![]() Added a number of replacement interaction shaders that use various parallax methods. Went through every shader and fixed/tweaked various things where needed. Some minor tweaks to the interaction shaders that will hopefully improve performance some. Improved the look of the explosion radial blur shader. HBAO (low, medium, and high), ray marching, and vo have all been touched to either work better or to actually work correctly. Removed the chainsaw's need for plasma fuel. This is to make the chainsaw a more viable weapon and, not to mention, much more fun to use. The pain animation overrides their melee attack similar to how it is in Doom 1 & 2. Monsters now have a "pain chance" while hacking them up with the chainsaw. Should make chainsawing lost souls and other monsters easier. This is to mimic the behavior of the Doom chainsaw where the view follows the monsters being chainsawed. It's completely accurate now for all weapons. Cyberdemon no longer takes splash damage when "Cyberdemon Damage Type" is set to "All Weapons", like in the original Doom games. Their appearance factor is controlled by the cvars: "g_enemyBaronFactor" and "g_enemyPainElementalFactor", respectively. The Baron randomly replaces the Hellknight and the Pain Elemental randomly replaces the Cacodemon. Added two monsters from revility's Demon Expansion Pack: The Baron of Hell and Pain Elemental. It randomly replaces the normal pinky based on value of "g_enemySpectreFactor". Basically just a pink demon with a custom skin. The cvar also changes enemy damage values. The values used are set through their respective def files. Added a cvar to select between normal, Doom, and custom weapon damage values. ![]() Added a cvar to select between normal, Doom, and custom enemy health values. Doom 1 & 2 mode means there's no locational damage. Added a cvar to select between normal, Doom, and custom locational damage scale values. The Doom 1 & 2 values use the same math as use in the original Doom games. Added a cvar to select between normal, Doom, and custom damage values. 2(Custom) means it uses the values that are set in "pm_crouchspeed", "pm_walkspeed", and "pm_runspeed" cvars. 0(Doom 3) and 1(Doom 1&2) are hard coded. Added a cvar to set the player's movement speed. Added a cvar to toggle player fall damage on/off. The Precise crosshair works with both methods. Default means it uses what's defined in the weapon's def and "From Barrel", of course, means all projectiles are launched from the weapon's barrel. Added a cvar to toggle the origin point where the player's weapon projectile is launched from. The mechanic is very basic but it works well enough for Doom 3 gameplay. Fixed means the the values are fixed and variable means that the values increase as you continue firing. Added a cvar to select weapon handling type meaning what kind of spread/recoil to use. Having weapon awareness on also reduces spread/recoil while zoomed in. ![]() Added a cvar to toggle weapon awareness. Added a cvar to select between normal, Doom, and custom ammo clip size values. Added a cvar to select between normal, Doom, and custom ammo capacity values. Added a cvar to select between normal, Doom, and custom max armor values. ![]()
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