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- For those who want a clean to read changelog
- ================
- Version 9 - G H
- ================
- ==General
- -Added +FORCEALLYCOLLISION to team tricks
- --Rock/Doc/Wave/Charge/Shade/Plug/Venus
- -Added +DONTREFLECT to several class attacks
- -Fixed Class Info menu jump not working
- -Added/changed sounds for the following
- --Crystalman big fire/bounce
- --Dustman big shot death
- --Springman firing
- --Turboman wheel toss
- -Added flight disables to the following
- --Tengu alt, Bright Item, Burst Alt
- ==Maestro
- -Fixed mugshot not showing on the scoreboard
- ==Roll
- -Swing set explosion size 24->32
- --This applies to copy version
- -Health shot speed 50->41
- ==Auto
- -Starting healing ammo 42->14
- -Starting crafting ammo 120->190
- ==Fireman
- -Health 850->1000
- ==Needleman
- -Needle shot speed 52->60
- ==Geminiman
- -Fixed a crash involving GeminiClone
- ==Darkman3
- -Sniper ring speed 120->180, damage 150->90
- ==Darkman4
- -JumpZ 10->11
- ==Yamatoman
- -Fired spear radius/height 5->8
- ==Pirateman
- -Reload animation duration 35->24
- ==Magmaman
- -Large shot ammo use 12->8
- ==Commandoman
- -Invisible wave damagers for missiles 7->5
- ==Solarman
- -Max power suction, passive->during altfire
- ==Terra
- -Spark Chaser hold duration halved
- --Explosive damage 56->43
- ==Mercury
- -Added missing TimeStopper pain frames
- ==MegaWaterS
- -Starting shield ammo 4->14
- ==RaThor
- -Grab slam now disables flight right away
- --This fixes flying up to avoid the snare
- ================
- Version 9 - G
- ================
- ==MM8BDM Related Changes
- -All of the SBARINFO was converted to ACS
- -Recolored sprites for cores teamcolor system
- -Removed HP respawn cvars and related ACS
- -Removed pickups being enabled in LMS
- --Core has an option to re-enable the above
- -CBM Training map removed
- --Helper actor added to TRAINING instead
- -Buster like shots now have a bigger hitbox
- --This is due to core MegaBuster radius 5->10
- -Replaced ACTRUTIL with a future fixed one for v6c
- -Replaced PUAPROP with a future fixed one for v6c
- ==General
- -Players can now move instantly upon spawning
- -Grabs/snares now prevent constant dashes
- --Example, Tengu escaping Shade grab
- -Pit teleport disabled when holding CTFlags
- -Pit protection from flings has been removed
- -Increased damage from weaknesses removed
- -Adjusted movement check ACS method
- --Fixes controller issues for Pluto/Enker/Etc
- -RageRune now adds 50% damage to boomerang attacks
- --Cutman, Hardman, Ringman, Knightman, Pumpman
- -SpreadRune works with more attacks, such as quakes
- -Classes can now use all support items like RushJet
- -SCORINFO has been adjusted, if on Zand 3.2+
- --Removed handicap/playercolor/countryflag
- --Added team logos to TEAMINFO for the ScoreBoard
- ==Copy Classes
- -WepC has been removed
- -Buster upgrades are usable for all copy classes
- --Tweaked colors for Arrow/Laser/MegaArm
- -Jet/Power Adaptor adjusted
- -All Purpose Upgrade removed
- --Protoman/Bass/Duo gained their upgrade
- -Custom weapons are now supported
- --Requires prior setup to do x10 damage
- --Added support for interacting with Rock/Doc/ER
- -Removed all loadout related actors/scripts
- ==Megaman
- -Health 900->1000
- -Charge shot damage 400->350, speed 26->40
- -Total slide bars 5->3
- -Now spawns with infinite use adaptors
- --Use item to swap between modes
- ==Protoman
- -Changed hud color to not match core ProtoBuster
- -Can now do a boosted jump during slide
- --Even when sliding off ledges
- -Proto Strike no longer requires upgrade
- --Strike no longer rips, damages once
- --Does more damage at long range
- ==Bass
- -Changed hud color to not match core BassBuster
- -Removed unique TrebleBoost weapon
- -Air dash no longer requires upgrade
- -Can now kick upwards during a dash
- ==Duo
- -Now resists half hitstun like Hardman
- -Tackle dash is now limited to 3 uses
- --Can be freely aimed and usable in the air
- -Meteor replacement item now permanent
- --Requires 2/3 dash ammo to be used
- ==Maestro
- -Health 750->800
- ==Auto
- -Added BeatCall to creation list
- --Costs 60 ammo to create
- ==SniperJoe
- -Apache skin updated by FTX6004
- ==Timeman
- -No longer immune to TimeSlow/TimeStopper
- ==Metalman
- -Blade radius 3->4, height 4->5
- -Removed invisible blade to spawn floor shot
- --Always spawns floor shot now
- ==Airman
- -Item ammo drain when on the ground removed
- ==Bubbleman
- -Alt attack is now more aimable vertically
- ==Flashman
- -No longer immune to TimeSlow/TimeStopper
- ==Heatman
- -Minor HUD animation changes
- -Atomic Fire delay before firing 13->7
- -Atomic Pillar delay before firing 12->8
- -Tackle is now done via Altfire->Mainfire
- --Can tackle on both weapons
- ==Woodman
- -Slam set explosion size 8->24
- ==Hardman
- -Altfire boost ammo use 3->2
- ==Topman
- -All jump reductions during mainfire removed
- ==Snakeman
- -Created a new SearchSnake for teamcolor
- --This snake cannot climb actors
- ==DocRobot
- -Scanner moved from altfire to item use
- -Altfire on buster does nothing
- -Stats applied to buster upgrades
- ==Pharaohman
- -Shot3 fixed to not use shot2 damage
- --Set explosion size 16->24
- ==Diveman
- -Missiles now aim like Airman altfire
- --Adjusted initial thrust for better aiming
- -The first missile fired is now centered
- -Smoke FX removed from basic missiles
- ==Gravityman
- -Gravity Well base delay 24->12
- --Delay per 256 units 8->4
- --Maximum delay distance 1280->1536
- ==Darkman1
- -Mainfire damage is correctly x10
- ==Blizzardman
- -Can now look around during the bowl
- --Due to above, can also jump during bowl
- ==Centaurman
- -Lowered the amount alpha on CentaurFlash
- -Now maintains velocity after warp
- ==Turboman
- -Weapon states cleaned up to fix desync
- -Altfire can now be used in the air
- --Charges even faster on solid ground
- ==EvilRobot
- -Rage shifted from altfire to item use
- -During rage, item use will swap to base weapon
- -Base weapon still performs giga attacks
- -Rage drain per tic 4->3
- ==Dynamoman
- -Hud updated by Pegg
- ==Groundman
- -Attempted to better sync weapon states
- -Removed using altfire before full ammo
- ==Concreteman
- -Air tackle speed matches ground speed
- -Tackle can now push PirateMines
- ==Magmaman
- -Item removed, ammo regens when not moving
- -Large shot ammo use 8->12
- ==Blademan
- -Adjusted animations to 2 tic
- -Holding altfire now prevents clinging
- -Cling floor check limit 32->16
- -Removed instant dash from wall to ground
- ==Commandoman
- -Missile now goes to the floor on direct hits
- --Direct damage 50->10, explosion damage 100->190
- -Wave invisible damagers spawned 5->7
- ==Nitroman
- -Ramming explosion size 36->48
- --Ram now flings away based on velocity
- --Re-hit protection 35->28
- ==Mercury
- -Item changed to a second weapon like Mars
- -Can stay in blob form when out of ammo
- -Blob return height 13->32
- ==Mars
- -Firing bloom pattern offsetted -> angled
- -Missile explosion does 50 more on time out
- ==Uranus
- -Speed 0.6->0.69
- -Speed increase based on rage removed
- ==Pluto
- -Ammo drain is now delayed by 9 tics
- ==BusterRodG
- -Redid mainfire to work with core team colors
- -Hud animations adjusted
- ==HyperStormH
- -Added colorful sprites for mainfire
- ==Punk
- -Rapid shot now fires like core's ScrewCrusher
- --Damage 190->140
- ==Modding Notes (not shown internally)
- -Protoman's Buster infinite shield spawning fixed
- -Fixed Auto and DocRobot not working with lowered MaxHealth (Fishy)
- //-Fixed CBM_TEST giving core E/MTanks
- //-Fixed several healing cases that weren't x10 if scaling health was disabled
- -Heatman pillar weapon frame name HEAA to HEAB
- -Adjusted all pain effects to not use team colors (floor freeze/burning)
- -Fixed 1/256 chance of ignoring pain (PlayerPawn default issue)
- -Added cvar YD_Chaos_StartWithRune
- -Adjusted A_WeaponReady on Blademan to fix weapon swap issues...again?
- -FlagBearer speed increased like Hardman and friends (9-FH)
- -Fakeman SBAR 'Fan The Hammer' icon added
- -Timeman firing offset for fast/slow shots 8 -> -8
- -Wily Capsule Ice Wep regen matches Fire Wep
- -Clownman spread peg issue fixed
- -"cbm_FetchMovementInput" instances changed to "cbm_IsInputingMovement"/"cbm_FetchInputDir"
- --Except Solarman if that old style is ever used
- -TenguIsHovering/HornetIsHovering renamed to CBM_IsHovering
- -CountBomb 6/10 versions beefed up
- -Removed old BreakDash copywep sprites
- -Shifted Magic confetti from PCNF to MGB8 (MagicMDeath_Confetti)
- //-C_CHECK_SINGLE_INPUT Cases: changed to match order of BT_ ids
- //--Added a MODINPUT_BUTTONS check as an option (Mars altfire)
- -MagicCard sprite offsets adjusted
- -Venus bubble desync online fixed
- -Crash with Darkman2 spreadrune mainfire shield fixed
- -Added items AirJumpster and WallJumpster
- -Adjusted ClassBase over to v6b methods
- -Renamed all class weapon files/actors from RollingCutterBoss to Cutman_W
- -DONTDRAIN actors removed due to core applying the flag
- -Tweaked Telefog and removed edited core actors for painstates (FirePillar/TeruTeru)
- --Added fire/freeze/elec/etc damagers to all related classes
- -Added and removed copywep damagers
- -Removed sounds/renamed SNDINFO that core is now using
- -Several class flag inventory were changed to ammo for bar ACS
- -GravitySlammer/BubbleFlood now use core aprop_powers for gravity changes
- --Shifted slam actors to their weapon files
- -Removed mugshots that are now in core
- -Removed invis team icons for Shadow/Drill/Search/Ground
- -Changed Swordman/BusterRodG user_variable use to Args
- -Somehow edited Iceman alt to match changed skin
- -Added pixel to Flameman's pain frame
- -Woodman idle frames made to match adjusted skin
- -Groundman walk frames updated. (Thanks Pegg!)
- -Changed all instances of sqrt8 usage in ACS to VectorLength
- -Almost every class projectile sprite is colored normally
- --Removed unneeded Cyan/Blue sprites due to above
- -Removed StaminaFlag and Resolidifier actors due to core using them
- --Adjusted all uses of resolid to use core's scripts
- -Adjusted death states of the classbase due to core changes
- --Adjusted class death states and attempted fixes to make them work
- -Removed hop on spawn user cvar due to core copying NOGRAVITY on spawn
- -Fixed -1 dimamount in menu due to Zand menu logic changes (cannot manually do -1)
- -"PITFIND.acs" has been removed. Long live "core_checkPit"
- -Adjusted JupiterBeam due to it relying on desync to fire online (color issue)
- -Removed Chillman's shield ACS and replaced it with 99% armor.
- ---Dev note: It was possible to keep it working, however due to possible increased healing via
- ---new things and the hit sounds, it would just lead to more confusion to both the user and foes.
- -Added Massacre damagetype to the pit teleports
- -Removed Chillman's 99% armor and replaced it with an EVENT script
- -Increased the radius of many buster like projectiles due to core changing MegaBuster shot radius 5->10
- --Full list of every exact change at the bottom of the internal changelog
- -"C_CHECK_TARGET_OOC" and friends removed, "use cbm_PointerExists instead" (core version is different!)
- -Added Trillster's FAKEWEP wrapper ACS (For Snatcher classes and RockClass)
- -Added a weapon define system for Rock/DocRobot/Evilrobot's systems
- -Proto/Bass rush actors are no longer seperate items
- --They will still show up when rush coil/jet/marine is used by them
- -Plantman drain changed to use the drainrune stacker
- -Shademan changed to use drainrune stacker rather than flat heals
- --However since drain is 75%, Shade always heals at least 10hp per hit
- -FlagBearer no longer uses clearinventory so everything in core doesn't break
- -Replaced several class flags to use Vivify flags if possible (Bearer)
- -Adjusted all instances of Rage/Spread rune checks to core flags/scripts
- --Fixed several instances of old rage/spread checks being swapped
- --Added more checks for spread on many instances of single damaging actors
- -Added copies of ArrowBuster/LaserBuster/MegaArm to tweak their hud frames from basic buster colors
- -Adjusted core BassBuster's spread, removed the refire delay, and added a proper cooldown
- -Added the TargetMarker changes from core
- -Added missing blink frames to Power/Jet Mega skins
- -Suffered adjusting Shadowman's skin, nothing can be done for fire frames
- -Stoneman skin colors adjusted back to core colors and 'core' to skin colors
- -Applied similar flag cleanup from CTF morph to possession pickup
- -Added check to prevent flash state disable in possession for select classes
- -Search hud updated by Pegg (tweaked hold/fire frames [Cel])
- -DocRobot's class scanner and DocScannerWep is now dynamic
- --Custom weapons/classes can be added to the array to hand out the weapons
- ---Check "CBM_DEFS.acs" to see how they are added
- -Set up a copynerf stacker for modders to add their own damage reductions for their copy weapons
- -"cbm_sv_allowsnatching" and related actors removed. (It was a good attempt)
- -Replaced FAKEWEP acs with different Rock ball tricks.
- -Health/Ammo can be snatched again
- -Doc/ER ammo tricks now work with ammo2 on custom weapons
- -Swapped DocScanner actors so DocScannerWep is the original
- -Further tweaks to FAKEWEP to prevent ItemFog on pickup
- -Removed all old bar/var TEXTURES/ANIMDEFS that are in the new system
- -Adjusted several CBM acs to Core acs. They are within "LEGACY.acs"
- -All classes now [player.startitem "CBM_BaseFlagPack"] due to the ENTER script being delayed with lag
- -Rearranged ClassBase so Weakness damagetypes are at the start
- --This allows for custom weapons to 'goto' specific damagetypes for weakness sounds
- -Removed increased damage weaknesses, sounds are still there
- -Changed poison (afterburn) methods to a different style (DrLight/DrWily/Rock)
- -Updated floor quakes to an adjusted method from Unholy
- --Copied Unholy Handyman's quake FX tricks
- //-Attempted redoing EvilRobot laser to be more precise
- //--...ACS cannot handle it, clientside fade issues
- -Adjusted most? TID uses to use negative TID (Sword camera/Magicman warp)
- --Added CBM's used TIDs to Core reserve TID tricks
- -After several days, fixed EvilRobot's laser to work online
- -For some reason changing Gemini Clone ACS to use similar core ACS completely broke it
- --Cleaned Gemini Clone decorate/ACS due to above
- -Added additional flag resets to after FlagBearer demorph
- -Adjusted the join game menu. Modders don't need to change it anymore
- -Added 'HasSemiStunArmor' to all classes that spawn with it for morph/demorph take/give
- -Adjusted core Beef actors to have +SKYEXPLODE and use Args[] for explosions
- --Most core projectiles should now properly interact with the sky
- -Applied +SKYEXPLODE to most projectiles that explode/bounce/special death tricks
- --This is done so they work on the sky. Such as Ballade's shot VS a Gravityman on the sky
- -Fixed a strange issue where Roll's bucket shots caused severe FPS lag???
- -Fixed SniperJoe going into the 4th dimension with multiple crates
- -Added "cbm_aimattargetcursor", an edit of core's to allow negative TIDs
- -Further sweep through so more attacks work with SpreadRune, such as PlugDrain or DocScanner
- -Adjusted similar attacks to use cores new sounds, such as FreezeCracker and FlashBomb
- -Added "cbm_knockback", edit of core's to allow ThrustThingZ to not reset velocity
- -Adjusted all pain fling aways to above script
- -Removed redundancy for give enemy item on pain
- --Moved pain gives/flings from "ClassBaseTID.txt" to their respective class weapons
- -Removed 'BossFlashStopperedStop', use 'EternalPainFlag' instead
- -Added "cbm_countinv_acs_ptr", to check a pointer's pointer
- -Fixed "HealThingMod.txt" actors not healing properly
- -Ported Trillster's "Hero Megaman" with adjustments
- -Removed Bass TrebleBooster actors
- -Moved all class bar actors from "ClassBarZone.txt" to the bottom of their weapon files
- -Fixed Chillman ACS not loading properly and the watcher stacking in CTF/Skulltag (ACS File names)
- -Shifted over all 'classhelp' ACS strings to LANGUAGE.TIPS
- --Updated tips and removed outdated notes
- -Renamed Semi/StunArmor to 'HalfHitStunFlag'/'NoHitStunFlag'
- -Added 'HalfPushFlag' to match cores 'NoPushFlag'
- --Changed all use of Semi/StunArmor to ACS calls like PROPUTIL
- -Most pain flings now respect 'HalfPushFlag' and 'NoPushFlag'
- -Fixed several special death states for classes
- -Shifted files around/renamed, such as ClassBaseFlags
- -Reorganized Graphics folder
- -'NoPushFlag' added to SniperJoe crate/Drillman alt/Groundman alt
- -Fixed a strange case where players always gibbed on unknown death states
- -Further work on CTF morph and demorph
- -Tweaked "HITSOUND.acs" to limit crits to 500 damage at most
- -Added 4 tic delay Alpha fix to Possession script (Galaxy?)
- -Added "sv_weapondrop = true" to GAMEMODE...
- --Removed the above, causes issues for hosts
- -Removed Timeman alt powerup icon, tweaked hud/bar color
- -Pirateman's face is team colored
- -Applied several white/black color suggestions/fixes from Trillster
- -Replaced TimeStop frames for a few classes
- -Added "CBMTUTOR.ACS", a copy of CBM_TEST ACS with improvements
- --Spawns an actor on TRAINING to execute everything
- -Added several debuff/buffs to PowerAprop systems for morphes
- --This includes copies of core TimeSlow/SparkShock
- -Fixed pain conflict issues for wait until hit tricks (Burst bubble)
- --Fixed classes with alternate ClassPain states not breaking free from TimeBender on hit
- -IsInPain repurposed for delayed pain FX. Use EternalPainFlag instead
- -Updated GoldenNapalmBombWep [For campaign's MM6 Boss fight]
- -Removed "0.001" from SavePercent on all armor pickups
- -Fixed Auto's ETank healing less than intended
- -Added something more fitting to weapon despawn
- -The following files had projectiles changed from ThrustThingZ to A_ChangeVelocity on spawn
- --FragBomber, FlashBulb, PlantTrapper, Rock, Roll, SniperJoe, Guts, Ice, Bomb,
- -- Oil, Bubble, Heat, Wood, Alien, Needle, Spark, Shadow, Bright, Charge, Napalm,
- -- Darkman1, Plant, Junk, Spring, Slash, Tengu, Frost, Grenade, Aqua, Burner, Magic,
- -- Concrete, Splash*, Hornet, Commando, Chill, Nitro, Solar, Mercury, Uranus, YellowDevil
- -"core_checkPit" -> "cbm_checkDamagingPit" to allow flying over dynamic pits
- -Added attempted failsafe for pit teleport, teleporting you into a pit
- --It will call core's ExitUnit script to teleport back to spawn
- -Shadowman can use Crypt Blocks in Rock Force pack
- -Changed GeminiClone double damage damagefactor to a pickup
- -Cleaned up "cbm_legacyDustPull" to remove redundancy
- -Renamed ACS "C_DIVELOCKDISPLAY" [4407] to "cbm_DiveLockDisplay"
- -Removed scripts 522, 4004, and 4707. Use "cbm_GetPlayerButtonInput" or "cbm_GetPointerButtonInput"
- --"C_JAX_CHECK_JUMP", "C_CHECK_SINGLE_INPUT", "C_CHECK_TID_JUMP"
- -Shifted Splashwoman's buffs to the assist display system
- -CBM_GENERAL.acs shifted to CBMACSHR.acs and CBM_TOOLS.acs
- -CBM_SPECIFIC.acs split apart into seperate CBMACS_#.acs
- -Script 812 renamed to "cbm_GradualAngleTurn"
- --Improved the angle precision so its not solid angle integers
- -Removed C_JAX_SPECTRUM scripts 444/445/446
- -"C_JAX_SUCKRECODE" [422] renamed to "cbm_ConedPushPull"
- -Renamed "cbm_legacyDustPull" to "cbm_ThrustNearbyPlayers"
- -Added 'CBM_ShootableActor' and slots like core ClassBase
- --Modders can add DamageFactors they want shootable objects to resist/ignore
- -Fixed Joe colors for crate->apache
- --Joe has NOGRAV during Crate Menu
- --Cleaned up flag management, removed some flags
- -$$$ Beginning going through every class to adjust infinite ammo/missed rage/spread
- -Fixed pixels on several Auto Hud frames
- --Combined hud sprites so right arm isn't displayed via Flash state
- -Changed DrLight stamina management to match Mega/Proto/etc
- -Extra infinite ammo adjustments done to the following classes
- --DrWily, SniperJoe, Bubble/Splash, Flash, Drill, Gravity,
- --Tengu, Ground, Splash, Nitro, Venus, RaThor
- -Junkman hud combined and flash state animations removed
- -Adjusted Mercury from item -> weapon swap, uses PreferredSkin now
- -$$$ Finished going through every class to adjust infinite ammo/missed rage/spread
- -Changed Crystalman secondary color cyan->white due to skin changes
- -Changed BBA's teamcolors and corpse colors and fixed DYE numbers
- -Changed Doom 1 chat sound from Temmie voice to MM7/MMB chatter sounds
- -Shifted several class specific hud icons to the top right corner
- -Added 'DefaultPropertiesSet_F' to help support "PUAPROP.acs" fixes
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