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v3.3 Alpha #1038
v3.3 Alpha #1038
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Basketball court. Rearranged switch in SetWatchFlags for bingo goals to avoid future confusion.
for the augs in the can, as well as the full description for both augs.
aug to get a random slot. If unrandomized, the aug is forced back to its default location.
visible and distinct.
if you started in OceanLab or later.
plays at the generator location. #996
seems like Linux gets a different file order, so DXRVanilla/DeusEx/Classes/Player.uc was no longer the tail-end class of the injection chain
seems like Linux gets a different file order, so DXRVanilla/DeusEx/Classes/Player.uc was no longer the tail-end class of the injection chain
* more endgame quotes * shorten a quote * add a quote, remove a quote * increase endgame quotes array size --------- Co-authored-by: Die4Ever <[email protected]>
…1026) * add advanced new game setting for zombies. add them to NG+ * change reanimation description * Update DXRModules/DeusEx/Classes/DXRFlagsNGPMaxRando.uc Co-authored-by: Die4Ever <[email protected]> * decrease max enemyrespawn and reanimation values * move zombie logic from DXREnemyRespawn to DXRZombies * scale random factor in zombie reanimate time by reanimation setting * check if reanimation exists in BindFlags() * shorten reanimation setting description to make it fit * Update DXRModules/DeusEx/Classes/DXRHalloween.uc --------- Co-authored-by: Die4Ever <[email protected]>
) * make halloween modes less prominent in game mode screen * make halloween mode somewhat more prominent again --------- Co-authored-by: Die4Ever <[email protected]>
M02: - Switch for chainlink gate in Castle Clinton near vanilla ambrosia M08: - New goal locations for the various people: - Apartment building overlooking basketball court (mutually exclusive with BBall Court) - Garage Roof - Desk at Smuggler's Front Entrance M09: - New Weld Point locations: - Lower engine room hallway - Lower engine area fan room - Security Room - New Bilge Pump Computer locations: - Engine Server Room - Upper Break Room - Lower Engine Room M12: - Watchtower now has a key - Better key rules for: Haz Lab Storage (Tim's Closet), Underground Tunnels, Comm 01 Gate, Watch Tower (newly added) - New Keypad goal locations: - Top of watch tower - Inside Ammunition Storage building - Inside Barracks - New Exit Jock locations: - Top of Watch Tower - Roof of Ammunition Storage building
* don't show destructable crates hint in zero rando * change mr. H hint wording * update zombie hint for reanimation setting --------- Co-authored-by: Die4Ever <[email protected]>
that it doesn't look goofy after the mesh is changed
from vanilla to Revision. Added new switch for armoury door on ship.
- Binoculars in the 'Ton in mission 2/4/8 - Backtrack button in Mole People Bathroom - Mole People Terrorist Leader won't go hostile - Jojo has barks restored (M04) - All of the cabinet drawers in M05 MJ12 Lab near MIB desk are opened by the MIB Cabinet Key - Miguel in M05 UNATCO HQ will no longer get angry at the player due to gunshots - Bot doors in Hong Kong Helibase can't be opened by the NPCs shuffled behind them - Added alarm panel in overlook office of Hong Kong MJ12 Level 1 Labs - Catacombs backtracking buttons on blast doors - Paris Chateau cellar secret door moves faster - Jaime doesn't appear in Paris if you never talked to him in M05 - Jaime is fearless in Paris - Add exit button to back door of Cmd building - M14 Sub Base exit button on on-shore spiral staircase - M14 Sub Base escape button in storage shed - M14 Sub Base sub bay doors are highlightable and considered undefeatable for rando purposes - M14 Sub Base sub bay doors prepivot removed for ease of explosive damage - Ocean Lab backtracking buttons for Crew Module and Greasel Lab doors - Ocean Lab UC spiderbot doors can only be triggered once, and IgnoreWhenEncroach so they don't get stuck on bots - Blast Door near the actual silo in Silo doesn't close when the ambush starts - Vandenberg Computer, Gary runs to Bob's transmission after merging AIs - Vandenberg Computer, fan and fan grill in top floor server room are highlightable - Gas Station, Tiffany moves at a reasonable human speed - Gas Station, enemies get their reactions set properly based on if they're inside or outside the garage - Gas Station, dog height alarm unit is added if a dog ends up inside the garage - Paris Streets, Hostel public computers now show the guest registry (with Nicolette/Jaime listed if present)
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//Spawn an alarm sound at the generator as well (the original one goes with the computer) | ||
ast2 = Spawn(class'AmbientSoundTriggered',,'WarningSound', g.actors[0].a.Location); | ||
ast2.savedSound=ast1.savedSound; //Revision didn't like referencing the sound by name, so just copy it from the original |
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it probably isn't loaded until the level data is loaded? a dynamic load object probably would've worked, but this is better
if (g.name=="Jock") { | ||
if(Loc.name=="Smuggler Back Entrance" || Loc.name=="Alley") { | ||
if((!RevisionMaps && Loc.name=="Smuggler Back Entrance") || Loc.name=="Alley") { |
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so Revision gets small Jock for the alley but not for the smuggler back entrance? I guess that area has more space in Revision?
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Yeah, there's a big open space there for a full-sized Jock. I did have Small Jock originally, but it looked weird
space for goal rando in ENTRANCE and FINAL). rotm for Paris Media Store spotlight, just in case we do upside down or sideways maps in the future
for (a=am.FirstAug; a!=None; a = a.next ) { | ||
if (!a.bHasIt) continue; | ||
if (a.AugmentationLocation == LOC_Default) continue; | ||
numAugs[a.AugmentationLocation]++; |
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do we really need this when CleanUpAugCounts fixes am.AugLocs[a.AugmentationLocation].augCount
#ifdef injections | ||
injectID=id; | ||
#else | ||
injectID=#var(injectsprefix)InformationDevices(id); |
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why don't we just change the argument type?
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This gets hit before datacubes are replaced in non-injections, but there might be freshly spawned PlainText Datacubes with passwords also spawned. So there can be a mix of plain Datacubes and DXRInformationDevices
@@ -958,8 +980,12 @@ function SpawnDatacubes() | |||
if( dxr.localURL != add_datacubes[i].map ) continue; | |||
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loc = add_datacubes[i].location * coords_mult; | |||
if( loc.X == 0 && loc.Y == 0 && loc.Z == 0 ) | |||
if( loc.X == 0 && loc.Y == 0 && loc.Z == 0 ) { |
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maybe we should just delete this
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Maybe, but the warning is actually good, because presumably we would always be testing the change after adding datacubes. That being said, maybe the warning should be a ClientMessage to make sure it's seen?
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I mean deleting the whole block not just the warning
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if( loc.X == 0 && loc.Y == 0 && loc.Z == 0 ) { |
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I did realize that, but I think it's nicer to have the check there just to throw the warning, in case someone forgot to add a location.
In theory we could get rid of it selecting a random location, but I don't think there's much harm to that?
@@ -6,7 +6,7 @@ struct EndQuote | |||
var string attribution; | |||
}; | |||
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var EndQuote quotes[140]; | |||
var EndQuote quotes[148]; |
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at some point we should probably just ditch the array and load function, and just do a retrieve function in the style of if(r--==0)
buttons. Added a generic static function to determine if Ogg soundtracks are being used instead of the tracker one, so that music rando works properly in Revision Rando with Vanilla Maps.
* add bingo campaign mode * bingo campaign obeys bingo win setting * don't call DXRBingoCampaign.Super functions outside of bingo campaign mode * move DXRBingoCampaign.PreFirstEntry switch outside of DXREvents search * add DXRBingoCampaign.NewBingoBoard() * change how AddBingoEventBlocker works * don't prematurely go to M05 in bingo campaign mode if bingos aren't completed * don't show campaign mode option if not using vanilla maps * move ClearDataVaultImages() to DXRActorsBase * remove DXRando_Mission04_BingoCompleted gib check in M05 * remove DXRando_Mission10_BingoCompleted gib check in M11 * remove now pointless foreach in 03_NYC_AIRFIELD in DXRBingoCampaign * add bingo text to mission exit TeleporterHoverHints * center bingo hint text somewhat better * use crypt doors to block cathedral in bingo campaign mode * crypt doors block cathedral before bingo * add DXRSetFrobbableTrigger, DXRInWorldTrigger. don't spawn chateau commandos until crypt doors are open * bingo campaign mode resets bingoBoardRoll * remove some unused variables * bingo campaign supports bingo_duration values above 1 * don't incorrectly show bingo hover hints when bingo_duration is above 1 * check IsBingoEnd in UpdateCryptDoors * show bingo hint in graveyard rather than dockyard * DXRInWorldTrigger supports vehicles * CheckBingoWin doesn't always return true in bingo campaign mode * show bingo hint when dying in M04 * return expiration in GetBingoMissionFlag() * move DL_graveyard_ambush block to AnyEntry() in bingo campaign mode * progress -> proceed * DXRBingoCampaign cleanup flag names --------- Co-authored-by: Die4Ever <[email protected]> Co-authored-by: Die4Ever <[email protected]>
Major Changes:
Minor Changes:
Major Deus Ex: Revision Changes:
Minor Deus Ex: Revision Changes: