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  1. Sprite edit: Donald
  2. Code: Donald
  3. Everything else by 3D Realms, thanks to Terminus and ijon for Samsara!
  4.  
  5. CVARS: samsara_noduke64shotgun 1 -> Disables the DN64 version of the Explosive
  6. Shotgun and uses the Samsara one.
  7. samsara_bossexpand 1 -> Forces bosses to expand. They did not in DN3D / DN64.
  8.  
  9. /* What is this? */
  10. It's a Samsara patch for Duke. The class in Samsara is quite different from the one in
  11. the original games (Duke Nukem 3D / Duke Nukem 64). And since Samsara is on hiatus
  12. (thanks ijon), I decided to do it on my own.
  13.  
  14. /* What has been changed? */
  15. (Note: Not all differences are listed, but all of them have been applied to Samsaras Duke.)
  16.  
  17. // Duke Playerclass
  18. * Duke is way faster in the original game, like, really fucking fast.
  19. * If you play DN3D / DN64 with the skills "Damn I'm good" / "Come get some", you'll
  20. realize Duke dies easily.
  21. * Duke sometimes drops money when he dies.
  22.  
  23. // Misc.
  24. * Common enemies (that could bleed) always gib if killed by an explosion.
  25. * The gibs in DN3D / DN64 stay midair much longer.
  26. * The gibber sound in DN3D / DN64 ('squish.wav') is different. Its attenuation is
  27. really low and even plays at full volume if you are close to the gibbed enemy.
  28.  
  29. // Mighty Boot
  30. * It is actually not possible to kick with both legs in DN3D / DN64. But I did
  31. not change this because I was proven wrong. (Welp, cannot kick with both legs
  32. in DosBox, but other can).
  33.  
  34. // Glock 17
  35. -/-
  36.  
  37. // Pipebombs
  38. * If you are too close to a pipebomb in DN3D / DN64, you'd die immediately.
  39. * Picking up a pipebomb makes you select the pipebomb instead of the remote
  40. detonator and it does not cause a pickup flash.
  41. * The pipebomb bouncefactor is actually really low in the original games.
  42. * The pipebomb pickup radius is larger in the original game.
  43. * They have a much larger explosion radius in the original game.
  44. * The distance the pipebomb was being thrown is shorter in the original games.
  45. * If you crouch, the thrown pipebomb does not bounce on the ground, but merely rolls
  46. and eventually stops after a short amount of time. And it makes no bounce sound.
  47. * The pipebomb sprites are smaller in DN3D / DN64.
  48. * The debris looks a bit different and stays midair much longer. And it does not bounce.
  49. * If the pipebomb touches the ground, the spawned explosion looks a bit different.
  50. * The explosion sprites are much larger in the original games.
  51.  
  52. //Shotgun
  53. * The original shotgun is a bit more accurate.
  54.  
  55. //Explosive Shotgun
  56. * Instead of shooting many pellets in a wide spread, the original explosive shotgun shoots
  57. a single pellet and is (almost?) pinpoint accurate.
  58. * In DN64 the explosive puff looks a bit different and spawns a black, smoke-like flare.
  59. * The impact damage is very high in DN64, the blast damage kinda average.
  60. * Duke dies immediately if he is too close to the explosion caused by the shotgun.
  61. * The shotgun animation is not as smooth as in Samsara, in DN64 it's kinda sloppy.
  62. * The reload sound is a bit different.
  63.  
  64. //Chaingun
  65. * In DN3D / DN64, it shoots a bit faster.
  66. * The weapon sprites look a bit different when the chaingun is fired:
  67. Muzzle flash sequence in Samsara: left -> middle -> right
  68. Muzzle flash sequence in DN3D: middle -> left + right (BUT: one bullet is fired, not two!)
  69. * The weapon sprite is is not placed that far right as in Samsara.
  70. * The chaingun is a bit more accurate in the original game.
  71.  
  72. //RPG
  73. * The rocket is faster in the original games.
  74. * Duke kills himself in the original games instantly if he was way too close to the explosion.
  75. * It seems like the instakill radius is almost 50% (!) larger if the rocket hits an enemy.
  76. * The RPG explosion radius is larger in DN3D / DN64, but ~69% of the pipebomb explosion radius.
  77. * The RPG explosion sprite is different if the rocket explodes on the floor (the same as the
  78. pipebomb explosion).
  79. * If the rocket hits the ceiling, the RPG explosion is upside down.
  80. * The smoke spawned by the rocket is much smaller and flies up and vanishes quickly.
  81. * The hitbox of the rocket is much smaller in DN3D.
  82.  
  83. //Freezethrower
  84. (Replaced by the Expander)
  85. -/-
  86.  
  87. //Devastator
  88. * The Devastator in DN3D / DN64 is slightly faster.
  89. * The rockets are faster in the original games.
  90.  
  91. /* Why the Expander? Why not the Freezethrower / Shrinker? */
  92. To be honest, I think the Freezethrower does not fit Duke. His role is to blow entire armies of weak
  93. enemies up within a blink of an eye. The Shrinker is the same and way more difficult to implement in
  94. Zandronum than the Expander.
  95.  
  96. /* I don't like the DN64 version of the Explosive Shotgun, I prefer the Samsara one. */
  97. Set the CVAR samsara_noduke64shotgun to 1.
  98.  
  99. /* Why do the bosses not inflate if they are killed by the Expander? */
  100. Because they did not in the original games. But if you want to, set sv_bossexpand to 1.
  101. But be careful, exploding bosses do a shitload of damage, so run away if they start to expand.
  102.  
  103.  
  104. /* Are there any bugs`? */
  105. * Clipping: Not a real bug, it's just kinda ugly. For some reason the expanding sprites ALWAYS
  106. clip into the floor, while the actual monster actor does not. Weird...
  107. * Crash states: Monsters that have a crash state can bug sometimes, but it seems to be fixed for
  108. the most part since the Expander version 0.5.
  109.  
  110. /* Any notes? */
  111. * Strife allies: Some Strife allies (Doomguys Imp, Corvus Mummy, Duke Alien Trooper etc.) explode into Dukes
  112. gibs if hit by his explosive projectiles, some don't.
  113. Other allies do not support any custom death states. So I left them all out.
  114. * Terra Icognita: I'd modify it too, but I can't find the .wad / .pk3 file anywhere.
  115.  
  116. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  117. Note: Before I decided to work on all of Dukes related stuff, I just changed the Freezethrower to the Expander.
  118. Here's the old version history:
  119.  
  120. v0.5: + New sprites for the Expander weapon! The crystal now glows correctly (proper Duke Nukem 3D palette).
  121. + Expander bullet damage nerfed to 17 (15 in original game).
  122. + The regular Expander explosion is now less powerful, so it matches with the settings of Duke Nukem 3D.
  123. + Exploding actors (killed by the Expander) now spawn the proper amount and type of gibs, just like in the original game.
  124. + There's now a CVAR sv_bossexpand. If it's set to 1, bosses will expand (see v0.3 in the version history).
  125. + Bugfix: Regular Wraith from Hexen did not spawn the Expander explosion upon death.
  126. + Bugfix: Spectre is now being resurrected as a spectre if it was gibbed by Duke.
  127. + The scaled orange sprites spawned by the puffs should no longer flicker if you're playing with a high ping.
  128. + Expander shots causes the target to bleed now, just like in Duke Nukem 3D.
  129. + Only weak enemies now receive 25% more damage from the Expander explosion, to encourage the player to use it on weak enemies.
  130. + Regular Hexen enemies receive now a bit more Expander explosion damage.
  131. + The Expander bullets no longer thrust the enmies due to damage.
  132. + Adjusted the height at which the explosion effects spawned.
  133. + Buffed super boss explosion damage and radius a lot, from 256/384 to 384/512.
  134. + Adjusted the height of the inflating actors individually, meaning that each monster will only expand horizontally if their
  135. respective sprite hit the ceiling. (cannot guarantee if sprites are replaced by other sprites with altered dimensions...)
  136. + Every monster / player has now its own explosion class with altered radius and height.
  137.  
  138. v0.4: + Added DM support.
  139. + Inflating monsters now make the usual "blow up" sound.
  140. + Increased Expander bullet damage from 21 to 23 and increased accuracy from 5/5 to 4.5/4.5.
  141. + Weapon shoot delay is now 7 tics instead of 6 tics. (This is the reason for the increased damage)
  142. + Equalized the Expander explosion damage for all monsters (Damagefactor 2.5) and
  143. players (Damagefactor 1.1). Encourages player to use Expander on hordes of weak monsters and bosses
  144. surrounded by weak monsters (!).
  145. + Fixed the ugly projectile bug (in COOP / Survival mode, Duke fires actual projectiles instead of real hitscan, if these projectiles
  146. hit the ceiling, the spawned scaled orange sprites looked like they were shaking).
  147. + Sorry, I forgot to include the "game_chex" folder in v0.3.
  148.  
  149. v0.3: + Heretic, Hexen, Strife and Chex IWADs now fully supported.
  150. + New explosion system! No more projectile + ACK (acknowledge) item.
  151. + Super bosses have now really big explosion radius and damage, so watch out!
  152. (Full list: Cyberdemon, Spider Demon,
  153. Iron Lich, Minotaur, D'Sparil,
  154. Heresiarch, Korax, Death Wyvern, Fighter-/Mage-/Clericboss,
  155. Inquisitor, big Entity, small Entity, Macil, Programmer, Bishop, Loremaster,
  156. Maximus, Flembrane, Snotfolus, Flembomination)
  157. + Fixed some Samsara monster-related (minor) bugs.
  158. + Reduced Expander shot damage from 25 to 21, but increased explosion damage/radius
  159. from 96/192 to 128/192. This is to encourage the player to use the Expander on crowds of
  160. weak monsters for the most part, and use the Devastator on big guys.
  161.  
  162. v0.2: + Monsters now stop expanding vertically if they hit the ceiling.
  163.  
  164. v0.1: + Expander is out. Currently only supports Doom COOP / Survival.
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