Projects - Official Campaigns
- [x] Make Bonus Missions and Deathmatch campaigns dynamically created at runtime
- [x] Bonus Missions: move away from numbered missions, use names instead
- [ ] Operation Cleansweep: U.S.C. Medusa: elevator to bridge has inconsistent door behavior, causing marines to fall out or not be able to get in
- [x] Research 7: Illyn Forest: drone can get stuck in generator attack animation, causing guaranteed failure
- [x] Lana's Escape: Lana's Bridge: escape trigger does not respond to marine death properly
- [x] Lana's Escape: Lana's Sewer: escape trigger does not respond to marine death properly
- [ ] Lana's Escape: Lana's Maintenance: wrong number of random hacks can spawn
- [ ] Lana's Escape: Lana's Bridge: research possibility of letting marines build the sentry after the bridge in place with fixed leg positions
- [ ] Lana's Escape: Lana's Maintenance: research possibility of letting marines build sentry into south-east drone hole in generator objective room
- [ ] Tutorial: new mission
- [x] BioGen Corporation: BioGen Labs: remaster
- [ ] Sweep official maps for inconsistent behavior
- [ ] JAC4 - link biomass?
- [x] JAC7 - if you leave nuke behind, there should be an angry note from the nuke when you return
- [x] NAM1 - weird invisible wall near fire - should put some props there
- [x] OCS3 - re-open end door if pod empty
- [x] PAR5 - can fall off bridge without dying
- [ ] RES3 - add reward for taking "wrong" path (ammo? medkit? mostly empty flamer?)
- [x] RES3 - generator should have "inorganic" damage resistances + ff protection, use actual damage taken rather than hits
- [ ] RES3 - hack should be on generator, not button
- [x] TFT2 - drones that spawn after moving crane ignore marines entirely
- [x] TFT3 - first crate has no collision
- ~~TFT3 - killing boomer door before pushing button soft lock?~~
- [ ] TIL5 - skip door should be openable in some way, with downsides
- [ ] TIL6 - end marker doesn't match trigger
- [x] TIL6 - ~~fix ceiling lamps having collision~~ south wall needs to be redone
- [x] TIL9 - use configurable countdown objective, add neurotoxin fog/damage after timer
RES3 - add reward for taking "wrong" path (ammo? medkit? mostly empty flamer?)
I like the flamer idea, to remove the flamer requirement and to avoid softlock in case flamer wielder gets shieldbugged off the earlier bridge. Don't really need ammo as there's already a full box south and then another one soon.
Lana's Escape: Lana's Maintenance: wrong number of random hacks can spawn
Example: d_lana-maintenance_2hacks.zip I aborted the recording shortly after restarting and making sure all 3 hacks spawned after the restart.
d_lanamaintenance_2hacks_t12222.zip At the second try. Wish I checked objectives sooner.
d_lana-maintenans-2hacks_t8000&19200.zip At the second try. We also found out that tech death after the second (and last available) hack still results in game over.