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  1. //DUKE/////////////////////////////////////////////////////////////////////////////
  2. CVARS: samsara_noduke64shotgun 1 -> Disables the DN64 version of the Explosive
  3. Shotgun and uses the Samsara one.
  4. samsara_bossexpand 1 -> Forces bosses to expand. They did not in DN3D / DN64.
  5.  
  6. /* What has been changed? */
  7. Everything from Duke Nukem 3D / Duke Nukem 64 has been applied.
  8. (Note: Not all differences might be listed, but all of them have been patched.)
  9.  
  10. // Duke Playerclass
  11. * Duke is way faster in the original game, like, really fucking fast.
  12. * If you play DN3D / DN64 with the skills "Damn I'm good" / "Come get some", you'll
  13. realize Duke dies easily.
  14. * Duke sometimes drops money when he dies.
  15.  
  16. // Misc.
  17. * Common enemies (that could bleed) always gib if killed by an explosion.
  18. * The gibs in DN3D / DN64 stay midair much longer.
  19. * The gibber sound in DN3D / DN64 ('squish.wav') is different. Its attenuation is
  20. really low and even plays at full volume if you are close to the gibbed enemy.
  21.  
  22. // Mighty Boot
  23. * It is actually not possible to kick with both legs in DN3D / DN64. But I did
  24. not change this because I was proven wrong. (Welp, cannot kick with both legs
  25. in DosBox, but other can).
  26.  
  27. // Glock 17
  28. -/-
  29.  
  30. // Pipebombs
  31. * If you are too close to a pipebomb in DN3D / DN64, you'd die immediately.
  32. * Picking up a pipebomb makes you select the pipebomb instead of the remote
  33. detonator and it does not cause a pickup flash.
  34. * The pipebomb bouncefactor is actually really low in the original games.
  35. * The pipebomb pickup radius is larger in the original game.
  36. * They have a much larger explosion radius in the original game.
  37. * The distance the pipebomb was being thrown is shorter in the original games.
  38. * If you crouch, the thrown pipebomb does not bounce on the ground, but merely rolls
  39. and eventually stops after a short amount of time. And it makes no bounce sound.
  40. * The pipebomb sprites are smaller in DN3D / DN64.
  41. * The debris looks a bit different and stays midair much longer. And it does not bounce.
  42. * If the pipebomb touches the ground, the spawned explosion looks a bit different.
  43. * The explosion sprites are much larger in the original games.
  44.  
  45. //Shotgun
  46. * The original shotgun is a bit more accurate.
  47.  
  48. //Explosive Shotgun
  49. * Instead of shooting many pellets in a wide spread, the original explosive shotgun shoots
  50. a single pellet and is (almost?) pinpoint accurate.
  51. * In DN64 the explosive puff looks a bit different and spawns a black, smoke-like flare.
  52. * The impact damage is very high in DN64, the blast damage kinda average.
  53. * Duke dies immediately if he is too close to the explosion caused by the shotgun.
  54. * The shotgun animation is not as smooth as in Samsara, in DN64 it's kinda sloppy.
  55. * The reload sound is a bit different.
  56.  
  57. //Chaingun
  58. * In DN3D / DN64, it shoots a bit faster.
  59. * The weapon sprites look a bit different when the chaingun is fired:
  60. Muzzle flash sequence in Samsara: left -> middle -> right
  61. Muzzle flash sequence in DN3D: middle -> left + right (BUT: one bullet is fired, not two!)
  62. * The weapon sprite is is not placed that far right as in Samsara.
  63. * The chaingun is a bit more accurate in the original game.
  64.  
  65. //RPG
  66. * The rocket is faster in the original games.
  67. * Duke kills himself in the original games instantly if he was way too close to the explosion.
  68. * It seems like the instakill radius is almost 50% (!) larger if the rocket hits an enemy.
  69. * The RPG explosion radius is larger in DN3D / DN64, but ~69% of the pipebomb explosion radius.
  70. * The RPG explosion sprite is different if the rocket explodes on the floor (the same as the
  71. pipebomb explosion).
  72. * If the rocket hits the ceiling, the RPG explosion is upside down.
  73. * The smoke spawned by the rocket is much smaller and flies up and vanishes quickly.
  74. * The hitbox of the rocket is much smaller in DN3D.
  75.  
  76. //Freezethrower
  77. (Replaced by the Expander)
  78. -/-
  79.  
  80. //Devastator
  81. * The Devastator in DN3D / DN64 is slightly faster.
  82. * The rockets are faster in the original games.
  83.  
  84. //PARIAS/////////////////////////////////////////////////////////////////////////////
  85. CVARS: samsara_hexenarmor 1 -> Enables Hexen armor.
  86.  
  87. /* What has been changed? */
  88. Everything from Hexen : Beyond Heretic has been applied.
  89. (Note: Not all differences might be listed, but all of them have been patched.)
  90.  
  91. // Parias Playerclass
  92. * The armor in Hexen works different. It's different from your regular
  93. armor. Instead of always absorbing 50% damage, it depends on how much
  94. armor you actually have, max. is 200.
  95. Example:
  96. * You have 50 Hexen armor. Because the maximum amount
  97. you can have is 200, it will absorb 50 / 200 = 0.25
  98. = 25% damage.
  99. * You have 200 armor. 200 / 200 = 1.0 = 100%. Meaning,
  100. you will survive any attack that deals less or equal
  101. 200 damage, regardless of how much health you have.
  102.  
  103. //CORVUS/////////////////////////////////////////////////////////////////////////////
  104. CVARS: samsara_hereticarmor 1 -> Enables Heretic armor.
  105.  
  106. /* What has been changed? */
  107. Everything from Heretic has been applied.
  108. (Note: Not all differences might be listed, but all of them have been patched.)
  109.  
  110. // Corvus Playerclass
  111. * The armor in Heretic works different. If you have more than 100 armor, it
  112. will absorb 75% damage, else only 50%.
  113.  
  114. //SEC. OFFICER/////////////////////////////////////////////////////////////////////////////
  115. CVARS: samsara_marathonradar 1 -> Creates the Marathon radar on the far left, and replaces
  116. the kills panel by the ammo panel.
  117. samsara_banmarathonradar 1 -> In case you don't want the players to use the radar at all.
  118.  
  119. /* What has been changed? */
  120. Everything from Marathon Infinity has been applied.
  121. (Note: Not all differences might be listed, but all of them have been patched.)
  122.  
  123. //RANGER/////////////////////////////////////////////////////////////////////////////
  124. /* What has been changed? */
  125. Everything from Quake I / Quake Missionpacks has been applied.
  126. (Note: Not all differences might be listed, but all of them have been patched.)
  127.  
  128. // Ranger Playerclass
  129. * If you get a weapon, the weapon icon will blink for twice to indicate you got
  130. a gun you did not have before.
  131. * Explosions are a bit different. They are larger and spawn more particles.
  132. * Gibbing enemies killed by the ranger spawn Quake gibs.
  133. * Puff smoke is never translucent, it simply disappears.
  134. * The Quake gibs are larger.
  135.  
  136. // Axe
  137. -/-
  138.  
  139. // Single shotgun
  140. -/-
  141.  
  142. // Mjolnir
  143. -/-
  144.  
  145. // Double-barrelled shotgun
  146. * If killing minor (bleeding) enemies from a very short distance, there's a good chance
  147. they will gib.
  148.  
  149. // Grenade launcher
  150. * The splash damage is not strong, but the direct impact causes a lot of damage.
  151. * The grenades last ~3 sec.
  152. * The gravity is low on the grenades and they are not that fast.
  153. * The grenade smoke trail is larger and not translucent.
  154. * The explosion sprite is not transparent.
  155.  
  156. // Nailgun
  157. * The projectiles are actual nails, not a trail of bulletpuffs.
  158. * The lava projectiles are actual nails, not a trail of bulletpuffs.
  159. * The Nailgun never gibs, not even if quadded.
  160.  
  161. // Rocket launcher
  162. * The splash damage is not strong, but the direct impact causes a lot of damage.
  163. * The rocket smoke trail is larger and not translucent. It's hue changes from
  164. orange/yellow to grey (no saturation).
  165. * The explosion sprite is not transparent.
  166.  
  167. // Super Nailgun
  168. * The projectiles are actual nails, not a trail of bulletpuffs.
  169. * The lava projectiles are actual nails, not a trail of bulletpuffs.
  170.  
  171. // Thunderbolt
  172. -/-
  173.  
  174. // Laser Cannon
  175. * The laser never turns suddenly its own bounce off.
  176. // SecOff playerclass
  177. * The SecOff has a radar to detect moving enemies. Once an enemy starts moving,
  178. the radar will always track and find them, even if they stop, just like in
  179. Marathon.
  180. NOTE: The radar does NOT show enemies in DM mode.
  181.  
  182. //BLAZKOWICZ
  183. CVARS: samsara_nowolf3ddeath 1 -> Disables the timefreeze and screen turning red if you die
  184. as B.J. (The freeze ONLY happens in singeplayer, not multiplayer!)
  185. samsara_lostepisodesguns 1 -> Makes your weapons use the sprites from
  186. Wolfenstein 3D SoD - Lost Episodes.
  187. samsara_nowolflifetransfer 1 -> B.J. no longer keeps all of his lives when he travels between
  188. hubs / maps. He will always keep only one single life.
  189.  
  190. /* What has been changed? */
  191. Everything from Wolfenstein 3D / Spear of Destiny / Lost Missions has been applied.
  192. (Note: Not all differences might be listed, but all of them have been patched.)
  193.  
  194. // B.J. playerclass
  195. * If you die as B.J., everything around you will freeze and your screen will turn red
  196. until you restart the map. (Note: In Zandronum the freeze only happens if you're playing
  197. in singleplayer mode!)
  198. * If you die as B.J., your horizontal velocity resets itself to 0.
  199. * Due to engine limitations, all weapon sprites were bright.
  200. * B.J. receives much more damage by hitscan if the enemy who's shooting at him is very close.
  201. * None of the hitscan weapons causes the enemy to bleed or thrusts them. To make sure you hit
  202. the enemy, you have to check if the enemy enters its pain state / feels pain or simply dies.
  203. * The hitscan damage on BJ depends on:
  204. - if BJ is moving
  205. - if BJ is facing the enemy who is shooting
  206. - how close B.J. is
  207. Currently, only the last one is implemented.
  208. * B.J. keeps all of his lives if he exits a map in the original games.
  209.  
  210. // Knife
  211. -/-
  212.  
  213. // Pistol
  214. * The pistol has no 'real' refire. If the player hits the fire button a second time while
  215. the pistol is shooting (NOT immediately after the pistol is fired), it will refire after
  216. the firing sequence.
  217.  
  218. // Machinegun
  219. -/-
  220.  
  221. // Chaingun
  222. -/-
  223.  
  224. // Rocket Launcher
  225. * Rockets do not make the enemy bleed.
  226. * Rockets do not push enemies (only the explosion).
  227. * The rocket sprites in the original games are different.
  228. * The smoke spawned by the rocket is not translucent.
  229.  
  230. // Flamethrower
  231. * The projectiles do not cause any actor to gib (XDeath).
  232.  
  233. // Spear of Destiny
  234. * The original pickup sound is different (see BJWPNGTS.wav).
  235. * Created new Spear of Destiny weapon sprites. The Samsara ones did not look like the true
  236. SoD. The original one had no white tip and was shinier.
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