I'm starting a thread because I've changed a lot, with some things you need to know. No, really - you need to know you can turn off/on invisibility etc! Please keep in mind that this is just my first pass, one that I've spent a lot of time on, but if people don't like it that won't do.
I'm using Dagger's ADR as a base for my changes and additions with his permission. Thanks Dagger! ADR fixes some issues EO has, cleans up the code in ways and has just been a great starting place for me as a fledgling coder. It also has team colored projectiles made by Illuminati, which I like very much - some good weapon skins, too. That said, I've mostly rewritten everything from the ground up (masta copy pasta) lol, and left very little of what you'll see in-game unchanged in my wake. This isn't just a slight retake on EO and UT, it's a major one. Please treat it as something new if you can.... and have fun! ADR is broken up into a gametype and two standalone mutators - the ADR Core (gametype), ADR Weapons and ADR Items. It's a nice system. Rather than waiting until I have everything done and stressing about it, I thought I would release the items pack first, and then the weapons one by one. Perhaps just as an optional gametype to start with. Starting with this, ADR Items R01.
I should add that respawns have been lowered from the default game, but in some cases slightly raised from my last version.
Invisibility
Well, this has been feeling a bit OP lately, hasn't it? Glad to see you guys using it now, but sheesh. That said, invisibility is cool, so I wanted to make it even cooler while balancing it a bit better.
Invisibility can now be turned off/on. You need to bind InventoryActivate and InventoryNext. Firing and getting hit reveals you briefly. Pretty cool. I looked to RocketsUT for how to do the reveal.
UDamage
UDamage can now be turned off/on. This could be really impactful.... I'll see how it turns out. UDamage you are given has a shorter duration than UDamage you pick up.
Jump Boots
Can be turned off/on. Does not auto-activate. Jumping does not consume a charge. Enjoy your trampoline. When activated you move faster. For 6 seconds? Sparkyyy? Also increases your mass a weeee bit (more on that below), but IMO just the air control you gain more than balances it out.
Health Keg
Heals for 400, up to the maximum health value 600.
Health Vials
These were added back in by Dagger. They'll give you up to 449 health.
Health Packs
I added these back in. They heal for 75, up to 325 health. Which means, you can grab one as soon as you spawn and have 325 health.
Armor System
Every pickup you have will show up on the (enhanced) player icon now. You may want to keep track of them with the changes. Thigh Pads and Chest Armor are now stackable with the Shield Belt. They do not add to the shieldbelt's value. They rest underneath it. The Shield Belt cannot be renewed by them anymore. What this means is that the total armor value you may have, currently, is 600. Compared to 375 or 350 in my last version. Before you go bonkers, think about it. Individual values have been nerfed slightly to compensate for this, and the Shield Belt can't be renewed by other armor types any more. Let's see how it plays. And.... I've made some changes to how some armors effect mass/movement speed.... On the whole, I'd like for you to be able to achieve a little more survivability than my last version, but at a slight cost you may not want to pay. The Shield Belt by itself has none of those last changes, but since you can stack it with the armor types now..... well, your choice, eh?
Shield Belt
300 armor, non-renewable by other armor types.
Chest Armor
200 Armor. Reduces movement speed. From 1.000000 to 0.990000. See? It's small. You're going to feel it though. Also increases your mass. Meaning, you're more resistant to momentum. Meaning..... well, I don't think Sparky is going to want to pick this up anymore. Sorry Sparky!
Thigh Pads
100 Armor. Same deal, half the values of Chest Armor.
So, main points: When you spawn you can quickly get your health up further on the way to your destination. Invisibility, UDamage and Boots and be stored and activated when you want them. Invis received something of a nerf, but like everything else (ideally) was buffed overall. You may want to make choices on your armor now.
I know, this is all very different. I'm going out on a limb here. I'm trying to do something fun and cool that is maybe going too far. But maybe not if you treat is as something new. I want your honest feelings, even if I might not like them. Because obviously, I don't want to be putting all this time and effort into something other people don't have fun playing!
Oh, and (thanks to Enhanced Items) effects like shields now extend over your weapon even in first person view. Adds something to the experience. And of course.... I've given everything in this Item pack new graphics and sounds. Pretty sweet stuff. Mostly using materials from Nali Weapons. Huge props to Nali Weapons. And much of what I have done is made possible by Enhanced Items - major creds to both!
Please withhold judgement until you can try it.... but please let me know what you're thinking, regardless!
KNOWN ISSUES
I have noticed that some effects are not working as intended with activation/deactivation/effect over weapon. If anyone wants to do testing and and get specifics I'd sure appreciate it.
Also, instead of being given to the player, the UDamage is dropped on the player and has to be picked up.
Also, the graphics on the items are not complete. They have another layer which I was unable to add to them in my hurried attempt. Though, in some cases I kind of like how they turned out (when I replaced the initial texture). And in the case of Invis, the particles were crashing anyone who looked at them. Kind of like Medusa.
I'm using Dagger's ADR as a base for my changes and additions with his permission. Thanks Dagger! ADR fixes some issues EO has, cleans up the code in ways and has just been a great starting place for me as a fledgling coder. It also has team colored projectiles made by Illuminati, which I like very much - some good weapon skins, too. That said, I've mostly rewritten everything from the ground up (masta copy pasta) lol, and left very little of what you'll see in-game unchanged in my wake. This isn't just a slight retake on EO and UT, it's a major one. Please treat it as something new if you can.... and have fun! ADR is broken up into a gametype and two standalone mutators - the ADR Core (gametype), ADR Weapons and ADR Items. It's a nice system. Rather than waiting until I have everything done and stressing about it, I thought I would release the items pack first, and then the weapons one by one. Perhaps just as an optional gametype to start with. Starting with this, ADR Items R01.
I should add that respawns have been lowered from the default game, but in some cases slightly raised from my last version.
Invisibility
Well, this has been feeling a bit OP lately, hasn't it? Glad to see you guys using it now, but sheesh. That said, invisibility is cool, so I wanted to make it even cooler while balancing it a bit better.
Invisibility can now be turned off/on. You need to bind InventoryActivate and InventoryNext. Firing and getting hit reveals you briefly. Pretty cool. I looked to RocketsUT for how to do the reveal.
UDamage
UDamage can now be turned off/on. This could be really impactful.... I'll see how it turns out. UDamage you are given has a shorter duration than UDamage you pick up.
Jump Boots
Can be turned off/on. Does not auto-activate. Jumping does not consume a charge. Enjoy your trampoline. When activated you move faster. For 6 seconds? Sparkyyy? Also increases your mass a weeee bit (more on that below), but IMO just the air control you gain more than balances it out.
Health Keg
Heals for 400, up to the maximum health value 600.
Health Vials
These were added back in by Dagger. They'll give you up to 449 health.
Health Packs
I added these back in. They heal for 75, up to 325 health. Which means, you can grab one as soon as you spawn and have 325 health.
Armor System
Every pickup you have will show up on the (enhanced) player icon now. You may want to keep track of them with the changes. Thigh Pads and Chest Armor are now stackable with the Shield Belt. They do not add to the shieldbelt's value. They rest underneath it. The Shield Belt cannot be renewed by them anymore. What this means is that the total armor value you may have, currently, is 600. Compared to 375 or 350 in my last version. Before you go bonkers, think about it. Individual values have been nerfed slightly to compensate for this, and the Shield Belt can't be renewed by other armor types any more. Let's see how it plays. And.... I've made some changes to how some armors effect mass/movement speed.... On the whole, I'd like for you to be able to achieve a little more survivability than my last version, but at a slight cost you may not want to pay. The Shield Belt by itself has none of those last changes, but since you can stack it with the armor types now..... well, your choice, eh?
Shield Belt
300 armor, non-renewable by other armor types.
Chest Armor
200 Armor. Reduces movement speed. From 1.000000 to 0.990000. See? It's small. You're going to feel it though. Also increases your mass. Meaning, you're more resistant to momentum. Meaning..... well, I don't think Sparky is going to want to pick this up anymore. Sorry Sparky!
Thigh Pads
100 Armor. Same deal, half the values of Chest Armor.
So, main points: When you spawn you can quickly get your health up further on the way to your destination. Invisibility, UDamage and Boots and be stored and activated when you want them. Invis received something of a nerf, but like everything else (ideally) was buffed overall. You may want to make choices on your armor now.
I know, this is all very different. I'm going out on a limb here. I'm trying to do something fun and cool that is maybe going too far. But maybe not if you treat is as something new. I want your honest feelings, even if I might not like them. Because obviously, I don't want to be putting all this time and effort into something other people don't have fun playing!
Oh, and (thanks to Enhanced Items) effects like shields now extend over your weapon even in first person view. Adds something to the experience. And of course.... I've given everything in this Item pack new graphics and sounds. Pretty sweet stuff. Mostly using materials from Nali Weapons. Huge props to Nali Weapons. And much of what I have done is made possible by Enhanced Items - major creds to both!
Please withhold judgement until you can try it.... but please let me know what you're thinking, regardless!
KNOWN ISSUES
I have noticed that some effects are not working as intended with activation/deactivation/effect over weapon. If anyone wants to do testing and and get specifics I'd sure appreciate it.
Also, instead of being given to the player, the UDamage is dropped on the player and has to be picked up.
Also, the graphics on the items are not complete. They have another layer which I was unable to add to them in my hurried attempt. Though, in some cases I kind of like how they turned out (when I replaced the initial texture). And in the case of Invis, the particles were crashing anyone who looked at them. Kind of like Medusa.
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