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- //DUKE/////////////////////////////////////////////////////////////////////////////
- CVARS: samsara_noduke64shotgun 1 -> Disables the DN64 version of the Explosive
- Shotgun and uses the Samsara one.
- samsara_bossexpand 1 -> Forces bosses to expand. They did not in DN3D / DN64.
- /* What has been changed? */
- Everything from Duke Nukem 3D / Duke Nukem 64 has been applied.
- (Note: Not all differences might be listed, but all of them have been patched.)
- // Duke Playerclass
- * Duke is way faster in the original game, like, really fucking fast.
- * If you play DN3D / DN64 with the skills "Damn I'm good" / "Come get some", you'll
- realize Duke dies easily.
- * Duke sometimes drops money when he dies.
- // Misc.
- * Common enemies (that could bleed) always gib if killed by an explosion.
- * The gibs in DN3D / DN64 stay midair much longer.
- * The gibber sound in DN3D / DN64 ('squish.wav') is different. Its attenuation is
- really low and even plays at full volume if you are close to the gibbed enemy.
- // Mighty Boot
- * It is actually not possible to kick with both legs in DN3D / DN64. But I did
- not change this because I was proven wrong. (Welp, cannot kick with both legs
- in DosBox, but other can).
- // Glock 17
- -/-
- // Pipebombs
- * If you are too close to a pipebomb in DN3D / DN64, you'd die immediately.
- * Picking up a pipebomb makes you select the pipebomb instead of the remote
- detonator and it does not cause a pickup flash.
- * The pipebomb bouncefactor is actually really low in the original games.
- * The pipebomb pickup radius is larger in the original game.
- * They have a much larger explosion radius in the original game.
- * The distance the pipebomb was being thrown is shorter in the original games.
- * If you crouch, the thrown pipebomb does not bounce on the ground, but merely rolls
- and eventually stops after a short amount of time. And it makes no bounce sound.
- * The pipebomb sprites are smaller in DN3D / DN64.
- * The debris looks a bit different and stays midair much longer. And it does not bounce.
- * If the pipebomb touches the ground, the spawned explosion looks a bit different.
- * The explosion sprites are much larger in the original games.
- //Shotgun
- * The original shotgun is a bit more accurate.
- //Explosive Shotgun
- * Instead of shooting many pellets in a wide spread, the original explosive shotgun shoots
- a single pellet and is (almost?) pinpoint accurate.
- * In DN64 the explosive puff looks a bit different and spawns a black, smoke-like flare.
- * The impact damage is very high in DN64, the blast damage kinda average.
- * Duke dies immediately if he is too close to the explosion caused by the shotgun.
- * The shotgun animation is not as smooth as in Samsara, in DN64 it's kinda sloppy.
- * The reload sound is a bit different.
- //Chaingun
- * In DN3D / DN64, it shoots a bit faster.
- * The weapon sprites look a bit different when the chaingun is fired:
- Muzzle flash sequence in Samsara: left -> middle -> right
- Muzzle flash sequence in DN3D: middle -> left + right (BUT: one bullet is fired, not two!)
- * The weapon sprite is is not placed that far right as in Samsara.
- * The chaingun is a bit more accurate in the original game.
- //RPG
- * The rocket is faster in the original games.
- * Duke kills himself in the original games instantly if he was way too close to the explosion.
- * It seems like the instakill radius is almost 50% (!) larger if the rocket hits an enemy.
- * The RPG explosion radius is larger in DN3D / DN64, but ~69% of the pipebomb explosion radius.
- * The RPG explosion sprite is different if the rocket explodes on the floor (the same as the
- pipebomb explosion).
- * If the rocket hits the ceiling, the RPG explosion is upside down.
- * The smoke spawned by the rocket is much smaller and flies up and vanishes quickly.
- * The hitbox of the rocket is much smaller in DN3D.
- //Freezethrower
- (Replaced by the Expander)
- -/-
- //Devastator
- * The Devastator in DN3D / DN64 is slightly faster.
- * The rockets are faster in the original games.
- //PARIAS/////////////////////////////////////////////////////////////////////////////
- CVARS: samsara_hexenarmor 1 -> Enables Hexen armor.
- /* What has been changed? */
- Everything from Hexen : Beyond Heretic has been applied.
- (Note: Not all differences might be listed, but all of them have been patched.)
- // Parias Playerclass
- * The armor in Hexen works different. It's different from your regular
- armor. Instead of always absorbing 50% damage, it depends on how much
- armor you actually have, max. is 200.
- Example:
- * You have 50 Hexen armor. Because the maximum amount
- you can have is 200, it will absorb 50 / 200 = 0.25
- = 25% damage.
- * You have 200 armor. 200 / 200 = 1.0 = 100%. Meaning,
- you will survive any attack that deals less or equal
- 200 damage, regardless of how much health you have.
- //CORVUS/////////////////////////////////////////////////////////////////////////////
- CVARS: samsara_hereticarmor 1 -> Enables Heretic armor.
- /* What has been changed? */
- Everything from Heretic has been applied.
- (Note: Not all differences might be listed, but all of them have been patched.)
- // Corvus Playerclass
- * The armor in Heretic works different. If you have more than 100 armor, it
- will absorb 75% damage, else only 50%.
- //SEC. OFFICER/////////////////////////////////////////////////////////////////////////////
- CVARS: samsara_marathonradar 1 -> Creates the Marathon radar on the far left, and replaces
- the kills panel by the ammo panel.
- samsara_banmarathonradar 1 -> In case you don't want the players to use the radar at all.
- /* What has been changed? */
- Everything from Marathon Infinity has been applied.
- (Note: Not all differences might be listed, but all of them have been patched.)
- //RANGER/////////////////////////////////////////////////////////////////////////////
- /* What has been changed? */
- Everything from Quake I / Quake Missionpacks has been applied.
- (Note: Not all differences might be listed, but all of them have been patched.)
- // Ranger Playerclass
- * If you get a weapon, the weapon icon will blink for twice to indicate you got
- a gun you did not have before.
- * Explosions are a bit different. They are larger and spawn more particles.
- * Gibbing enemies killed by the ranger spawn Quake gibs.
- * Puff smoke is never translucent, it simply disappears.
- * The Quake gibs are larger.
- // Axe
- -/-
- // Single shotgun
- -/-
- // Mjolnir
- -/-
- // Double-barrelled shotgun
- * If killing minor (bleeding) enemies from a very short distance, there's a good chance
- they will gib.
- // Grenade launcher
- * The splash damage is not strong, but the direct impact causes a lot of damage.
- * The grenades last ~3 sec.
- * The gravity is low on the grenades and they are not that fast.
- * The grenade smoke trail is larger and not translucent.
- * The explosion sprite is not transparent.
- // Nailgun
- * The projectiles are actual nails, not a trail of bulletpuffs.
- * The lava projectiles are actual nails, not a trail of bulletpuffs.
- * The Nailgun never gibs, not even if quadded.
- // Rocket launcher
- * The splash damage is not strong, but the direct impact causes a lot of damage.
- * The rocket smoke trail is larger and not translucent. It's hue changes from
- orange/yellow to grey (no saturation).
- * The explosion sprite is not transparent.
- // Super Nailgun
- * The projectiles are actual nails, not a trail of bulletpuffs.
- * The lava projectiles are actual nails, not a trail of bulletpuffs.
- // Thunderbolt
- -/-
- // Laser Cannon
- * The laser never turns suddenly its own bounce off.
- // SecOff playerclass
- * The SecOff has a radar to detect moving enemies. Once an enemy starts moving,
- the radar will always track and find them, even if they stop, just like in
- Marathon.
- NOTE: The radar does NOT show enemies in DM mode.
- //BLAZKOWICZ
- CVARS: samsara_nowolf3ddeath 1 -> Disables the timefreeze and screen turning red if you die
- as B.J. (The freeze ONLY happens in singeplayer, not multiplayer!)
- samsara_lostepisodesguns 1 -> Makes your weapons use the sprites from
- Wolfenstein 3D SoD - Lost Episodes.
- samsara_nowolflifetransfer 1 -> B.J. no longer keeps all of his lives when he travels between
- hubs / maps. He will always keep only one single life.
- /* What has been changed? */
- Everything from Wolfenstein 3D / Spear of Destiny / Lost Missions has been applied.
- (Note: Not all differences might be listed, but all of them have been patched.)
- // B.J. playerclass
- * If you die as B.J., everything around you will freeze and your screen will turn red
- until you restart the map. (Note: In Zandronum the freeze only happens if you're playing
- in singleplayer mode!)
- * If you die as B.J., your horizontal velocity resets itself to 0.
- * Due to engine limitations, all weapon sprites were bright.
- * B.J. receives much more damage by hitscan if the enemy who's shooting at him is very close.
- * None of the hitscan weapons causes the enemy to bleed or thrusts them. To make sure you hit
- the enemy, you have to check if the enemy enters its pain state / feels pain or simply dies.
- * The hitscan damage on BJ depends on:
- - if BJ is moving
- - if BJ is facing the enemy who is shooting
- - how close B.J. is
- Currently, only the last one is implemented.
- * B.J. keeps all of his lives if he exits a map in the original games.
- // Knife
- -/-
- // Pistol
- * The pistol has no 'real' refire. If the player hits the fire button a second time while
- the pistol is shooting (NOT immediately after the pistol is fired), it will refire after
- the firing sequence.
- // Machinegun
- -/-
- // Chaingun
- -/-
- // Rocket Launcher
- * Rockets do not make the enemy bleed.
- * Rockets do not push enemies (only the explosion).
- * The rocket sprites in the original games are different.
- * The smoke spawned by the rocket is not translucent.
- // Flamethrower
- * The projectiles do not cause any actor to gib (XDeath).
- // Spear of Destiny
- * The original pickup sound is different (see BJWPNGTS.wav).
- * Created new Spear of Destiny weapon sprites. The Samsara ones did not look like the true
- SoD. The original one had no white tip and was shinier.
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