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- + New HuRenCameraPoint for aspect ratio fixes
- - implement in maps with them
- - revert some deusexplayer changes
- - test
- + Player can no longer get gibbed if he dies after sending the signal and before being captured
- + Grenade clipping/surfing/jumping/climbing shouldn't work anymore
- + allow user to re-enable climbing via console/ini
- + Revert Shifter's mover damage threshold display
- + Movers only take reduced damage from normal shots above damage of 12 so really weak movers can still get hurt by weak weapons
- + revert decrease to safe fall distance, alter athletics fall reduction slightly
- + nerf heal aug a bit more, especially on higher levels
- + hook up canal gunfire sensors to new alarms
- - maybe find a way to get interpolating decos (e.g. sampan) to collide with player
- + Alarms now have configurable volume
- + Targeting aug, frob window use consistent code for item names now
- + Targeting aug no longer shows native weapon info
- + Non-leather "couches" now just called "couches"
- + included italian translation ("divano")
- + New SightTrigger (needs testing!!)
- - implement in some places
- - M02 street firefight
- - M02 castle clinton firefight
- - M04 blockade opening
- + pretravel belt-clearing in M04 only applies if you left the mission, not going back to streets
- + also clear inhand
- + Make sure NPCs in conversation won't cut conversation short if damaged by poisoneffect damage
- + double-click carcass to carry regardless of inventory
- + flags were set for KO, not death, if NPC stunned to death while burning
- + MIBs and other explosive NPCs now can't be killed without exploding via fire+prod
- + NPCs gibbed properly in the air
- + gibbed NPCs don't scream
- + NPC corpses technically always spawn/are never destroyed, for MissionScript purposes
- ~ edit missionscripts to suit
- + M01 (none needed)
- ~ M02
- + bar script changed to make sure player actually killed someone
- - MS_SandraDead needs to check for corpse instead of not-sandra
- + make sure killer is set properly for burning deaths
- + Include MoreTriggers package (integrated into deusex.u because I'm dumb)
- + new version of ExplosionTrigger, uses Exploder
- + Fix bug in SpawnTrigger and modify to transfer instigators
- + Fix weirdness/bugginess in HealthTrigger, EnergyTrigger
- + Use ExplodeTriggers instead of invisible TNT when necessary
- + Hotel door in M04
- + HK UC
- + gas station pumps!!!
- + cloaked NPCs hidden from other NPCs as the player is
- + NPCs suck more at aiming at cloaked NPCs/players
- + aim error scales with time last seen enemy, visibilitythreshold
- ~ Paul can be killed in the 'Ton raid
- + runs more often, never KO'd
- + aims for head
- - give better weapon?
- + KO'd "carcasses" take more time to drown
- + carcasses thrown while underwater have the right mesh
- + eaten carcasses don't expel contents
- + Night vision effect of goggles/aug much improved
- + goggles take precedence
- + aug gives brighter/larger light at higher level
- + AI does not notice fake light source
- + light disappears when in menus, etc.
- + screen flashes/fog are tinted green as well (goggles only)
- + use less-saturated green overlay (aug only)
- ~ fix up IR/sonar skins on pawns
- - mostly okay now, textures still miss important transparency
- + game should remember fullscreen/windowed status on exit
- . only use the menu to toggle fullscreen!
- + fix cinematic convo screens for non-4:3 aspect ratios
- + game forces a 16:9 window, have it choose whatever gives proper vFOV instead (same ratio as 4:3 gave you)
- + godawful scope wander bug (was rounding to zero pretty often)
- + uses new RoundRand() and a more circular and averaged wander method
- + weapon scope stays active upon map transition
- + charged pickup sounds still work after putting the item out of hand
- + view fog from being underwater doesn't act as weird and change spontaneously
- + view fog/flashes tinted green if you have a lightamp active
- + don't apply drug effects while in conversation, interpolating, etc.
- + new FOV fixing
- + DefaultFOV and DesiredFOV are now 4:3 values, FOVAngle is still actual FOV angle
- + re-save good default.DefaultFOV and default.DesiredFOV when UI unpaused
- . fixes regarding CameraPoints are REALLY LAME AND KLUDGY
- . recompile engine/extension packages if ever possible
- + display mod version string on main menu
- + put function in tools
- + compile time added to Tools
- . requires sed.exe, date.exe and custom batch file
- + display difficulty on main menu
- + blank if on logo screen etc., or in multiplayer
- + fix root window on res change/toggling fullscreen
- + only works for menu controls!
- + also update res button when fullscreen toggled
- + only used/necessary for non-scaled GUI (otpRootWindow)
- + hitting things with a melee weapon makes a LoudNoise effect
- + some sounds changed (carcasses like pawns, robots/invinc decos like world, glassfragment movers like breakableglass)
- + more or less sound based on category
- + change noiselevels
- + weapon sound events scale with difficulty
- + projectile noise also scales with difficulty
- + explosive stuff cares less about blastradius, scales with diff.
- + non-explosive projectile noise does not scale with diff!
- + NoiseLevel for projectiles
- + change values
- + do thrownprojectiles
- + altered gunther/walton damage reduction a bit
- + less reduction overall, gunther significantly more susceptible to sabot now
- + fix some minor errors in mission06 wan chai market script
- + have movers make (visual) noiseevents if opened by an invisible player
- - have decoration noise scale with difficulty
- - scale frag/push noise with mass maybe?
- + trophies are 30 mass instead of 40
- + Projectiles no longer fail to spawn if close to a wall, or spawn through it
- + stop grenades from using ammo when they shouldn't
- + placing on wall then moving away
- + throwing while moving to wall
- + view fade effects (e.g. on death) actually work now
- + SetViewFlash(true)
- + tear gas blinds the player temporarily
- + aug helps, hazmat eliminates
- + doesn't do as much direct damage
- + game no longer says "game is not pauseable" if it's actually been paused
- + plasma bolts blow up with reduced damage if they hit water
- + plasma bolts spawn hit effects more reliably now
- + civilians are a bit more accurate (1.0 instead of 1.2)
- + Gilbert is about as accurate as a thug and has a small damage bonus
- + JordanShea can hear/see/shoot/run better since she's augmented
- + ScriptedPawn BaseAccuracy doesn't affect weapon shot/reload time as much, especially shot time
- + //return ShotTime * (ScriptedPawn(Owner).BaseAccuracy*2+1);
- return ShotTime * (sqrt(ScriptedPawn(Owner).BaseAccuracy)+1);
- + //return ReloadTime * (ScriptedPawn(Owner).BaseAccuracy*2+1);
- return ReloadTime * (ScriptedPawn(Owner).BaseAccuracy*1.5+0.75);
- + don't affect shot time on automatic weapons!!!!
- + Add constant offset based on difficulty to SP BaseAccuracy in addition to percentage drop
- + Helps out NPCs on maps who have BaseAccuracy set to 0.0
- ~ make scope/binocular textures scale with vertical resolution
- + make sure everything lines up well
- - modulation problem
- . only happens with default D3D renderer?
- - replace with new texture?
- - make enemies not know your location if shot by a turret
- + hopefully-final fix for inventory initialization
- + do a bunch of inventory wiping/adding in TravelPostAccept()
- + new inventory reset function
- + Fixed Accessed None errors with tracehitspawner
- + mission02
- + castle clinton guards no longer get into spontaneous fights with UNATCO, and dudes won't try to hide inside
- • doors are at (1008,1168,336), (1136,1168,336)
- + Have script set doors to closed position and bIsDoor=false
- + sets bIsDoor=true if you alert the guards or have already killed a lot of people/cleared the castle
- + fix mission02 script typo, now castle guards will properly wander around after castle cleared
- + get hotel terrorist guarding gilbert to not care about you until stuff happens or you barge in
- + get hotel second floor hostage-takers to only turn on hostages if they know you're there
- + quiet down hotel people
- + riot cops outside no longer hate you for firing your weapon
- + generator no longer has invisible TNT sitting around it
- ~ mission06
- ~ lucky money bouncers don't care what the fuck you do, ever
- + give them bHateShot, bHateDistress
- ~ alarm unit doesn't fucking do anything
- + bHateAlarm
- + mission09
- + dockyard keys
- + key has 'SupplyRoom' as tag instead of KeyID
- + mover has 'WeaponsWarehouse" KeyIDNeeded, should be "WeaponWarehouse"
- • no ValveDoor key?
- + graveyard stuff
- + barrel removed, EMP generator explosive
- + music restored
- ~ bHateShot changes
- + firing a weapon sends the proper AI event visually if silenced
- + make sure acoustic sensors don't respond to visual event
- ~ change whether they care based on current fightin' parameters?
- ~ aggressor list
- ~ ignore list
- - NPCs won't start radius-based conversations randomly if you're cloaked (reverted)
- + drawing a weapon only upsets NPCs who can actually see you
- + new bHateAlarm for scripted pawns
- ~ GuardNode class
- + ScriptedPawn changes
- ~ Placement
- + M06 police shack
- - M06 chow secret lab
- - M06 versalife security room
- - M06 lucky money backroom guys
- + DeusExMovers can now be explosive, also destroyed when triggered
- + generator in M02 is explosive and triggered
- + graveyard EMP generator is explosive
- + gas pump is explosive
- + plasmabolt actually checks to see if it's MP before setting MP damage
- + damage lowered all the way to 20(?), blastradius in between MP and SP values
- + better PS20
- + AugEnviro affects DrugEffectTimer a bit less
- • old values: 1.333, 2.000, 4.000, 10.000
- • new values: 1.333, 1.750, 3.000, 6.750
- + Robots no longer make air bubbles if they are somehow underwater
- + Robots no longer make human KO sound when killed with e.g. the riot prod
- + Can no longer turn keymapped augs on/off when InputRestricted
- + dual-mapping functions now do ActivateAugmentation instead of ActivateAugByKey
- + old fix for toggling augs at zero power no longer necessary
- + cleaned up ActivateAugmentation a little
- + change heavy weapon speed penalty so extremely heavy weapons wouldn't make walking faster than running
- • walk speed is always 0.3 times run speed
- + CHECK MASTER SKILL
- + increase weight of GEP gun (50->55) and flamethrower (40->45)
- + scriptedpawns no longer stop fleeing when attacked under certain conditions
- + Make explosions not destroy movers through walls
- + complicated-ass NewHurtRadius() check
- + scales damage differently depending on how "direct" the hit is
- + can destroy around corners but not so much through solid walls
- + done: projectiles, scriptedpawns, deusexdecorations
- + do similar check for explosions vs. other actors
- + SPEED THIS UP
- + make most fragments indestructible
- + explosions will smash beer bottles and stuff, sometimes through walls
- + movers take less damage from flamed/burned
- + WP rockets do less direct damage
- + Explosion effects from grenades, barrels no longer spawn through solid walls
- + Improve spread
- + explosion effects from grenades, barrels now spawn in a circle instead of a square
- + gas grenade blastradius increased somewhat to compensate
- + fixed noise/projectile AI events for grenades from having no volume
- + scale grenade hitwall noise by speed
- + slightly less grenade damage from throwing at enemies
- + barrels no longer continue to smoke/leak after being destroyed sometimes
- + fixed implementation of barrels being set to non-flammable with certain skins
- + decorations on fire stop taking damage when bumped, except when bumped again
- + decorations on fire look like they're extinguished after some time but really aren't
- + decorations previously on fire can actually be picked up now
- + decorations on fire will burn players like burning barrels do
- + decorations on fire spawn more fire if they're bigger, less if smaller
- ~ even more better projectile reactions (respond in more cases)
- + resolved state-setting loop thingy when fleeing
- - gotta stop some more state loops, esp. with orders (don't bother maybe?)
- + NPCs turn around when seeking after hearing a noise
- + more common on higher difficulty
- + NPC EnemyReadiness decays slower on higher difficulty, and now decays even when not expecting enemies
- + Make weapons visible while drugged (and other non-zoomed FOV changes)
- + make weapon invisible while zoomed
- + Prevent jitter when bringing up a new weapon while drugged
- + Make jitter when drugged a bit smoother and less drastic (looks better with weapons)
- + fix player being visible in targeting aug window
- + new zoom method uses player perspective and clamps FOV between 3 deg and normal FOV
- + cut off zoom window sooner if the thing is too far beyond LOS
- + Fish no longer have default familiar name (for e.g. targeting aug)
- + can't smoke cigarettes underwater anymore
- + Code cleanup
- + New Tools class for functions and stuff we use often
- + NewHurtRadius()
- + FastTraceBox() and TraceBox()
- + some math functions
- + aspect ratio/FOV thingies
- + Used for all FOV/aspect ratio correction things
- + put all player JumpZ updates into a function
- + move Explode() from various ScriptedPawn subclasses to ScriptedPawn
- + new DamagePassesThreshold() for DeusExMover, made code more modular
- + Change FOV on in-game resolution change
- + Game no longer displays resolutions with height of less than 480
- - Pathfinding sucks
- • ScriptedPawns do not attempt to seek alternate paths if blocked by movers or decorations
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