Re:Mobilize

Code Changes

  • Trampolines have been significantly reworked thanks to bmFbr's contributions. Trampolines now use a multi-layered bounds checking system for more accurate, less "floaty" bounces toward the ground, and resolves a serious issue in which trampolines could fail to bounce the player at very high maxfps values. "Angled" spawnflag has been deprecated as the code now auto-detects the angle in every case. Two new spawnflags are introduced - "bounce on touch" makes entities bounce on top of the trigger instead of towards the face below, good for irregular surfaces. "Disable bounds check" changes the bounding box calculations in events where trampoline triggers are over clip brushes and normal solid traces cannot be performed. The code should automatically detect such cases but the spawnflag is available to enforce it just in case. "punchangle" is a new field that lets you force a certain angle to make the player bounce towards, overriding the default trajectory determined by the downwards trace. Huge, huge thanks to bmFbr for the hard work.

  • In situations where a lightpanel is nearly perpendicular to the player's view, there is a high possibility of the player getting caught on geometry mid-hook. This has been fixed and players are now "nudged" away from the obstacle in such cases.

  • Wiremeshes will no longer "catch" the player if they are on the ground, preventing players from getting inadvertently stuck to wiremeshes during combat encounters.

  • Thanks to Inky, trigger_counter now supports ordering of the counter's triggers. Assign each trigger targeting the trigger_counter consecutive values on the .aflag property, starting from 1 (1, 2, 3, etc.). If the triggers are fired in the order assigned to them, targets are fired as usual, otherwise the pain_target's targets are fired instead. Any func_buttons that targeted the counter are reset to the waiting state if the triggers were activated out-of-sequence.

  • info_teleport_destination and info_teleport_random now support the .speed property, which changes the speed at which a player is ejected from a teleporter. Defaults to 300; as 0 is interpreted as the default, use a very low, but nonzero value like 0.001 to create a no-speed teleporter. Can also accept negative values to push the player backwards instead of forwards. Contributed by Inky.

  • Fixed a bug in which a monster that is forcibly removed from the map via killtargeting as opposed to a "proper" death would not count as being killed, preventing a 100% kill count. Fixed by Inky.

  • Fixed a bug in which the beam models used for the lighthook could crash the Kex/Rerelease engine due to not being precached. Consequently, Kex/Rerelease is now supported.

Map Changes
  • An Excursion to Carcosa by Inky: Various sections given clearer explanations for progression.

  • Beneath the Frozen Moon by Tonhao: Modified encounters to make them fairer on higher difficulty settings and more in-line with map progression.

  • Concrete Substratum by riktoi: Various changes to improve navigation and make certain sections easier. Laser shooters added to the top platform in the last room to discourage camping when attempting to deal with enemies. New unmarked secret added.

  • Echoes of Repercussion by iYago: Puzzles modified to allow more margin for error, with clearer explanations. Jade key room significantly reworked to focus less on precision mid-air strafing. More health and ammo added.

  • Peak Memory Usage by Tonhao: Modified encounters to make them fairer on higher difficulty settings and more in-line with map progression.

  • Ranger Dynamics by EmeraldTiger: Tutorial section instructions updated to be more thorough and cover overlooked aspects of the mechanics that may have caused confusion. The hook section in particular now includes instructions on how to re-bind the hook key, removing the need to exit the game and view the wiki. Screen now darkens to make text easier to read.

  • RE:1M8 by Spootnik: Point lights added near lightpanels for clarity. Second pentagram marked as secret.

  • Swamps of Heretics by Heresy: Some trampolines adjusted to fit the new code by bmFbr. Certain sections tweaked to require mechanics to be used where previously grenade and rocket jumps could bypass them. Various other fixes.

  • Urn by nickster: Navigation and messaging significantly improved to help better direct the player and reduce confusion.

  • Waterfront Citadel by EmeraldTiger: Trigger that opens the lighthook shortcut near the start has been moved to activate a bit earlier. Silver key directional arrows added to make finding the silver key door easier. Fixed a brush that absorbed gunfire due to sky textures applied on other faces. Player is now told they can climb on vines when they first appear. Replaced a rather unfair Ogre spawn in Hard with a Hell Knight. Some clipping added to prevent an unintended skip. Shortcut elevator in the electricity disabling room more clearly identified as a shortcut rather than a progression element. A message appears if the player falls down attempting to use the last lightpanel, saying they can hook back up without needing to go through the swamps again.