The Changelog. large changes surrounded by: //{ balance changes // balance changes } small changes have this at end of line: // balance changes V1.01 changes: 5/7/99 - p_client.c ( changed InitClientPersistant to change to the favorite weapon, not the blaster... see autoexec.cfg for use... ) 5/7/99 - p_weapon.c ( changed chaingun damage from 1 to 2 points fixed ssg - halved damage fixed grenade launcher radius - increased to 150 units. ) 5/7/99 - g_combat.c ( changed T_RadiusDamage to increase radius size... changed T_RadiusDamage so damage to self is only 50% of actual damage. and made rocketjumps higher (lower than they were though...) in T_RadiusDamage changed Grenade_Explode to fix strange damage setup. hmmm... ) V1.00 changes: 29/6/99 - g_spawn.c ( added inhibitions to SpawnEntities function: item_health_small, item_health, item_health_large, item_power_shield, item_pack, item_armor_shard, weapon_bfg changed F_LSTRING case to alter the classname in ED_ParseField for weapon changes in DM. added ED_NewStringCN function. ) 29/6/99 - g_items.c ( changed grenades item from weapon/ammo to just ammo. changed Pickup_Bandolier for ammo amounts: 250 bullets, 60 shells, 35 slugs. ) 29/6/99 - p_client.c ( changed max ammo values in InitClientPersistant: 200 bullets, 50 shells, 25 for slugs, grenades and rockets ) 30/6/99 - g_items.c ( changed armour amount/save to jacket: 10/.5, combat: 25/.5, body: 50/.5 changed PickupArmour for new armor info ) 1/7/99 - g_local.h ( added next_health_think variable to gclient_s ) 1/7/99 - p_client.c ( added Health_think function changed ClientBeginServerFrame to call Health_think every server frame. That is enuff. ) 1/7/99 - g_items.c ( changed SP_item_health_mega for 50 point megahealth in DM ) 2/7/99 - g_items.c ( changed armour amounts to jacket: 20, combat: 50, body: 100 changed MegaHealth_think to lower health at half the rate, ie. one point every 2 seconds. ) 2/7/99 - p_client.c ( changed Health_Think function to speed up health increase ) 2/7/99 - p_weapon.c ( changed chaingun damage in DM to 1 pt (was 6) changed ssotgun pellet damage in DM to 8 pt (was 6) changed rail damage to 50pt (was 100) changed rocket damage to 70 + (int)(random() * 10.0) was 100 + (int)(random() * 20.0) changed rocket radius to 150, radius damage as above changed rocket speet from 650 to 800. Yes. I sped it up!!! changed Chaingun_Fire to skip wind-up frames. yeah! changed Weapon_Railgun and weapon_railgun_fire to speed up rail shots. Yeah! changed super shotgun - more speed! changed Greanade Launcher - more speed! changed Weapon_generic for faster weapon switching - it's about 0.5 seconds. heaps faster than normal... ) 2/7/99 - g_local.h ( changed default spread for sshotgun and bullets - slightly tightened them. ) 2/7/99 - g_combat.c ( changed T_RadiusDamage so that 60% of radius has full damage and the other 40% reduces to 0 also, if you're dumb enuff to hurt yourself (over grenade or shooting the wall) you will take full damage. ) The List ================================================= # = done and working perfectly items stuff #* machinegun & hyperblaster spawn as chaingun. #* shotgun spawns as super shotgun. #* hand grenades are not a weapon. just ammo. #* backpack is removed from game. #* powershield is removed from game. #* all health removed from game, bar megahealth. #* ammo cells spawns as bullets. #* remove armor shards. #* remove BFG ammo stats #* max ammo values are: railgun=25slugs. rl=25rockets, gl=25grenades. chaingun=200bullets, shotgun=25shells. #* super shotgun shells are still 50, shich gives 25 shots. Left as is because it appears more reasonable... #* leave ammo pickup values for now, coz they will seem alot in comparison to the new max values. which might be a good thing. item stats #* megahealth gives 50 health points. #* red armor gives 50 armor points. #* yellow armor gives 25 armor points. #* greenish armor gives 10 armor points. player stats #* max player health is 150. #* player health above 100 incurs a deduction of 1 health point a (1) second. #* player health below 100 incurs a addition of 1 health point per (player health*log10) seconds. #* max armor is 50. #* 1 point of armor saves 1 point of health when 2 should be lost. ie halves damage taken unless no armor points available. #* collecting an armor of higher value over-rides current armor (like in quake). if a player has 7 points of armor and picks up a 10 point armor they will only get 3 points of armor out of it. * whatever the current player run speed is... add 50% * and player walk speed up it to current running speed. weapon timings #* railgun can shoot a slug every 1.5 seconds. #* rocket launcher can shoot a rocket every (1) second. #* shotgun can shoot 10 pellets (which is one shell) every (1) second. #* chaingun can shoot 20 bullets every (1) second. so thats what? 1 bullet every 0.05 seconds? (no wind-up) #* grenade launcher can shoot a grenade every (1) second. weapon switching #* it takes 0.3 seconds to change weapons. weapon damage !!Damage is an integer!! #* a slug incurs -50 health points of damage. #* a rocket direct hit incurs -75 health points of damage. #made it 8 points#* a pellet from a shotgun shell incurs -7.5 health points of damage. #made it 1 point#* a bullet incurs -0.5 health points of damage. #* a grenade direct hit incurs a -75 (-100?) health points of damage. splash damage from rockets and grenades #* the first 60% of the splash range eminating from the point of impact remains at direct hit damage levels. #* the last 40% incurs a damage ratio of 99% to 1% over the 40% heading away from the point of impact. grenades !!No Changes!!* grenades trigger if walked over (same as it already is in q2).