Author Topic: Full life consequences of a 1.1 mod  (Read 3207 times)

KamikOzzy

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Full life consequences of a 1.1 mod
« on: October 16, 2009, 06:48:30 pm »
I was wondering if anyone could give me a list of gameplay changes in 1.2 that could not be reverted to 1.1 style by changing game.qvm values. I have no real need to revert graphical changes, but I would want to get rid of the silent basi, the dodge command, etc. If possible, I would like to avoid a download for players.

Again, if someone could list what would need a client side download to fix, that would be great. That way I know which 1.2 features to resist the most.
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gimhael

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Re: Full life consequences of a 1.1 mod
« Reply #1 on: October 16, 2009, 09:52:03 pm »
All the HP/damage related changes can be rolled back in the game.qvm, the early adv goon can be disabled in the game.qvm, but will still be in the stage 2 menu unless you ship a custom ui.qvm. I guess the changed bounding boxes/speeds of some aliens could mess with the client side prediction if you change them back in the game.qvm, but the cgame still predicts using the new values, but I haven't tested if this effect is noticeable in practice.

I think the silent basi is not controlled in the qvm, but in a config file in the data.pk3, just like changed armor values (helmet).

MitSugna

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Re: Full life consequences of a 1.1 mod
« Reply #2 on: October 19, 2009, 02:06:07 am »

doomagent13

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Re: Full life consequences of a 1.1 mod
« Reply #3 on: October 22, 2009, 05:48:07 pm »
As long as you go the full mile and make it a full mod (game, cgame, and ui qvms, as well as menu files, configs, etc.) it should work fine.  Pretty much all the movement code and prediction stuff is in the game and cgame qvms.