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Things that fly

Every primary attack gets its real behaviour: beams, bounces, splash and knockback.

Things that fly

A big pass over every weapon’s primary attack. All 6 player class weapons are finished including models in first person, 3rd person, particles, damage effects, etc. – with noted exceptions:

  • Palading Gatling Crossbow - charge fire not implemented yet.
  • Sorceress Wand Secondary - held beam not implemented yet.
  • Heretic Soul Rod Secondary - homing not implemented yet.
  • Archer Eye Bow Secondary - guided FPS arrow not implemented yet.

All bought weapons are converted and brought in. Many have primary working, some have secondary working.

Attack behaviours

What a shot does now comes from its projectile’s data:

  • Flying projectiles, with several per shot for spread weapons like the crossbows.
  • Instant hits, drawn as a beam from the weapon to where it landed, which then shrinks away. The beam uses the original beam textures unchanged.
  • Zoom, for weapons whose secondary is a scope.
  • Bounce: thrown axes and hammers bounce off walls up to their bounce limit, and tumble end over end in flight.
  • Splash: explosions damage everyone nearby, falling off with distance.

Feeling the hits

  • View kick: splash damage kicks your view, and your aim with it, up and back down.
  • Knockback: the Wand of Force pushes people along the ground, sliding along walls and up ramps like normal movement.
  • Voices: characters cry out when hurt and when killed, using the original sounds. Your own character’s cries play at full volume.

Smoother crouching

The first-person camera and firing point now ease between standing and crouched height instead of snapping. Collision still changes instantly.

Field of view option

A new Field of View option, measured as the original did (horizontal degrees at 4:3). Wider screens see more at the sides with the same vertical view.

This post is licensed under CC BY 4.0 by the author.