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Jun 19th, 2013
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  1. + New HuRenCameraPoint for aspect ratio fixes
  2. - implement in maps with them
  3. - revert some deusexplayer changes
  4. - test
  5.  
  6. + Player can no longer get gibbed if he dies after sending the signal and before being captured
  7.  
  8. + Grenade clipping/surfing/jumping/climbing shouldn't work anymore
  9. + allow user to re-enable climbing via console/ini
  10.  
  11. + Revert Shifter's mover damage threshold display
  12.  
  13. + Movers only take reduced damage from normal shots above damage of 12 so really weak movers can still get hurt by weak weapons
  14.  
  15. + revert decrease to safe fall distance, alter athletics fall reduction slightly
  16.  
  17. + nerf heal aug a bit more, especially on higher levels
  18.  
  19. + hook up canal gunfire sensors to new alarms
  20.  
  21. - maybe find a way to get interpolating decos (e.g. sampan) to collide with player
  22.  
  23. + Alarms now have configurable volume
  24.  
  25. + Targeting aug, frob window use consistent code for item names now
  26. + Targeting aug no longer shows native weapon info
  27.  
  28. + Non-leather "couches" now just called "couches"
  29. + included italian translation ("divano")
  30.  
  31. + New SightTrigger (needs testing!!)
  32. - implement in some places
  33. - M02 street firefight
  34. - M02 castle clinton firefight
  35. - M04 blockade opening
  36.  
  37. + pretravel belt-clearing in M04 only applies if you left the mission, not going back to streets
  38. + also clear inhand
  39.  
  40. + Make sure NPCs in conversation won't cut conversation short if damaged by poisoneffect damage
  41.  
  42. + double-click carcass to carry regardless of inventory
  43.  
  44. + flags were set for KO, not death, if NPC stunned to death while burning
  45. + MIBs and other explosive NPCs now can't be killed without exploding via fire+prod
  46.  
  47. + NPCs gibbed properly in the air
  48. + gibbed NPCs don't scream
  49. + NPC corpses technically always spawn/are never destroyed, for MissionScript purposes
  50. ~ edit missionscripts to suit
  51. + M01 (none needed)
  52. ~ M02
  53. + bar script changed to make sure player actually killed someone
  54. - MS_SandraDead needs to check for corpse instead of not-sandra
  55. + make sure killer is set properly for burning deaths
  56.  
  57. + Include MoreTriggers package (integrated into deusex.u because I'm dumb)
  58. + new version of ExplosionTrigger, uses Exploder
  59. + Fix bug in SpawnTrigger and modify to transfer instigators
  60. + Fix weirdness/bugginess in HealthTrigger, EnergyTrigger
  61.  
  62. + Use ExplodeTriggers instead of invisible TNT when necessary
  63. + Hotel door in M04
  64. + HK UC
  65. + gas station pumps!!!
  66.  
  67. + cloaked NPCs hidden from other NPCs as the player is
  68. + NPCs suck more at aiming at cloaked NPCs/players
  69. + aim error scales with time last seen enemy, visibilitythreshold
  70.  
  71. ~ Paul can be killed in the 'Ton raid
  72. + runs more often, never KO'd
  73. + aims for head
  74. - give better weapon?
  75.  
  76. + KO'd "carcasses" take more time to drown
  77. + carcasses thrown while underwater have the right mesh
  78. + eaten carcasses don't expel contents
  79.  
  80. + Night vision effect of goggles/aug much improved
  81. + goggles take precedence
  82. + aug gives brighter/larger light at higher level
  83. + AI does not notice fake light source
  84. + light disappears when in menus, etc.
  85. + screen flashes/fog are tinted green as well (goggles only)
  86. + use less-saturated green overlay (aug only)
  87. ~ fix up IR/sonar skins on pawns
  88. - mostly okay now, textures still miss important transparency
  89.  
  90. + game should remember fullscreen/windowed status on exit
  91. . only use the menu to toggle fullscreen!
  92.  
  93. + fix cinematic convo screens for non-4:3 aspect ratios
  94. + game forces a 16:9 window, have it choose whatever gives proper vFOV instead (same ratio as 4:3 gave you)
  95.  
  96. + godawful scope wander bug (was rounding to zero pretty often)
  97. + uses new RoundRand() and a more circular and averaged wander method
  98. + weapon scope stays active upon map transition
  99.  
  100. + charged pickup sounds still work after putting the item out of hand
  101.  
  102. + view fog from being underwater doesn't act as weird and change spontaneously
  103. + view fog/flashes tinted green if you have a lightamp active
  104.  
  105. + don't apply drug effects while in conversation, interpolating, etc.
  106.  
  107. + new FOV fixing
  108. + DefaultFOV and DesiredFOV are now 4:3 values, FOVAngle is still actual FOV angle
  109. + re-save good default.DefaultFOV and default.DesiredFOV when UI unpaused
  110. . fixes regarding CameraPoints are REALLY LAME AND KLUDGY
  111. . recompile engine/extension packages if ever possible
  112.  
  113. + display mod version string on main menu
  114. + put function in tools
  115. + compile time added to Tools
  116. . requires sed.exe, date.exe and custom batch file
  117. + display difficulty on main menu
  118. + blank if on logo screen etc., or in multiplayer
  119.  
  120. + fix root window on res change/toggling fullscreen
  121. + only works for menu controls!
  122. + also update res button when fullscreen toggled
  123. + only used/necessary for non-scaled GUI (otpRootWindow)
  124.  
  125. + hitting things with a melee weapon makes a LoudNoise effect
  126. + some sounds changed (carcasses like pawns, robots/invinc decos like world, glassfragment movers like breakableglass)
  127. + more or less sound based on category
  128. + change noiselevels
  129.  
  130. + weapon sound events scale with difficulty
  131. + projectile noise also scales with difficulty
  132. + explosive stuff cares less about blastradius, scales with diff.
  133. + non-explosive projectile noise does not scale with diff!
  134. + NoiseLevel for projectiles
  135. + change values
  136. + do thrownprojectiles
  137.  
  138. + altered gunther/walton damage reduction a bit
  139. + less reduction overall, gunther significantly more susceptible to sabot now
  140.  
  141. + fix some minor errors in mission06 wan chai market script
  142.  
  143. + have movers make (visual) noiseevents if opened by an invisible player
  144.  
  145. - have decoration noise scale with difficulty
  146. - scale frag/push noise with mass maybe?
  147. + trophies are 30 mass instead of 40
  148.  
  149. + Projectiles no longer fail to spawn if close to a wall, or spawn through it
  150.  
  151. + stop grenades from using ammo when they shouldn't
  152. + placing on wall then moving away
  153. + throwing while moving to wall
  154.  
  155. + view fade effects (e.g. on death) actually work now
  156. + SetViewFlash(true)
  157.  
  158. + tear gas blinds the player temporarily
  159. + aug helps, hazmat eliminates
  160. + doesn't do as much direct damage
  161.  
  162. + game no longer says "game is not pauseable" if it's actually been paused
  163.  
  164. + plasma bolts blow up with reduced damage if they hit water
  165. + plasma bolts spawn hit effects more reliably now
  166.  
  167. + civilians are a bit more accurate (1.0 instead of 1.2)
  168. + Gilbert is about as accurate as a thug and has a small damage bonus
  169. + JordanShea can hear/see/shoot/run better since she's augmented
  170.  
  171. + ScriptedPawn BaseAccuracy doesn't affect weapon shot/reload time as much, especially shot time
  172. + //return ShotTime * (ScriptedPawn(Owner).BaseAccuracy*2+1);
  173. return ShotTime * (sqrt(ScriptedPawn(Owner).BaseAccuracy)+1);
  174. + //return ReloadTime * (ScriptedPawn(Owner).BaseAccuracy*2+1);
  175. return ReloadTime * (ScriptedPawn(Owner).BaseAccuracy*1.5+0.75);
  176. + don't affect shot time on automatic weapons!!!!
  177.  
  178. + Add constant offset based on difficulty to SP BaseAccuracy in addition to percentage drop
  179. + Helps out NPCs on maps who have BaseAccuracy set to 0.0
  180.  
  181. ~ make scope/binocular textures scale with vertical resolution
  182. + make sure everything lines up well
  183. - modulation problem
  184. . only happens with default D3D renderer?
  185. - replace with new texture?
  186.  
  187. - make enemies not know your location if shot by a turret
  188.  
  189. + hopefully-final fix for inventory initialization
  190. + do a bunch of inventory wiping/adding in TravelPostAccept()
  191. + new inventory reset function
  192. + Fixed Accessed None errors with tracehitspawner
  193.  
  194. + mission02
  195. + castle clinton guards no longer get into spontaneous fights with UNATCO, and dudes won't try to hide inside
  196. • doors are at (1008,1168,336), (1136,1168,336)
  197. + Have script set doors to closed position and bIsDoor=false
  198. + sets bIsDoor=true if you alert the guards or have already killed a lot of people/cleared the castle
  199. + fix mission02 script typo, now castle guards will properly wander around after castle cleared
  200. + get hotel terrorist guarding gilbert to not care about you until stuff happens or you barge in
  201. + get hotel second floor hostage-takers to only turn on hostages if they know you're there
  202. + quiet down hotel people
  203. + riot cops outside no longer hate you for firing your weapon
  204. + generator no longer has invisible TNT sitting around it
  205.  
  206. ~ mission06
  207. ~ lucky money bouncers don't care what the fuck you do, ever
  208. + give them bHateShot, bHateDistress
  209. ~ alarm unit doesn't fucking do anything
  210. + bHateAlarm
  211.  
  212. + mission09
  213. + dockyard keys
  214. + key has 'SupplyRoom' as tag instead of KeyID
  215. + mover has 'WeaponsWarehouse" KeyIDNeeded, should be "WeaponWarehouse"
  216. • no ValveDoor key?
  217. + graveyard stuff
  218. + barrel removed, EMP generator explosive
  219. + music restored
  220.  
  221. ~ bHateShot changes
  222. + firing a weapon sends the proper AI event visually if silenced
  223. + make sure acoustic sensors don't respond to visual event
  224. ~ change whether they care based on current fightin' parameters?
  225. ~ aggressor list
  226. ~ ignore list
  227.  
  228. - NPCs won't start radius-based conversations randomly if you're cloaked (reverted)
  229.  
  230. + drawing a weapon only upsets NPCs who can actually see you
  231.  
  232. + new bHateAlarm for scripted pawns
  233.  
  234. ~ GuardNode class
  235. + ScriptedPawn changes
  236. ~ Placement
  237. + M06 police shack
  238. - M06 chow secret lab
  239. - M06 versalife security room
  240. - M06 lucky money backroom guys
  241.  
  242. + DeusExMovers can now be explosive, also destroyed when triggered
  243. + generator in M02 is explosive and triggered
  244. + graveyard EMP generator is explosive
  245. + gas pump is explosive
  246.  
  247. + plasmabolt actually checks to see if it's MP before setting MP damage
  248. + damage lowered all the way to 20(?), blastradius in between MP and SP values
  249. + better PS20
  250.  
  251. + AugEnviro affects DrugEffectTimer a bit less
  252. • old values: 1.333, 2.000, 4.000, 10.000
  253. • new values: 1.333, 1.750, 3.000, 6.750
  254. + Robots no longer make air bubbles if they are somehow underwater
  255. + Robots no longer make human KO sound when killed with e.g. the riot prod
  256. + Can no longer turn keymapped augs on/off when InputRestricted
  257. + dual-mapping functions now do ActivateAugmentation instead of ActivateAugByKey
  258. + old fix for toggling augs at zero power no longer necessary
  259. + cleaned up ActivateAugmentation a little
  260. + change heavy weapon speed penalty so extremely heavy weapons wouldn't make walking faster than running
  261. • walk speed is always 0.3 times run speed
  262. + CHECK MASTER SKILL
  263. + increase weight of GEP gun (50->55) and flamethrower (40->45)
  264.  
  265. + scriptedpawns no longer stop fleeing when attacked under certain conditions
  266.  
  267. + Make explosions not destroy movers through walls
  268. + complicated-ass NewHurtRadius() check
  269. + scales damage differently depending on how "direct" the hit is
  270. + can destroy around corners but not so much through solid walls
  271. + done: projectiles, scriptedpawns, deusexdecorations
  272. + do similar check for explosions vs. other actors
  273. + SPEED THIS UP
  274. + make most fragments indestructible
  275. + explosions will smash beer bottles and stuff, sometimes through walls
  276. + movers take less damage from flamed/burned
  277. + WP rockets do less direct damage
  278.  
  279. + Explosion effects from grenades, barrels no longer spawn through solid walls
  280. + Improve spread
  281. + explosion effects from grenades, barrels now spawn in a circle instead of a square
  282. + gas grenade blastradius increased somewhat to compensate
  283.  
  284. + fixed noise/projectile AI events for grenades from having no volume
  285. + scale grenade hitwall noise by speed
  286. + slightly less grenade damage from throwing at enemies
  287.  
  288. + barrels no longer continue to smoke/leak after being destroyed sometimes
  289. + fixed implementation of barrels being set to non-flammable with certain skins
  290.  
  291. + decorations on fire stop taking damage when bumped, except when bumped again
  292. + decorations on fire look like they're extinguished after some time but really aren't
  293. + decorations previously on fire can actually be picked up now
  294. + decorations on fire will burn players like burning barrels do
  295. + decorations on fire spawn more fire if they're bigger, less if smaller
  296.  
  297. ~ even more better projectile reactions (respond in more cases)
  298. + resolved state-setting loop thingy when fleeing
  299. - gotta stop some more state loops, esp. with orders (don't bother maybe?)
  300.  
  301. + NPCs turn around when seeking after hearing a noise
  302. + more common on higher difficulty
  303.  
  304. + NPC EnemyReadiness decays slower on higher difficulty, and now decays even when not expecting enemies
  305.  
  306. + Make weapons visible while drugged (and other non-zoomed FOV changes)
  307. + make weapon invisible while zoomed
  308. + Prevent jitter when bringing up a new weapon while drugged
  309. + Make jitter when drugged a bit smoother and less drastic (looks better with weapons)
  310.  
  311. + fix player being visible in targeting aug window
  312. + new zoom method uses player perspective and clamps FOV between 3 deg and normal FOV
  313. + cut off zoom window sooner if the thing is too far beyond LOS
  314.  
  315. + Fish no longer have default familiar name (for e.g. targeting aug)
  316.  
  317. + can't smoke cigarettes underwater anymore
  318.  
  319. + Code cleanup
  320. + New Tools class for functions and stuff we use often
  321. + NewHurtRadius()
  322. + FastTraceBox() and TraceBox()
  323. + some math functions
  324. + aspect ratio/FOV thingies
  325. + Used for all FOV/aspect ratio correction things
  326. + put all player JumpZ updates into a function
  327. + move Explode() from various ScriptedPawn subclasses to ScriptedPawn
  328. + new DamagePassesThreshold() for DeusExMover, made code more modular
  329.  
  330. + Change FOV on in-game resolution change
  331.  
  332. + Game no longer displays resolutions with height of less than 480
  333.  
  334. - Pathfinding sucks
  335. • ScriptedPawns do not attempt to seek alternate paths if blocked by movers or decorations
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