated by Obsidian (couldn't really test it cause it worked fine for me for some reason)
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