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- Sprite edit: Donald
- Code: Donald
- Everything else by 3D Realms, thanks to Terminus and ijon for Samsara!
- 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 is this? */
- It's a Samsara patch for Duke. The class in Samsara is quite different from the one in
- the original games (Duke Nukem 3D / Duke Nukem 64). And since Samsara is on hiatus
- (thanks ijon), I decided to do it on my own.
- /* What has been changed? */
- (Note: Not all differences are listed, but all of them have been applied to Samsaras Duke.)
- // 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.
- /* Why the Expander? Why not the Freezethrower / Shrinker? */
- To be honest, I think the Freezethrower does not fit Duke. His role is to blow entire armies of weak
- enemies up within a blink of an eye. The Shrinker is the same and way more difficult to implement in
- Zandronum than the Expander.
- /* I don't like the DN64 version of the Explosive Shotgun, I prefer the Samsara one. */
- Set the CVAR samsara_noduke64shotgun to 1.
- /* Why do the bosses not inflate if they are killed by the Expander? */
- Because they did not in the original games. But if you want to, set sv_bossexpand to 1.
- But be careful, exploding bosses do a shitload of damage, so run away if they start to expand.
- /* Are there any bugs`? */
- * Clipping: Not a real bug, it's just kinda ugly. For some reason the expanding sprites ALWAYS
- clip into the floor, while the actual monster actor does not. Weird...
- * Crash states: Monsters that have a crash state can bug sometimes, but it seems to be fixed for
- the most part since the Expander version 0.5.
- /* Any notes? */
- * Strife allies: Some Strife allies (Doomguys Imp, Corvus Mummy, Duke Alien Trooper etc.) explode into Dukes
- gibs if hit by his explosive projectiles, some don't.
- Other allies do not support any custom death states. So I left them all out.
- * Terra Icognita: I'd modify it too, but I can't find the .wad / .pk3 file anywhere.
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- Note: Before I decided to work on all of Dukes related stuff, I just changed the Freezethrower to the Expander.
- Here's the old version history:
- v0.5: + New sprites for the Expander weapon! The crystal now glows correctly (proper Duke Nukem 3D palette).
- + Expander bullet damage nerfed to 17 (15 in original game).
- + The regular Expander explosion is now less powerful, so it matches with the settings of Duke Nukem 3D.
- + Exploding actors (killed by the Expander) now spawn the proper amount and type of gibs, just like in the original game.
- + There's now a CVAR sv_bossexpand. If it's set to 1, bosses will expand (see v0.3 in the version history).
- + Bugfix: Regular Wraith from Hexen did not spawn the Expander explosion upon death.
- + Bugfix: Spectre is now being resurrected as a spectre if it was gibbed by Duke.
- + The scaled orange sprites spawned by the puffs should no longer flicker if you're playing with a high ping.
- + Expander shots causes the target to bleed now, just like in Duke Nukem 3D.
- + Only weak enemies now receive 25% more damage from the Expander explosion, to encourage the player to use it on weak enemies.
- + Regular Hexen enemies receive now a bit more Expander explosion damage.
- + The Expander bullets no longer thrust the enmies due to damage.
- + Adjusted the height at which the explosion effects spawned.
- + Buffed super boss explosion damage and radius a lot, from 256/384 to 384/512.
- + Adjusted the height of the inflating actors individually, meaning that each monster will only expand horizontally if their
- respective sprite hit the ceiling. (cannot guarantee if sprites are replaced by other sprites with altered dimensions...)
- + Every monster / player has now its own explosion class with altered radius and height.
- v0.4: + Added DM support.
- + Inflating monsters now make the usual "blow up" sound.
- + Increased Expander bullet damage from 21 to 23 and increased accuracy from 5/5 to 4.5/4.5.
- + Weapon shoot delay is now 7 tics instead of 6 tics. (This is the reason for the increased damage)
- + Equalized the Expander explosion damage for all monsters (Damagefactor 2.5) and
- players (Damagefactor 1.1). Encourages player to use Expander on hordes of weak monsters and bosses
- surrounded by weak monsters (!).
- + Fixed the ugly projectile bug (in COOP / Survival mode, Duke fires actual projectiles instead of real hitscan, if these projectiles
- hit the ceiling, the spawned scaled orange sprites looked like they were shaking).
- + Sorry, I forgot to include the "game_chex" folder in v0.3.
- v0.3: + Heretic, Hexen, Strife and Chex IWADs now fully supported.
- + New explosion system! No more projectile + ACK (acknowledge) item.
- + Super bosses have now really big explosion radius and damage, so watch out!
- (Full list: Cyberdemon, Spider Demon,
- Iron Lich, Minotaur, D'Sparil,
- Heresiarch, Korax, Death Wyvern, Fighter-/Mage-/Clericboss,
- Inquisitor, big Entity, small Entity, Macil, Programmer, Bishop, Loremaster,
- Maximus, Flembrane, Snotfolus, Flembomination)
- + Fixed some Samsara monster-related (minor) bugs.
- + Reduced Expander shot damage from 25 to 21, but increased explosion damage/radius
- from 96/192 to 128/192. This is to encourage the player to use the Expander on crowds of
- weak monsters for the most part, and use the Devastator on big guys.
- v0.2: + Monsters now stop expanding vertically if they hit the ceiling.
- v0.1: + Expander is out. Currently only supports Doom COOP / Survival.
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