Changes in Dead Awake vs. LOTD as of February 1, 2007:
New/Enhanced Classes:
DAMovers:
Dead Awake currently is using the Static Mesh version of several things that in LOTD
were originally SkeletalMeshes. These are:
DASMDeskDrawers*
DASMFileDrawer
If this proves to be workable, then we will convert the remaining ones to Static Mesh
instead of Skeletal, as well. Additional "Mover" types or things that move:
DAActionableMover: One Way movers work in Multi, Open/ClosingSounds lists work properly, should NOT move when bumped
DAActionableSkeletalMesh: Should work in Net Play (untested)
DADestructableMover: Based on DAActionableMover, and fixes DestructionSounds list
DADoor: All fixes from DAActionableMover, adds bSwingsBothWays and Linked Doors (ala Trin)
DAManholeCover: A moveable manhole cover
DARailShooter: This inherits any fixes from DAMover, but has not been tested in any way.
DAWalkinCoolerDoor: New standard door
DAWallGrate: New standard door
DAAxeMetalGlassDoorLeft: New standard door
DACabinetDoors*: New Standard Doors
WoodCabinetDoor*: New Standard Doors
SecurityCamera: Always rotating security camera mover
All other *Door*s are pretty much ports in from the original game, but using the DA classes.
DAMP: Classes specific to Multiplayer
Ball: "Soccer" "ball"
BallStart: Placed in a level to determine where the "Ball" is returned to when it scores or otherwise disappears
DAAccessControl: Pings a (remote?) web server to check banlist, instead of using the game's built-in limitation list
DAMPLevelInfo: Sets the default starting level for MP play as the DAFistWeapon
DAMPScoreBoard: A proper "ScoreBoard" that works in this version of the Engine
GoalVolume: What you wrap around the area to consider a "goal" for the "soccer" "ball"
UZGEffects: Effects for the previously "Unnamed" Zombie Game
ActionableEmitter: An emitter that will hopefully one day allow you to press Action to trigger it. This works fine in standalone, but not in net play
CameraEye: A special actor to use as the Eye of a SecurityCamera instead of making a custom emitter ala AngelMapper's instructions
DABreakingGlass: Glass tends to have a much longer time to hang out, it sits on the ground, or whatever it collided with, and generally looks nicer. ALso scales down when the system is running slowly.
DACorona: Nothing special here, just some defaults
DAFleshImpact: Improved blood to replace the generic fleshimpact
MPCameraTextureClient: Used in conjunction with the other stuff on AngelMapper's camera tutorial, instead of the regular CameraTextureClient
NetworkEmitter: in theory, an emitter that can be placed in a level and triggered server side
UZGItems: Several misc items, only ones with special functionality documented
BreakableGlass: Full network compatible breakable glass
Corpse: A special Animated Object that allows freezeframing in a particular frame.
DAStaticMeshActor: a regular Static Mesh that has a lot more stuff replicated for netplay, and some extra code to hopefully help them attach to movers properly online
UZG: Base codes
ActionableTrigger: Action button when near this should Trigger an Event
ACTION_*: Added functions for use in AIscripts
Burnable: An interface code-wise for things that might want to get lit on fire
DAActionableStaticMesh: This should all work in NetPlay. I don't believe it's been tested.
DAAnimatedObject: Animated Object that should work in NetPlay. Has not been tested.
DABulletMark: Base class for allowing several different marks for bullet impacts
DAChangeLevelTrigger: Defaults to using DA Menus and adds ability to leave menu name blank to not show a Loading menu
DAClothing: Easy interface to attaching static meshes to specific bones of Skeletals
DADamage: adds support for identifying damage type, ie blunt, bullet, fire, explosion, etc
DAGib*: Support for gibbing of Pawns
DAGunWeapon/DAMeleeWeapon: Adds stat tracking, several bug fixes, bTwoHanded, bCanUseUnderwater
DAHealthPack: Fixes bug that could allow people to prevent others from taking healthpacks, adds bSuperHealth
DAMover: Mover that should mostly be fixed for Online play, as well as adding ConstantLoop and OscillatingLoop modes (Constant works, Oscillating is untested, I think)
DANote: Note that shows itself on your HUD when you walk over it in game, and can also be enabled to display in the levels by use of a console command
DAPawn/DAZombiePawn: Way too much to list
DAProjector: Regular projector that doesn't do anything on a dedicated server's CPU
DATriggerLight: TriggerLight that may work in Net Play (not tested)
DAZombieFactory: Adds:
var() bool bNoSpawnWhenVisible;
var() bool bZombiesRun;
var() bool bMultiPlayerOnly;
var() bool bInvasionOnly;
var() bool bDeathMatchOnly;
var() bool bCTFOnly;
Effect_Flashlight*: Flashlight code
Effect_Shadow*: Full dynamic shadow code (HIGH CPU USAGE)
ExpandingProjector: A projector that expands
MoverSpeedTrigger: A trigger than when triggered will change the MoveSpeed of a specified Mover
NetworkTrigger: A trigger that should trigger events on a client (in theory, not tested)
PercentTrigger: Trigger something a random X% of the time
ScaledEmitter: An Emitter that can scale itself to different sized ar eas
TeleportEffect: An effect spawned when a player spawns or is teleported in multi
TriggeredAmbientSound: An AmbientSound that can be Triggered on or off
TriggeredSound: A sound that can be triggered to play
TypeSign: This is spawned over a player's head when they are chatting or in console
UZGPlayerController: Entirely too many changes to list
WeaponLightFlash: A light that is stuck to player's weapons and triggers when they are fired, to cause a muzzle flash to illuminate an area
WeatherEmitter: A specific emitter for WeatherEffects to use
...
This list is by no means comprehensive, there's tons of stuff that I've forgotten about.