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- TO DO
- Redo all monsters decorate to have a chain of inheritance
- Redo all monster decorate to use spaces to play nice with github
- Redo all decorate to use spaces to play nice with github
- Redo all monsters to call a_chase which passes to attack state as often as vanilla, add monsters with different see states which call “armed” a_chase more often in difficulty level above UV and below NM
- Certain zombies use a_fastchase after firing and within a certain range of target (I want to use this only for elite zombies)
- cvar for all zombies to avoidmelee
- buff hellfire if it hits wall
- Zombies back up when player has melee out, a la DRLA (oh wow it’s literally a single flag, gg) (I want to use this only for elite zombies)
- archvile gets +AVOIDMELEE
- archvile split into mirror image archies, only summon if none out and all die if main archie gets pain state, mirrors are really fragile
- archvile avoid player state (runs away for a couple of tics without firing) chance after melee pain state
- archvile has chance to teleport after melee pain state
- make new bullet casings more performance efficient
- Rictus point light fix -- double check or reduce number of lights, again
- add tsp_toaster to zdoom version
- add lost souls which use torridgristle’s flameless lost soul sprite which do not spawn flames and are not much more aggressive than vanilla lost souls, until damaged after which they gain flames and become more aggressive
- Explosive Crossbow Bolt explosion spawns separate explosion actor which uses a_fire, since a_fire appears to be more reliable
- explosive bolt damagetype death to simulate xdeath for the monster carrying the bolt
- crossbow bolt explosion alerts monsters
- New crossbow bolt type that causes monsters to attack monster struck by it, draws monsters to it if it hits a wall, has a health so a monster can shoot it, then return to the player (simulating that they figured out it wasn't the player)
- cacodemon has a chance to shoot baby (baby sprites from r667, not fractal style baby cacos) cacos which initially attack like a lost soul, but afterwards
- a_fastchase and shoot fireballs very very often, get frightened if player gets within certain distance, ridiculous version of drla split on low health (large cacos)
- barons and knights have split missile attack patterns
- pain elemental create explosion?
- revs have chance to barrage fire (leading but not tracer) faster missiles when under certain health threshold
- revs shoot two missiles like fractal doom offsets, but non tracer are faster
- mancubus uses fractal doom firing pattern, except one is always shot forward, it's random which side is, as well as offset for the other missile
- All monsters use correct offsets for missiles so they match sprites
- shotgun desyncing (graphics/sound only apparently) when fire is spammed during reload in 1.2 zand version
- Flamethrower
- That plasma gun thing that might be a bfg replacement, see if noclip works
- longer range of blindness on slot 7, use doom3 sounds and the doom3 mod graphics, use disperse and fade pattern but use trail actors rather than ones spawned by the projectile, also use ones spawned by the projectile (those are the ones the tsp_toaster cvar will handle), is also possibly slightly slower and a seeking missile
- COMPREHENSIVE CREDITS LIST for people that aren’t marty or scroton
- Judgement zombies can now be raised by archviles
- Fire Pain state for larger monsters
- Fire deaths (samsara duke ones) for humanoid enemies
- Fire deaths (BD sprites) for larger enemies
- "Base Humanoid" actor
- Bloodless Gas deaths
- Test versions of flamethrower and BFG replacement
- Flamethrower altfire puts down flames on ground
- GPolice Guy/Doomguy character, basic use of weapons, Duke Boot, Bullet Time, Fractal Doom berserk effects, 90% Speed, 80% Damage
- Alt deaths where possible
- Pinkies spawn spectres sometimes
- Spectres sometimes spawn ambush spectres
- Pain elemental rocket at close range
- Pain elemental use DRLA caco warp ??
- Baron of hell can summon imps, throws gravity affected fireballs which spawn green archvile flame and spawn imps, imps are maybe partially see-through or a different color from normal imps, only summons if he has no imps out
- cacos a_fastchase when close to player
- startup message for all cvars
- startup message in console only
- tsp_boltusemodel in again (in case they want to use the model for the bolt but voxels for items)
- demons jump at player, and up onto ledges where player is (gotta do a script with a good formula to determine best arc to use and takes ceiling height into account)
- voxels by voxel bro in main file
- judgement zombies attack takes less time and they strafe in the middle of doing it on hard
- marine corpses can be rezzed by an archie as a z-sec
- spike zombie same thing?
- shotgun zombies have hellfire and lightning firing types which spawn not as frequently
- masked shotgun guys that shoot poison shells (need script to determine best arc to fire in)
- zeke ammo account for double ammo
- thruspecies to most monsters, spectral monsters not maybe? use damage types and noverlap or whatever flag
- +UNSTUCK to randomspawners, have randomspawners inherit from one randomspawner that has that flag
- weapon projectile offsets match weapon sprites
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