437 lines
28 KiB
Plaintext
437 lines
28 KiB
Plaintext
//=============================================================================
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//
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// MOD : Arcane Dimensions
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// Author : Simon "Sock" OCallaghan
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// Website: www.simonoc.com
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// Info : Record of changes to MOD (version number included)
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//
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//=============================================================================
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v1.70 Patch 1 Notes (ad_v1_70p1 release)
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------------------------------------------------------------------------------
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* Fixed logic problem with trigger_count and message/message strings
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* Fixed trigger_count message problem in ad_ac and ad_sepulcher maps
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* Fixed eddict crash in ad_sepulcher by reducing particle setups
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* Fixed spelling mistake in ad_chapters for ad_ac portal entrance
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* Added missing features (triggers/bbox/explosions) to func_pushable
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* Added func_pressureswitch bmodel entity for extra puzzle logic
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* Added func_insidevolume to detect player, monster, item & pushables
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* Added trigger_doorstate to force func_door entities to open/close state
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* Removed invulnerability frames from zombie/zombiek when using shadow axe
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* Changed the behaviour of zombie/zombiek to be easier for knockdowns
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* Added death message for Gargoyle minions (spawned from minotaurs)
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* Moved all player death messages to relevant monster QC files instead
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* Fixed brkmondmg entity key on func_breakables to work with projectiles
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* Fixed misc_demon not resetting gib model names when switching gib models
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* Removed info_stuffcmd as it was open to abuse from malicious mappers
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* Added trigger_cdtrack to allow for custom music changes after map load
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* Added trigger_skybox to allow for different skybox setups after map load
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* Added client check for changed music/skybox to load/quickload functions
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* Fixed respawn_time on all items to not instantly spawn, minimum is 1s
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* Fixed frozen bug crash for gargoyle/gaunt when waking up from perch/statue
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* Fixed monster_firetopboss to cope with skill 3 shambler group attacks!
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* Fixed sighttarget to check for health/damage before creating a sight entity
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* Added trigger entity state reset to func_button (will override wait value)
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* Added Impulse 170 to toggle monster body fade/removal when playing a map
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* Fixed player weapon animation issue with idle/fire states being wrong
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* Updated DEF file for GTK/Radiant editors with new patch features
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* Added FGD file for Jack/Trenchbroom editors by Dan "twitchy" Ellis
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* Added V/G models for players weapons from Stas "dwere" Kuznetsov
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v1.70 Notes (ad_v1_70final release)
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------------------------------------------------------------------------------
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* Added Arcane Key Inventory centerprint message (press 'i' key to access)
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* Added centerprint message when picking up arcane keys (only happens once)
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* Removed 'always rotate items' option from temp1 variable in quake.rc
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* Changed temp1 variable in quake.rc 512 = Alway use sprite particles
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* Added trigger_giveitems to give items to the player without picking them up
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* Added sounds=4 to all items to prevent a pickup sound from playing
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* Added ability to kill crucified zombies, counts towards kill counter
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* Added liquidblock entity key to monsters, blocks sightline through liquids
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* Added monster_eel with high damage (range) plasma attack (QC was in 1.6)
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* Added monster_sentinel, _death_guard, _death_lord (Just QC)
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* Added twisted xmas monster_elf, _raindeer, _snowman, _santa (Just QC)
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* Added Light/Plasma Reflection effect (used for boglord, nour, deathlord)
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* Added Nail Reflection effect (used for most stone statues, stone bosses)
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* Changed player projectile size for nails/rockets back to ID default
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* Changed player projectile size for plasma/shells to larger collision
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* Removed extra damage (+4 per shot) from projectile shotguns (SG/SSG/WM)
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* Changed plasma projectile function from proj_type to self classtype instead
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* Changed all rocket projectile types and monster grenades to gib zombies
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* Added spawnflag to misc_smoke to only draw smoke particles for DP/FTE engines
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* Fixed inconsistency with the poisonous flag on all monsters (new proj/fx)
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* Added new poison skin option for monster_wizard including main/head/gibs
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* Added new poison skin option for monster_zombiek including main/head/sword
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* Added new poison skin option for monster_dcrossbow including main/head
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* Added nail attack (spawnflag=2) to monster_ogre, attack_count=5(def)
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* Fixed monster_eel falling to the ground (was floating) after being killed
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* Fixed monster_zombie throwing flesh attack positions to match animation
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* Merged monster_mummy into monster_zombie setup as it has minimal difference
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* Changed monster_zombie crucified so can be gibbed/destroyed by grenades
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* Fixed problem with the minion_maxamount entity key for Wraith Scorpion Spawners
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* Fixed problem with exact_skin for health items (can override type properly)
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* Removed eliminator & shambler attack range when using attack_sniper entity key
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* Added check to all bmodels functions to make sure a model key is defined
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* Added silent additional sound option (sounds=4) to misc_builtineffects
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* Added sprite_particles to worldspawn to force sprites (builtin's are excluded)
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* Fixed velocity direction for DP particles (eg electric effect) was reversed
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* Fixed humanoid torso gib appearing for misc bodies, checks for blockudeath
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* Added spawnflags=4 to misc_model entities to work with moving bmodels
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* Changed monster_shalrath homing missile speed to be slower (hard=300>250)
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* Changed monster_drole to NOT track the player for range attack
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* Fixed monster_gaunt not falling to ground on death (perch only affected)
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* Fixed monster_shambler lightning model being moved from 0,0,0 before attack
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* Fixed monster_shambler lightning model not being reset properly when finished
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* Changed monster_shambler to overhead smash zombies when infighting
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* Changed monster_nour default to no boss wave/minion setup (spawnflag 2=boss mode)
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* Added delaymonstercount to all monsters, will update count on spawn only
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* Added func_pushable with 5 sound types, entity states and breakable support
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* Fixed breakable/pushable to resist monster damage from all projectile types
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* Added map variable system with new trigger entities (132 binary variables)
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* Fixed precache problem with ambient_custom_x entities and save/load games
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* Added coop impulse commands for respawning weapons, health, ammo & powerups
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v1.60 Notes (ad_sepulcher release)
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------------------------------------------------------------------------------
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* Restored monster_boil and monster_boglord assets and code
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* Added monster_swampling (poisonous voreling, small+large)
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* Added monster_boglord evil twin (red skin/projectiles and +HP)
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* Added no_sgprojectile to worldspawn to override MOD default
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* Added no_surfacecheck to worldspawn to override DP extension
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* Changed all blood particles in effectinfo.txt to produce less
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* Removed skycontent check for gibs, really bad slowdowns for QSS
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* Changed monster_ogre_fishing to be 100% resistant to rockets
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* Added lighttarget key for light entities to be mdl switchable
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* Fixed misc_bob spawn delay (=-1) to be an actual random value
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* Added aflag to zombies/knight zombies for onspawn fall direction
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* Fixed bounding box error for zombie/knights getting up off floor
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* Added infighting multiplier to monster_boil to damage other monsters
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* Renamed trigger_nomonjump to trigger_monsternojump to be consistent
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* Added trigger_monsterdrop to naturally drop monsters from height
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* Allowed entity key idletimer to be set for first time after spawn
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* Added item_backpack_armour entity, a backpack armour shard (def=15)
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* Matched particle effect colour of backpack to exactskin value
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* Allowed item_backpack to have types of armor (grn, yel, red)
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* Updated particle effects for backpacks to match colour of skin
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* Added devmode only functionality to trigger_once & trigger_multiple
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* Added shambler infighting attack style to use smash on enemy low HP
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* Fixed bug with gibondeath monster not being less zero when dying
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* Fixed bug with many of the gibs being spawned below monster bbox
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* Added switchoverride to all monsters to adjust infighting switch timer
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* Fixed trigger function on client cameras not detecting empty string
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* Added trigger_engine entity to cope with unique engine features
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* Added static option to func_illusionary, light_candle & misc_model
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* Added tetherpause to tether system, % to stop attacking when no sight
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* Added brkdelaydamage to func_breakable, delay to damage functions
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* Fixed monster_jim and turret mode to not use velocity movement
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* Fixed monster_jim projectile sightchecks to use correct enemy target
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* Added support for changing particle system setup if quickloading
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* Added special ambient sounds (chime, rain, rumble, water, wind, wood)
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* Updated trigger_count spawnflag to allow for displaying exact count no.
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* Added trigger_count to start disabled, requires trigger_entity state
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* Removed player autoaim server flag (check/set console variable)
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* Merged server flag for AI path arrows into a dev helpers instead
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* Added impulse 160 (Toggle Weather) works for enhanced engines only
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* Added server flag for Advanced Engine Weather Systems (DP/FTE/QSS)
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* Updated func_door to allow for custom silver/gold lock messages
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* Fixed bug with func_door and custom keys overriding silver/gold options
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* Added jump_flag to any monster to block the ability to use jump attack
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* Updated trigger_hurt falling option to affect monsters and players
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* Added attack_instant entity key for monsters to instantly wake+attack
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* Added attack_sniper entity key for monsters to wakeup at any distance
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* Added sniper mode (no attack long range check) for crossbow knights
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* Added spawnnotelefrag for all monsters to prevent telefrags on spawn
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* Added spawnnosight for all monsters to spawn out of sight of players
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* Added custom pickup sound to item_backpack and item_backpack_armour
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* Fixed v_offset problem with onceiling spiders, swampling and vorelings
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* Fixed nomonstercount to update monster totals if they die or are killed
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* Fixed defender, army_grenade & ogres to detect grenadebounce flag on enemy
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* Added wakeup range to misc_drip as they always draw regardless of portals
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* Fixed rounding error in lftos function for creating long floats
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* Fixed trigger_fog speed/wait defaults not being setup correctly
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v1.50 Notes (ad_v1_50final release)
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------------------------------------------------------------------------------
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* Added corner_speed override for updates to path_corner entities
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* Added func_button spawnflag option to start in disabled entity state
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* Added separate impulse/server command for projectile shotgun casing
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* Added trigger_clientmsg to display messages regardless of trigger source
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* Added bouncegrenade entity key allow bounce grenades off monster bodies
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* Changed rocket/cell resistance visual language to no blood for 100% resist
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* Added monster_seeker a base version of the shambler with laser/rocket attacks
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* Added wood/glass/metal gib impact sounds, updated gib touch impact system
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* Added extra text body strings to misc_textbook to fix Quark editor issues
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* Added misc_dknight for dead death knight posing and shadow axing
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* Added monster_ogre_fishing a passive monster that likes to fish a lot!
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* Random lying down rotation for zombie+knights with angle key=0 or <1
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* Added new poisonous setup to demon/shambler with debuff and different skins
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* Added new animated lightning projectile to shambler (designed for new model)
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* Added trigger event (target2) to monster_seeker shield turning off
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* Added optional falling damage to trigger_hurt (velocity speed def=300)
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* Updated g_rock.mdl and g_rock2.mdl weapon G model pickups to HD version
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* Changed all monster_seeker gibs to models (was using metal breakables)
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* Changed coop monster combat & classic infighting to prevent target deadlock
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* Changed coop dropped backpacks to never despawn (default was 120s)
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* Changed coop player backpacks to drop all weapons, ammo, keys, armour
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* Changed coop centerprint messages from triggers to display on all clients
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* Changed coop weapon pickups to respawn after 5s and give weapon ammo pickup qty
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* Changed coop weapon pickups to only give extra ammo if < 50% of max ammo type
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* Changed coop weapons/keys to never respawn if entity key respawn_time < 0
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* Changed coop weapons to always fire any triggers on them once
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* Changed coop spawn points to work with entity state system, can be switched on/off
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* Changed coop spawn points to always trigger target(s) once when used
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* Changed coop spawn points not to include player start if coop points exist
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* Added Impulse 150, Coop players can drop artifacts in backpacks (def=off)
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* Added Impulse 155, all ammo boxes will respawn in coop mode (def=off)
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* Added coop colour (pink) to debug diamond system to show cooponly entities
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* Added coop console warning message for items with unreliable triggers
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* Added cooponly/nightmare entity key to items, monsters, triggers & func entities
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* Updated cooponly entity key, -1 = will not spawn in coop mode (all items)
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* Added monster_freddie a mutant ogre with blade and nail/laser gun
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* Added wakeup trigger to monster_ogre_fishing for special events
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* Added trigger_nomonjump to stop/delay jumping monsters from jumpin!
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* Added damage multiplier option to func_breakable for monster damage
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* Added new entity key 'bodystatic' to stop skull wizards from teleporting
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* Added monster tether system to allowing guarding of map areas
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* Added target2 to func_rotate_door to solve lighting issues
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* Added silent sound option to func_rotate_door to reduce sound distortions
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* Added storybook controller and text book chapter system
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* Added support for QuakeSpasm-Spike engine and weather effects
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* Updated misc_smoke DP particle effects to use custom velocity
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* Added support for spawning volumes to the DP forcefield particles
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* Updated misc_fireball with slime green option for slimey pits
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* Changed monster_drole to no longer have shell/shotgun resistance
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* Changed stone knight/hellk from 80% to 50% nail resistance
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* Changed Hammer Ogre to be more aggressive with attacks and resist pain
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* Changed Shamblers to be lightning turrets on Nightmare (ID behaviour)
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* Added monster_chthon, _shub and _shubupsd customizable ID bosses
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* Added trigger_touchsound for fake water touch sounds and movement
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* Added yaw_speed variable to trigger_heal/_hurt to change bubble speed
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* Fixed mouse scroll wheel affecting footstep sounds for player
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* Fixed telefrag problem, all bosses are immune, except shub!
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* Changed player footstep sound to be quieter and more random
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* Added red spark colour option (spawnflag) to misc_spark entity
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* Fixed effects flag on monster/items is saved and restored when active
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* Fixed hammer/golem impact attack to be limited +/- 128 units vertically
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* Added trigger_fog functionality to info intermission camera system
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* Added start disable function to func_plat (spawnflags=32)
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* Added new entity state AFRAME for animated textures (func_wall only)
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v1.49 Notes
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------------------------------------------------------------------------------
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* Changed projectile meat to use same parameter format as projectile smoke
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* Lowered monster_boil radius damage from 100 to 60 (more forgiving)
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* Added particle effects to gibs, only works with special type 1
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* Added entity boss flag and fixed missing client death messages
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* Fixed monster targets after combat, stop them wandering towards 0,0,0
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* Added missing attack offset vector for centurion, gargoyle, gaunt and jim
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* Changed many monsters to use facing vector instead of center for sight checks
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* Changed monster_dsergeant to fire homing missiles more and be aggressive
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* Changed homing missiles to allow impact on owner (no owner dmg, just splash)
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* Added monster_boglord a special event in the dungeon for ad_sepulcher
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* Fixed trigger_monsterjump only working for specific monster types
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* Added blood and slime to misc_drips, selected by different spawnflags
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* Added debug diamonds; blue=delay spawn, green=no monster count, red=nightmare
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* Changed monster_voreling to jump further at the player (400 -> 500)
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* Added poison debuff attack to poisonous spider (Green large one)
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* Added poisonous gibs, blood and explosive attack damage to monster_boil
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* Changed poisonous monsters to bleed green blood particles instead of red
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* Fixed problem with misc_model not randomly selecting from a range correctly
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* Added projectile dust models to trigger_explode (directional velocity)
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* Added custom particle emitter colours for custom keys using message2
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* Added second (randomly picked) sound option to ambient_custom_sound
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* Added triggered targets to ambient_custom_sound each time sound is played
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* Added option to ambient_custom_sound to not silence sound if switching off
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* Changed many monsters to be locked in pain animations if using shadow axe
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v1.48 Notes
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------------------------------------------------------------------------------
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* Fixed func_secretdoor def angles being changed from '0 0 0' to '0 90 0'
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* Updated mon_shalrath skins (1=regular,2=green,3=purple) to be more unique
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* Added new skin (1=blue, 2=yellow) to misc_fixture for fifth map
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* Updated documentation about monster bodyflrcheck and bodyfadeaway keys
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* worldspawn replace_hknight and replace_ogre keys no longer valid
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* Added monster_hell_pointknight special event for noel/andrey map
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* Replaced Shambler head and gib models with new versions (+blood trails)
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* Fixed misc_particle being able to switch state before setup finished
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* Fixed trap_lightningshooter to play hit sound every 0.6s instead of 0.1s
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* Added random XYZ wobble to trap_lightningshooter source and target
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* Changed trap_lightningshooter to not spawn if target is missing (required)
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* Added blue particle effect to trap_lightningshooter on impact (spawnflag)
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* Added dust/smoke velocity impact to trap_lightningshooter (spawnflag)
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* Added error message to monsters, cannot delay spawn without targetname!
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* Added new entity key nospawndamage for monsters to prevent telefrag damage
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* Added telefrag death checks for breakables exclusions (noshoot, nomonster)
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* Added frame_override key to func_door for alternative texture switching
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* Added jim rocket type to trap_rocketshooter (lower damage player rocket)
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* Fixed sprite explosion sound being played on previous temp sprite intead
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* Added spark once (automatic switch off) to misc_spark (wait=-1)
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* Added random rotation of spark burst on Y axis to misc_spark (angle=-1)
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* Fixed gargoyle not using spawnangry, angrytarget or pathing when waking up
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* Changed all lightning damage (except player) checks to new function
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* Changed trigger_fog wait (re-trigger) cannot be less than speed (fade time)
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* Added custom sound (noise key) option to trigger_push entity
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* Added new gib projectile move style MON_GIBEXPLOSION for more impact
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* Changed gib spawn origin formula to cope with larger bounding boxes
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* Boss fights Nour/Eidolon reset health each wave to prevent excessive dmg
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* Added Eidolon boss fight with multiple waves and minion support (ad_stone)
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* Added brktrignoplayer to func_breakable, prevents damage from players
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* Added spawnflags = 16 to trigger_monsterkill to use death function instead
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* Added check for death function to trigger_monsterkill before using it
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* Changed all stone statues to check health before using waking up trigger
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* Added th_die functionality to all stone statues for trigger_monsterkill
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* Added 10 extra scale frames to misc_heart.mdl and misc_skull.mdl
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* Added misc_doomhelm.mdl for super secret locations (3 poses & 3 skins)
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* Added mon_fish.mdl from rmq/rrp with squashed head fix and smaller version
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* Added mon_boil monster, proximity mine with tarbaby like explosive damage
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v1.47 Notes
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------------------------------------------------------------------------------
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* Fixed old ID particle explosion for rockets (was broken based on type)
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* Changed func_buttons are moved to their finished position when disabled
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* Updated Super Shotgun G model with new version by Dwere (kept ID V model)
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* Added new particle effect Implosion for monsters and items (code function)
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* Finished Nour boss fight with multiple waves and minion support (ad_azad)
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* Added trigger event on dead bodies which are gibbed via the shadow axe
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* Fixed range attack for green spider with proper elevation tracking
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* Added large purple voreling with range attack (same as green spider)
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* Fixed path_corner targetback override key (was searching wrong field)
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* Added delay to radius explosion on breakables to prevent endless loops
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* Skull Wizards have gib state (-40 HP) they will explode into dust!
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v1.46 Notes
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------------------------------------------------------------------------------
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* Fixed Shambler lightning bolt will damage breakables if LOS blocked
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* Fixed enemy target problems with Firetop Mountain Chthon
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* Added particle effect to base of Firetop Chthon body
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* Changed particle_debuff to allow for custom volume range
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* Added trigger_monsterattack entity to create infighting sequences
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* Added missing trigger point entities to ad_quake.fgd
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* Added Cameramode and solid options to info_intermission entity
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* Fixed wetsuit artifact not being reset when intermission active
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* Fixed func_plat/func_door entity state off not stopping movement sounds
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* Changed zombie knight sight sound from zombie idle to red knight instead
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* Changed all sprite explosion files and setup equivalent DP versions
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* Added DP poison and stone blood decals, re-arranged particlefont.tga file
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* Added more DP specific particle effects especially for poison attacks
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* Fixed DP blood trails only affecting blood gib types (not stone/poison)
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* Added damage ability to gib model touch function (new code parameters)
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* Changed trigger_explode to cope with more types (fire/plasma/poison)
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* Changed Lost Souls to have variable (small/med/large) sized explosion death
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* Changed Tarbaby explosive death damage can be changed with death_dmg key
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* Added Tarbaby with poison attack instead of direct damage, has 8 new skins
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* Added new monster_fumigator, which is a poisonous pyro who loves slime!
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* Added respawn particle effect to items which start off (reqs respawn flag)
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* Fixed instant respawn items (respawn_time=-1) to check respawn counters
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* Updated the MOD GFX directory with replacement LMP files (esp help)
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* Added misc_player for dead marine posing and axing, extra 8 skins + blood
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v1.45 Notes
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------------------------------------------------------------------------------
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* Added entity state spawn value to func_buttons (on/off/reset)
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* func_doorsecret can move up/down for second phase (angle=-1/-2)
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* Moved external bmodels from maps to subdirectory (bmodels)
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v1.44 Notes
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------------------------------------------------------------------------------
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* Added global/individual bodyfadeaway function for all monsters
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* Created global floor check function for monsters, gibs and breakables
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* Added floor check for all items with new entity key (simulate gravity)
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* Added global variable for monsters using floor check function
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* Changed gibs/head, breakable models to always use the floor check function
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* Changed gibs to keep touch function alive for additional sound triggers
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* Added new artifact wetsuit, player can breath underwater for 5mins/300secs
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* Fixed wetsuit giving env suit screen tint and not resetting afterward
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* Fixed frame_box entity key for rockets/plasma -1=random, 0-7=exact
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* Placeholder menu graphic images (will change over coming weeks)
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* Added new impulse command, 145 cycles through intermission cameras
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v1.43 Notes
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------------------------------------------------------------------------------
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* Fixed gravity variable on worldspawn to be set correctly
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* Fixed nightmare skill allowing zombies to be gibbed
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* Updated shambler to new HD shambler model + head gib
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* Added forcefield particle effect to func_laser (new variables)
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* Added bmodel source detection for particle emitters
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* Added worldtype override to keys and doors messages
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* Added timed switch off mode to all trap_shooter entities
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* Added timed switch off mode to misc_particle_burst entity
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* Fixed func_laser to create a sound emitter for on/off sounds
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* Changed Gaunt to fall properly after death (like wizard body)
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* Changed standing monsters to fall if floor surface is changed
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* Monster dead bodies, heads and gibs can fall if floor surface is changed
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* Falling dead monster bodies interact with _void,_hurt,_push and sawblade
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|
* Backpack items (temporary and placed) can fall if floor changes
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|
* Fixed pendulum default damage to 5, use -1 for no damage option
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|
* Fixed voidsmoke_dn.tga dimensions from 1022x1024 to 1024x1024
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|
|
|
V1.42 Patch 2 Notes (ad_v1_42p2 release)
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|
------------------------------------------------------------------------------
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* Added two new remix maps (ad_e1m1 and ad_e2m2) to the start map
|
|
* Fixed sprite particle system reaching limit and not going back down
|
|
* Added new quake.rc option to stop all global fog command/functions working
|
|
* Updated various models in progs directory to work with winQuake clients
|
|
* Added think/nextthink reset to monster_death_precheck to stop animation errors
|
|
* Added think/nextthink reset to entity_hide to stop animation when hidden
|
|
* Fixed remove(self) code problems with _once, _multi, _hurt and misc_bubble
|
|
* Added variable (cnt) override for all item_artifacts expiration timers
|
|
* Client debuff pain sounds can be blocked by god/pentagram mode
|
|
* Moved lost souls death radius explosion to second death frame
|
|
* Added more enemy/health checks to crossbow knight attack functions
|
|
* Fixed ceiling spider/Voreling for QuakeSpasm and Darkplaces engines
|
|
* Spider and Voreling melee range changed from 50 to 60 (diagonal bbox problem)
|
|
* Pyro flame sprite movetype changed to fat missile type for monsters
|
|
* Pyro correctly aims flames at smaller targets and resets ricochet effect
|
|
* Changed zombies to die after 30s if blocked trying to get up off the floor
|
|
* Can now switch weapons (via keys 1-8) while firing (was locked before)
|
|
* Fury Knight triple rocket attack changed to 20 direct and 20 splash
|
|
* Soldier shotgun/rocket/plasma can now drop exact amounts of ammo
|
|
* Fixed zombie/knights idle sound not being blocked via spawnflag
|
|
* Fixed nomonstercount not being read properly when monster dies
|
|
* misc_builtineffects now plays any associated sounds on self or target
|
|
* Fixed misc_particle_burst particle count being reset after trigger
|
|
* item pickup triggers for weapons now fires once when playing co-op
|
|
|
|
V1.42 Patch 1 Notes (ad_v1_42p1 release)
|
|
------------------------------------------------------------------------------
|
|
* Added transparent texture support for DP
|
|
* Updated breakables for ad_crucial, ad_swampy, ad_test3
|
|
* Fixed ad_crucial so that the rune room does not lock
|
|
* Fixing bounding boxes for misc/func exploding boxes
|
|
* Removed FTE engine detection (simplified to DP/Fitz)
|
|
* Changed pixels command to understand default=blurry
|
|
* Added DP laser particle effect (TR_LASER)
|
|
* Removed EF_DIMLIGHT from plasma/laser for DP
|
|
* Added plasma burn explosion for DP (large cloud effect)
|
|
* Added altar (red/grey) DP (floating upward dots/smoke)
|
|
* Fixed skill pillar directional particles for DP
|
|
* changed misc_drip movetype to prevent engine splash sound
|
|
* Fixed extra global fog parameters for ad_end in DP
|
|
* Changed trigger_heal/hurt bubbles to be noclip instead of fly
|
|
* Fixed spiders/voreling dropping from ceiling properly in DP
|
|
* Gaunt projectile speed - old (600/600/600/600) new (500/650/800/950)
|
|
* Gargoyle projectile speed - old (500/550/600/650) new (500/650/800/950)
|
|
* Minotaur projectile speed - old (500/600/700/800) new (500/650/800/950)
|
|
* Ceiling spiders are broken with patch 1 for QuakeSpasm Engine
|
|
|
|
==============================================================================
|
|
Distribution / Copyright / Permissions
|
|
|
|
Please do not use any of these assets in ANY COMMERCIAL PROJECT.
|
|
and remember to give credit if you use any of these assets.
|
|
|
|
The QC files in this MOD are based on 1.06 source files by ID Software.
|
|
These files are released under the terms of GNU General Public License v2 or
|
|
later. You may use the source files as a base to build your own MODs as long
|
|
as you release them under the same license and make the source available.
|
|
Please also give proper credit. Check http://www.gnu.org for details.
|
|
|
|
Quake I is a registered trademark of id Software, Inc.
|
|
|
|
All of these resources may be electronically distributed only at
|
|
NO CHARGE to the recipient in its current state and MUST include this
|
|
readme.txt file.
|
|
|
|
===========================================================================
|