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Version 1.2.0 release.

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@inkoalawetrust inkoalawetrust released this 29 May 06:37
· 46 commits to main since this release

This is the second major update to the marine post 1.0, it includes the ability for marines to fire in mid air while dodging, a brand new dynamic cover system that doesn't rely on pre-placed points, and allows marines to take cover behind any sufficiently good level geometry or object. Liquid explosions and splashes for the grenades and marines' rifles and much more. The demo map has also been updated to demonstrate these new major features.

  • Marines can now dynamically take cover and crouch behind level geometry and shootable actors. And will dodge projectiles by ducking when in cover. They will go out of cover if their target gets behind their cover, or they haven't seen an enemy in a while. More information on how it works can be found inside Document.txt
  • Marines will now have a chance to shoot their gun while dodging in mid air. Normally they will shoot at the shooter of the projectile they are dodging, but if the shooter is an ally, or the projectile has no target pointer to their shooter. Then they will fall back to shooting at their target, if any.
  • Replaced the A_CustomBulletAttack() calls with a custom hitscan function that allows me to offset the position of the rifle hitscans.
  • Added some randomization to the directions at which marines throw empty magazines, I mostly did this so they don't all end up falling in the same place while they are behind cover.
  • Added an obituary for when the marine kills a player with a grenade.
  • Added liquid explosions to the grenades, when a grenade falls on top of a sector or inside a swimmable 3D floor with the default liquid flats, it will play an appropriate liquid explosion sequence. You can extend what textures will trigger the different liquid explosions by going inside the class definition for SM_LiquidTextureNameList.
  • Added splashes produced by marine hitscans hitting liquid flats, they use the same lists as the grenades, and display different colored splashes for each flat. The splashes only work with solid sectors and 3D floors.
  • Anything within 24 map units of a grenade will now take full damage from the blast, with no damage falloff.
  • Added impact sounds for machine gun and rifle bullets.
  • Increased the grenades' speed from 24 to 30, now the marines' grenades don't fall as short when they throw them.
  • Grenades no longer roll once they've lost enough momentum.
  • Finally stopped marines from running away from grenades that have already exploded. But are still producing a fireball or splash.
  • Grenades now have different blast radii (But retain the same amount of damage.) depending on where they exploded, ground explosions have an average blast radius, air explosions have a higher blast radius, and liquid explosions have a lower radius.
  • Added a new random death animation for the marine. Along with a new crouch death, for when the marine dies while in cover.
  • Shrunk the visual scale of the empty magazines the marines drop when reloading. Along with the size of its' hitbox, and the grenade levers' hitbox.
  • Fixed a bug that made dormant marines able to dodge projectiles.
  • Updated credits, readme, document, and design document.
  • Easter eggs

From now on I don't think I'll be updating the PB compatible version of the marine.