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v2.6 Beta #642

Merged
merged 276 commits into from
Mar 19, 2024
Merged

v2.6 Beta #642

merged 276 commits into from
Mar 19, 2024

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Die4Ever
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@Die4Ever Die4Ever commented Mar 6, 2024

  • Augs improvements
    • auto augs (optional)
    • tweaked difficulty settings to compensate, increase combat difficulty for all
    • increased energy usage for Aggressive Defense System
    • don't delete aug upgrade cans from carcasses
    • increased AugBots chances (especially helps higher difficulties)
  • fun new Crowd Control effects!
  • more randomized goals:
    • M04 NSFHQ 2nd computer (transmitter computer)
    • M08 Jock escape randomized
    • Leo can now spawn on the Liberty Island North Dock near Harley Filben (they're pals)
    • M08 raid spawn points randomized (scout out for the black vans before the raid!)
    • randomize the bilge pump computer on the superfreighter
  • gas station fixes
  • fixes for additional random enemies
  • Gunther M01 and Gilbert Renton M04, all dialog options for giving weapons
  • many more WaltonWare starting locations
  • TearGas can't kill you
  • allow saving during infolinks
  • speed buff for Maggie Chow and Tiffany Savage
  • Vandenberg Tunnels fixes
  • Vandenberg elevator fixed (open door button)
  • fix barrels behavior not matching their appearance
  • Most important Louis Pan fixes
  • finally fixed in-fighting?
  • Howard Strong only shows up after doing all the things
  • Horde Mode fixes
  • increased combat difficulty for Serious Sam mode
  • LaserTrigger and BeamTrigger now have consistent behavior
    • red lasers act as an alarm when triggered
    • blue lasers trigger something specific
    • lasers are now triggered by anything (except NPCs/enemies), preventing cheese
  • The Merchant now drops all items when killed, including ammo
  • bartenders are less annoying
  • more placeholder item and enemy locations
  • weapon shooting cooldowns more obvious, sniper reload after every shot
  • tweaks to looting ammo out of weapons
  • area51 bunker backtrack elevator
  • manderley no longer cares if you had room to take sam's items
  • better cleaning up of enemies when completing M01 and M03
  • fixed pawn's max ammo

theastropath and others added 30 commits February 19, 2024 16:25
Primarily for identifying less obvious goals, but maybe have some other
use too?  #606
adds hover hints for Toby Atanwe, and for some backtracking choppers.
Need to make sure the Map Names in MapVariants are up-to-date for all
the backtracking destinations that may not have been possible to hit
before.  #606
DXRTeleporterHoverHint to the boat in mission 2 battery park.  #606
mission 4, police boats.  Small fixes to general logic when finding
human readable teleporter names.  #606
* merchant can drop 10mm ammo

* merchant can drop any ammo

* le merchant can drop ammo as well

* add dropsAmmo bool to Carcass

* MerchantCarcass tests for injections

* corpses can spawn clips with spare ammo

* corpse clip drops accurately show pickup icon

* corpse clip drops accurately accurately show pickup icon

* consolidate ammo handling in TryLootItem

* MerchantCarcass extends Businessman3Carcass

* Update DXRFixes/DeusEx/Classes/Carcass.uc

Co-authored-by: Die4Ever <30947252+Die4Ever@users.noreply.github.com>

* check for playerAmmo == None in Carcass.TryLootItem

---------

Co-authored-by: Die4Ever <30947252+Die4Ever@users.noreply.github.com>
and 4.  Slightly increase size of "Not the generator" hint in mission 2
since it wasn't quite big enough.  #606
* add labels to vandenberg objective bots

* Update DXRMapFixups/DeusEx/Classes/DXRFixupVandenberg.uc

Co-authored-by: Die4Ever <30947252+Die4Ever@users.noreply.github.com>

* combine vandenberg bot label code

* use casts to check bot type for vandenberg labels

---------

Co-authored-by: Die4Ever <30947252+Die4Ever@users.noreply.github.com>
…kong_storage, fix spawning of out of world enemies (check the lucky money raid on serious sam mode lol)
@@ -1308,9 +1310,25 @@ function SetWatchFlags() {
dxm.Event = 'blast_door_flag';
}

bt = class'BingoTrigger'.static.Create(self,'power_dispatcher',vectm(0,0,0));
//Need to make sure this only triggers if you hit the button to actually power on the elevator
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shouldn't this be in fixups not events?

//Draw an indication that the weapon still has a shot in progress
//if (bFiring && !IsAnimating() && PlayerPawn(Owner)!=None){
//bPointing seems to be updated basically the same as bFiring, except it works for melee as well
if (GetStateName()=='NormalFire' && !IsAnimating() && !bAutomatic && PlayerPawn(Owner)!=None){
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I wonder if we should remove the !IsAnimating() check so it's red during the animation too?

@Die4Ever Die4Ever changed the title v2.6 Alpha v2.6 Beta Mar 19, 2024
@Die4Ever Die4Ever marked this pull request as ready for review March 19, 2024 03:20
@Die4Ever Die4Ever merged commit 3deb544 into master Mar 19, 2024
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3 participants