The final configuration with comparison to reg:
- Enforcer is 21 damage per hit; reg was 25
- Minigun is 10 damage per primary and 15 damage per secondary; reg was random, between 13 and 21
- Pulse secondary is very slightly nerfed
- Shock primary is 51 damage per hit, but unmodified for sDOM; reg was 60
- Sniper is 60 per body shot and 135 per headshot with a slightly slower rate of fire, but (now) unmodified for sniper arena; reg was 67 and 150
- Flak primary shards' damage decreases linearly after traveling for 400ms
Current version as of this post is v0.5x. Updates since last post:
- Maybe fixed seeing double when comboing other ball
- Maybe fixed goo secondary
- Fixed the pre-translocation glow not showing up (where a player was right before translocating)
- Fixed bots firing too fast
- Removed the red/green bs from spec when you press F3 in spec (ShowStats command)
- Fixed picking up guns with no ammo (very rare)
- Fixed not being able to pickup another weapon < 200ms after throwing current one
- Maybe fixed high pingers' shock balls not disappearing when a low pinger's shock ball collides with it
- Added redeemer replacement mutator: IG rifle with 1 ammo that only gets used if you miss
- Trying something different for removing gib collision now which should reduce bandwidth usage and maybe fix green bodies in demos; hopefully this doesn't result in any extra bounced shots or premature projectile explosions
- Fixed the issue with weapons sometimes disappearing from the HUD and sometimes not being able to switch to a weapon as soon as you pick it up (related issues); btw, FUCK YOU EPIC for not allowing replication to be changed in subclasses... if epic allowed this to begin with, I wouldn't have had to resort to ridiculous hacks to make 0 ping weapon switch possible
- Fixed the clock/HUD not appearing when ctf is loaded for the first time; MODOSUtils was overriding the HUD so now Pure's HUD is forced as long as "ctfhud" is in the hud's original hud name
*** TODO ***
- Fix rockets sometimes autofiring right after switching to them (after trying a thousand different things, I'm really not sure what causes this... I need help recognizing some kind of pattern)
- Finish fixing demos
- Fix dodge bug 100%
- Fix autododges
- Recreate/import LeagueAS because too many things are conflicting when separate
- Fix double shock beams (might actually already be fixed with a change made recently?)
- Fix portal direction (when dodging through them, etc.)
- Armor, weaps from spec's pov
- Quicker HUD updates
- Custom death messages
- Colored messages/names
- Option to make player names not show up with crosshair
- Allow players to choose team/enemy player models/colors
- Custom crosshairs for each weapon
- HUD editing
- Fire/AltFire swap
- Automatic demorec at countdown + end demorec on redjack
- Silent piston
- Better spawning algo (option for server admins)
- Crosshair not perfectly in line with where shots actually fire (although they line up perfectly when ducking... weird Epic, weird)?
- Weapon sometimes becomes invisible for tosser when thrown
- Should be able to catch thrown weapons midair
- Better stats system
- Make NewNet togglable
- Make lifts feel like zero ping without having to recompile every map (tough! but I think it's doable)
- Better dodging compensation for curving projectiles (grenades, goo, and flak secondary)
- Make all new options available in one neat little package/menu like UT2004's UTComp
- Feign death collisionheight
- Hammer AltFire (deflection)
- Newnet redeemer
- More chars!