QuakeStyle v9.1, full release, featuring fixes aplenty.
So yeah, here's the simultaneously delayed and early release of ZX 9.1. Changes listed here-- this is a tweak-and-fix release, no new content. Sorry this took so long to get out; it's been a really bad mental-health time for me lately. I hope this one's better-- 9.0 kinda went out half-baked.
ZX log, version 9.1, "Hot Single Fixes In Your Area"
key:
+ : buff
- : nerf
= : neutral change
* : addition
/ : fix / modification
$ : removal
Multiples of the same symbol : more severe change. I.E. a three-slash "fix" is a much bigger fix than a one-slash.
Mix of symbols : mixed change
--WEAPONS--
/+The Disintegrator now has a punchy new soundset, courtesy of Guncaster and ZRift. Also, the subtle "stun clouds" that occasionally spawn from hits linger a little longer, potentially increasing their effect. Lastly, its animation's gotten subtle touchups, as has its recoil.
/////I have fixed a COLOSSAL oversight; one weapon, the Reaper hellfire rifle, never spawned ingame! I'm such a moron...anyway, you'll find it ingame now without cheating. It was never meant as a cheat-only weapon, and it's been in the mod for as long as Argent ammo has. Damnit, damnit, damnit. Mad at myself.
/////The EMG Rifle was still able to fire without ammo. Fixed that too...thanks to NightmareKiller on ModDB for spotting this one. Grrr, why didn't I catch that?!
--AMMO--
No changes.
--HUD--
//Multiple unused scripts have been completely excised from the weapon wheel, optimizing performance somewhat. Naturally, this means saves break. Again. Nothing I can do about that, folks, sorry...
//-Scarlet Mango found an air-related exploit with the weapon wheel in that the act of opening it reset the player's air supply to full, so they could abuse it to stay underwater indefinitely. That exploit has been patched; as a result, the air bar will disappear from the player's HUD while the wheel is open.
--ITEMS--
No changes.
--MONSTERS--
//A few monsters (infiltrators, zombiemen, burst-pistol guys and marines) were still using the stock A_BulletAttack function, giving their attacks no vertical spread. This has been fixed, and all the hitscanners now have a defined attack spread.
--A multitude of hitscan zombies have had their attack spreads retuned, mostly for the wider. This generally means they're less dangerous overall.
+The zombie marine's AR fire is now the most accurate of the automatic zombies-- but as per convention, he's much less accurate than the player with the same weapon.
--BOLOGNESE--
No changes.
--CLASSY BASTARDS--
/////The revolver has had a major bug fixed, and had its entire reload system reworked. Previously, it could reload with no ammo in reserve and keep firing. This is no longer the case, and I've even managed to get the game to correctly track the amount of spent rounds in the cylinder, ejecting only as many as are reloaded. The code is rather messy, but functional and gets the job done.
--MISC.--
+/Landing in liquid terrain (water, lava, nukage, etc.) now no longer wakes up the monsters. I don't know why I didn't change this earlier.
Thank you very much for your hard works as always mate, I have been waiting for this.
I am curious to ask, the revolver never appears in front of me unless I use the qszx-cb.wad Is the revolver a special weapon just for the qszx-cb.wad ? Other than that cool job as always
That's by design.
It's a class-specific weapon for the Gunslinger-- the class-specific weapons will only appear in gameplay if you use the Classy Bastards addon (qszx-cb.wad); they *do not* show up in gameplay otherwise, they can't be acquired or dropped, and I'm fairly sure you can't even pick 'em up if you summon 'em via the console. Same goes for other weapons like the Heavy AR, the Gatling, the AMR, the Crossbow, etc.
The code and assets are all in the base mod file, by necessity; the addon simply enables them in gameplay. Leave off the addon, and the game will always start you with the "standard" shotgun/pistol/50 green armor loadout for quicker startup.
(EDIT: I named the wrong class. The Cowboy gets a *lever-action rifle*, not the revolver.)
thanks for the explanation ;)
I'm playing Quake mods in Doom and I'm playing Doom mods in Quake. Is this real life?
Is this just fantasy?