
The chaingun packs a slightly more powerful punch now too.
Shotgun and Chaingun Re-balancing - The shotgun now fires 10 pellets, rather than 7, to balance it with the SSG. Hit Markers - Know when you've hit your target, indicated by a white or team-colored X on your screen. Doom 64-Inspired Visual Style and Palette -Weapon Sprites from Doom 64, with reloading frames by Cage, and a new dark and gritty palette to fit them. New Sounds - New weapon sounds, some made from scratch by me(SSG Reload, Pistol Fire), others are either slightly or heavily modified sounds from other games. Minimalistic Gore Mod - Shooting someone with an SSG has a chance to blow a player's torso in half. Ammo collection dropping - If someone has over double the default starting stock of an ammo type, they will drop some of it, helping to keep a richer ammo supply without overdoing it. Team-based Pain Sounds & Taunts - Each team has their own taunt, and pain sounds.
Team-Colored Projectiles - To go hand-in-hand with the above, Rockets and Plasma are Team-Colored, so you'll know what you should avoid!.
Team-based Projectile Clipping - Your rockets and plasma do not explode when they hit a teammate! (They go through). (Without sv_unblockplayers, which is bugged with this) This makes the more cramped maps much more playable with lots of players. Team-based Player Clipping - You'll clip through teammates, but still bump into enemies. 4-Way Support - Play with up to four teams! Highly recommended.
Which leads me to the next problem: without having into account the Initialize event, all other events I have no idea how they really work, or how/when they are called.įor example, for the event WallPressed event, it is supposed that the code into this event will be called when a specific wall is pressed.
It is like if you create a remote door and switch in Doom without any sector tag, the engine doesn't know what door open.Īgain, the only explanation I could deduct is that the switch-door action is handled from a script in S30.SRP with a SlideCeiling() function, called from a WallPressed event. In Q1M1, to finish the level you need to go to that room with the runes and scrolls, press a button and then the exit "door" gets oppened.īut I noticed something strange here: the button to open the exit cavern, has an action number #40, that is Raise Ceiling to Highest Ceiling.īut here comes the big problem: this linedef DOESN'T have any sector tag linked, and the sector that is the Cavern Door doesn't have a sector tag either. About sector glowing, I can just place Sector Glowing Thing Markers.Īnd this reminds me a problem I got yesterday, that I forgot. LIT makes all level lightning to be plain, so no effects are applied at all.