Closed DarthFutuza closed 4 years ago
Ion blaster ammo exists, it just doesn't spawn in shops.
~I fixed most of the Ion blaster ammo efx, just need to have the item put into shops now and make sure its doing correct damage, it seems to be doing a lot against organics. Tried to fix the medicinal healing slugs, but for some reason they keep doing damage even when damage is overriden to be set to 0 or a negative number. Did get it to apply a healing debuff though.~ Its working now.
Buying a new jetpack or shield should probably automatically replace the old one, this will be less confusing to someone who isn't famaliar with the inventory system.
While I'm still willing to try and fix the rest of these optional items, I think they can wait for a patch later as they are all code edits that should be small. We're only missing bacta grenades at this point as far as asset based stuff I wanted done. (The grenades are implemented, but just need the correct model in place).
Initial preview release we tested with Smoo did not go well, Linux builds are evidently really screwy.
~grenade_bacta_antidote-e will crash the server, need to debug. Doesn't happen on my debug copy so its possibly caused by a missing asset.~ Fixed.
eezstreet fixed bacta nades, added a few last things in the optional like Noodle's armor sets. Linux builds are still screwy and need investigating.
Properly added ion ammo overrides, and shield/jetpack autoequipping. Also fixed a major bug with MOD ammo overrides.
Found a bug with certain types of ION ammo apparently removing/replacing the normal gun's ammo. eg: ELG ION is fine, but any of the ION Power Paks are messed up. Once you ammo cycle to the ion ammo, you can't cycle back to the regular ammo. I think its probably an issue with the power pak ammo type, but requires more investigation.
~Seems shields are only blocking the default weapon stun, a q2 stun is still applying even with a shield present, but shields do block the default weapon's stun mode. Might need to add damage type to q2 and potentially other weapons missing it.~ Fixed, affected items were missing "meansofdeath": "MOD_STUNNED", from their .wpn definitions.
Buying a new jetpack or shield should probably automatically replace the old one, this will be less confusing to someone who isn't famaliar with the inventory system.
Okay fixed with 2b1b1bf077875ec5b6752d4b2ad94b46f3d4e039
Linux builds are fixed, however...currently the client will crash during a map load unless you are using the debug binary. So...that's what I'm doing for now until I have time to investigate. More importantly dedicated binary release works just fine.
0f73b877 fixed most of the ammo pricing issues, this was caused by an int that should have been a float.
293dde4 fixed the rest of the ammo price issues, everything is working* as it should finally.
*Till we find more issues during a playtest, lol.
Map Pack 2 is basically ready, just waiting on Noodle for final changes and then I need to do a readme.
Map Pack #2 is out, need to submit to JKHub.
Fixed tripmines in 480180b
Okay I think I got everything I want that's possible in v1.3.22, just doing a last test before release. Going to close this out and move the unfinished issues to the next patch.
Changes to be in v1.3.22
New Features
Bug Fixes and Balance Changes
Probably a damage type thing.Caused by most of the wpn files missing radial damage.Optional (if we have time)