Re:Mobilize

- Fixed a crash that would happen in Station of Minak due to a corrupted sound file.

- Added more monsters to Station of Minak, texture fixes, and fixed a bug regarding a void box showing in outdoor areas.
Map Changes:

Amniotic Resurgence:
Added tips in readme, along with improved directions in the map itself.

Nascent Myopia: Fixed some misaligned textures.

Reverse Polarity: Fixed a bug in which a gold key button/door could reset, resulting in a potential softlock.

Station of Minak: Bugfixes, some new enemies and a new secret.

Misc Changes:

Added a descript.ion file for supported engines, so the mod name shows up in mod menus.
promo2.png


New Maps and Map Changes

All 4 maps from Re:Mobilize Jam 1: Re:Collections:
  • Artificial Respiration (rm_respiration) by alexUnder
  • Civic Ascent (rm_civic) by Shadesmaster
  • RE:2M6 (rm_re2m6) by Chuma
  • Trial of Maahes (rm_maahes) by EmeraldTiger

5 never-before-seen maps:
  • Amniotic Resurgence (rm_resurgence) by zbidou72
  • Nascent Myopia (rm_myopia) by rabbit
  • Reverse Polarity (rm_polarity) by RecycledOJ
  • Station of Minak (rm_minak) by Ninjasaurus/Radhsar
  • The Cabin (rm_cabin) by gw_x9

Changes to 1.1 and Re:Collections Maps

  • Echoes of Repurcussion by iYago: Various fixes.

  • Peak Memory Usage & Beneath the Frozen Moon by tonhao: Added teleporters that can be used to quickly return back to previous areas in case of failed trampoline jumps.

  • RE:2M6 by Chuma: Renamed to simply "RE:2M6" for consistency with Spootnik's "RE:1M8". Fixed hook panels that were using the wrong beam color/sounds, and a wiremesh that was using metal sounds despite having a wood texture.

  • Trial of Maahes by EmeraldTiger: New music track that plays when the arena battle begins: Egyptian Warriors by Derek & Brandon Fiechter. Added 2 additional secrets. Added blinking lights to switches to make it more clear that they're activated or deactivated. Moved a Hell Knight from the nailgun room to the switch that activates the lightpanel in the adjacent room, made it appear in all difficulties, and indicated where the player should go after climbing back up from pressing the switch on the wiremeshes. Added an additional set of arrow traps on the floor between the rocket trap deactivation room and the ledge overseeing the rocket trap/lava hallways.

New Mapper Features and Code Changes

  • Magnets, implemented as a brush entity called "trigger_magnet", allow you to impart realistic attractive/repulsive forces onto various applicable entities while inside its boundaries. As the name implies, these can be used for magnet-like objects or surfaces, and are also useful for rotating fans, localized antigravity areas, and traps like black holes or space/air vacuums. These are not considered a major mechanic like trampolines, wiremeshes, and lighthooks, but can be used in tandem with them to create interesting experiences. The map "magnets.bsp" and "magnets.map" are provided in this update to allow mappers to study magnets and their functionality in a controlled environment.

  • trap_buzzsaw, directly based on the buzzsaws from Dissolution of Eternity with some minor visual improvements (smoother rotations and movement compared to the jittery DoE versions) from Arcane Dimensions, with adjustable speed and damage, along with toggle support. (Due to engine limitations with bounding boxes, buzzsaws should always be orthogonal, i.e. no diagonal sawblades)

  • trap_gas, inspired by Arcane Dimension's similar entities, which can either spew fire (style=1) or hot steam (style=2) with adjustable spread, speed, and damage, along with toggle support.

  • trigger_startup, a point entity that fires its targets on map load, acting as the Quake 1 equivalent of Quake 2's trigger_always.

  • trigger_loop, a point entity that continuously fires its targets on a regular interval (defined by the "wait" key), with the ability to be triggered on/off.

  • func_trains now support "synctarget" and "mangles" fields, as well as the "invisible" spawnflag. Invisible (16) does exactly what it says and makes it so the func_train cannot be seen (recommend to combine with spawnflags 8: nonsolid). Invisible trains are intended to be used with the new "synctarget" feature, in which func_trains will cast out a trace in the direction of their mangles key, and any entity hit whose targetname matches the func_train's synctarget field will be triggered.

  • func_door and func_train now supports the "dmg_take" field, changing what situations the door inflicts damage to the player. When dmg_take = 0, the door damages only when blocked, as per normal behavior. If dmg_take = 1, the door damages just by being touched, even if not blocked. dmg_take = 2 is somewhere in between, damaging when blocked and also if touched while in motion, while being harmless when the door is still. Useful for moving obstacles like spikes.

  • trigger_once, trigger_multiple, and trigger_secret now support playing custom sounds via the "noise" key upon being touched.

  • trigger_explosion now supports the "keep_ammo" field. If set to 1, the explosion entity will remain even after the animation finishes. By default, the explosion entity disappears once the animation concludes. This allows the same explosion to be triggered multiple times.

  • "No bouncing" spawnflag for monsters, which will cause them to land on a trampoline and be cushioned instead of bouncing as per normal behavior.

  • "No monsters" spawnflag for magnets, preventing them from affecting monsters that are within their trigger zone.

  • progs_dump 3.0 manual is now bundled in Re:Mobilize (Thanks to dumptruck_ds for permission to do so)

  • Fixes a bug where demons could jump out of the map while autohooked (originally fixed in Re:Mobilize Jam 1: Re:Collections)
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.