Daikatana

Daikatana

Daikatana v1.3 12-22-2022 Release
It's that time of the year... a new Daikatana 1.3 build!

The latest build contains some new requested features such as:
* Multi-handle HTTP downloading for multiplayer assets.
* New "Extra Options" menu in Single Player for fine-tuning new options.
* The engine now uses JSON files over CSV/VSC files for AI, Model and Sound assets. This makes it easier for modders/hackers.
* Updated pak6 (server admins take note).
* More than 3 players supported in coop.
* And so much more over 80+ bug fixes in this build!

As always, you can grab the latest builds via the in-game auto-updater or from https://bitbucket.org/daikatana13/daikatana.

We now have a Discord Server at: https://discord.gg/Uw65xwVQhY.

Full changelog:
Add cl_deltaframeclear CVAR to disable the delta frame clearing hack. (base/client/cl_main.cpp, base/dk_/dk_menu.cpp)
Fix TempEvent_Explosions rendering incorrectly on GCC 64-bit builds. (base/client/cl_tempent.cpp)
Fix weapon bobbing not working in demo playback. (base/client/cl_ents.cpp)
Run entire codebase through cppcheck, constifying a lot of things and removing a lot of dead code.
Fix a regression where excessive gib damages to sidekicks in rare circumstances will not show the game over screen. (dlls/world/sidekick.cpp)
Add sv_sidekick_health_* CVARs by request.
AI_FollowRunning() will remove this goal if player is dead for sidekicks. (dlls/world/ai_func.cpp)
Get spectators working with Coop.
Fix a bug where notarget cheat applies for all players in coop. (dlls/world/ai_func.cpp)
Fix unbalanced state with WSACleanup(). (base/Goa/Sdk/goautil.cpp)
Fix coop_player_id not showing all players. (base/client/cl_view.cpp)
Add coop_allow_exit CVAR to toggle exiting the map without requiring everyone at the exit.
Set ent->s.solid = 0 on client exit to fix the weird zombie state that can occur
sometimes in coop. (dlls/world/client.cpp)
Refactor some of the coop select character/model code.
Don't show spawn protection expires message twice when switching from spectator 1 to spectator 0. (dlls/world/client.cpp)
Set coop value to 2 or higher to remove the 3 player client restriction. (base/server/sv_init.cpp)
Get spectators working with Deathtag.
Set a special team for spectators in CTF and DT modes.
Add multiple HTTP download handles. Greatly improves downloading speed. By request.
Fix centerprints shifting the scoreboard down a few units if resolution height is greater than 1080. (base/client/cl_scrn.cpp)
Add experimental scr_huddrawmapname CVAR. By request.
Fix hook->pGoals memory leak at the source. (base/physics/p_save.cpp, dlls/world/ai.cpp, and dlls/world/world.cpp)
Fix memory leak of MEM_TAG_PATHLIST for Sidekicks on save restores. (dlls/world/sidekick.cpp)
Remove initializing hook->pPathList for clients. Does not appear to be used. (dlls/world/client_init.cpp)
Actually fix bAcroBoosted and bSpeedBoosted in Client_CheckIntertialDamage() to not apply damage if levels are maxed out. (dlls/world/client.cpp)
Don't send TE_KICKVIEW when in third-person mode. Don't use it if received in third-person mode. An old FIXME from 2000.
Added sv_nohealthfounatins CVAR. By request.
Added sv_armor_max_value CVAR. By request.
Fix wraithorb expiration message not displaying sometimes. (dlls/world/client.cpp)
Fix memory leak with CacheMonsterSounds().
Fix memory leak from info_aiscript entities.
Fix memory leak from target_monster_spawn entities.
Don't let decos, etc. interfere with AI_IsClearShot() traceline. (dlls/world/ai_utils.cpp)
Fix sidekick ammo count not showing up. Regression from 2018. (dlls/world/sidekicks.cpp)
Fix regression from 04-01-2021 with FRAMEDATA_FLAG. (dlls/world/MonsterSound.cpp)
Report if we have no weapon from SIDEKICK_GetAmmoCount(). This updates the HUD on map start for e3m1, e4m1, etc. to show there is no weapon instead of returning the previous HUD state. (dlls/world/sidekick.cpp)
Fix Wyndrax being invincible while using the Wraithorb. (dlls/world/ai_func.cpp)
Pressing a weapon button will bring back the weapon HUD if in another type of HUD (i.e. Sidekick or Inventory HUDs). (dlls/weapons/weapon_funcs.cpp)
Allow Nharre's Nightmare Weapon to instagib Buboids. By request. (dlls/world/buboid.cpp)
Fix memory leak from Nharre, Garroth, and Kage spawning dynamic enemies during boss fights. (dlls/world/ai_weapons.cpp)
Fix memory leak from AI_DoSpawnName(). (dlls/world/ai_utils.cpp)
Don't allow sidekick_swap to work/update HUD if in INV_MODE_SKILLS HUD. (dlls/world/sidekick.cpp)
Sanity check in novabeam_command(). (dlls/weapons/novabeam.cpp)
Added sv_healthfountainrecharge_limit CVAR. By request.
Save track ents and inventory HUD status at the beginning of demo files.
Save crosshair info at the beginning of demo files.
Save sidekick selector HUD status at the beginning of demo files.
Fix demos parsing frames before the precache is done. (base/client/cl_parse.cpp)
If target has died in com_Damage() don't keep processing. Fixes clients being easily gibbed when they shouldn't be. (base/physics/com_sub.cpp)
Fix sidekick_get to spawn a temporary flare icon as per the original v1.0 readme. Reported by MilkeyWilkey. (dlls/world/items.cpp, dlls/world/sidekick.cpp)
Fix sidekick_attack to spawn a temporary flare icon as per the original v1.0 readme. Reported by MilkeyWilkey. (dlls/world/sidekick.cpp)
Don't play 'ready to attack' Sidekick sounds if we don't have a valid enemy to attack when using sidekick_get. (dlls/world/sidekick.cpp)
Added support for 'daikatana://server:ip' protocol handler in Connect_f(). (base/client/cl_main.cpp)
Fix a couple of bugs with tourney mode.
Added experimental 'demojump <number_of_frames>' command. By request.
Added 'scr_surroundthreshold' CVAR. By request.
Make sure we clear the framestate on U_REMOVE from CL_ParsePacketEntities(). This fixes firing the Nightmare weapon again multiple times and seeing stale frame states. Does the same for other entities that can get re-used with the same type of ent. (base/client/cl_ents.cpp)
Fix the Daikatana from 3rd person view (and other players) disappearing if you go out of the PVS.
Add 'sv_no_ion_water_damage' CVAR. By request.
Fix Nightmare weapon unsetting RF_NODRAW if you suicide while firing the weapon with the reaper spawned. (dlls/weapons/nightmare.cpp)
Fix use of 'cam_toggle' command when being targetted from the Nightmare weapon.
Add relevant Extra Options to the m_dm, m_ctf, m_dt CVARs. Add them to the multiplayer flag_cvars box.
Added 'sv_use_old_weapons_csv' CVAR to enable use of the old weapons.csv with reduced ammo count. By request.
Fix regression from item_key_touch() not removing keys set with ITEM_RESP_COOP_STAY in Single Player. (dlls/world/artifacts.cpp)
Reset icon_modelname array in CL_Boost_Icons_Init(). Needed for view sizes greater than 100 otherwise we get stale states on new maps. (base/client/cl_icons.cpp)
Allow 'heartbeat' command to send a state change to the GameSpy protocol. (base/server/sv_ccmds.cpp)
Added JSON file support to replace the VSC/CSV files. Simplifies things for modders/hackers. By request.
Fix enemy sight sounds not always playing after a map restart. (dlls/world/MonsterSound.cpp)
Clear sidekick ambient sound times on level load. (dlls/world/Sidekick.cpp)
Fix some quirks with GameSpy master server reporting.
Fix a memory leak with particles and complex particles.
Fix keystone lights in e3m1 toggling on and off in Coop. (dlls/world/artifacts.cpp)
Fix a memory leak with internal e3 bolter linked list at level exit. (dlls/weapons/bolter.cpp)
Fix ModelIndex for Coop Persistent Invetory on map transitions.
Precache the backpack and coop stat sounds on map start in coop.
Remove unnecessary !self->client sanity check on info_player_xxx. Regression from a long time ago. (dlls/world/client.cpp)
Fix inventory "sack" items not applying special attributes (i.e. ring of undead, envirosuit, etc.) in coop with persistent inventory and backpacks.
Don't process any more Sidekick node talk when player is dead. (dlls/world/sidekick.cpp)
Save Metamaser in Single Player. (dlls/weapons/metamaser.cpp)
Save Cordite Grenades in Single Player. (dlls/weapons/slugger.cpp)
Save Ballista logs in Single Player. (dlls/weapons/ballista.cpp)
Save Wyndrax Weapon projectiles in Single Player. (dlls/weapons/wyndrax.cpp)
Don't spawn Bolter projectiles when colliding with other projectiles. (dlls/weapons/bolter.cpp)
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Näytetään 1-14 / 14 kommentista
Cool! Thanks for the update.
Samz 5.1.2023 klo 14.00 
Can sidekick immortality be disabled?
Samz lähetti viestin:
Can sidekick immortality be disabled?

That's only in easy mode. Play it in medium or hard.
HCIMara'akate lähetti viestin:
Samz lähetti viestin:
Can sidekick immortality be disabled?

That's only in easy mode. Play it in medium or hard.

Thanks, wasn't sure if it was forced on for all difficulties.
I updated the game using the in-game updater. Does it automatically perform a clean-up procedure and delete the patch installer file? Or do I have to look for it somewhere? If yes, then where?
Viimeisin muokkaaja on Patrol1985; 8.1.2023 klo 15.11
It automatically cleans up after itself.
HCIMara'akate lähetti viestin:
It automatically cleans up after itself.

Thank you!
wow, you real hero :rockon::bandit:
Keep up the good work.
which version of the patch do i need? US or UK?
Yeet-O 10.12.2023 klo 20.16 
This patch broke my saves, is there anyway to fix them?
So this is just some fanmade patch kinda dealy?
DankWestern lähetti viestin:
So this is just some fanmade patch kinda dealy?

Yeah, it's not official if that's what you are asking about. Is that a problem though? It fixes lots of things in the game.
Patrol1985 lähetti viestin:
DankWestern lähetti viestin:
So this is just some fanmade patch kinda dealy?

Yeah, it's not official if that's what you are asking about. Is that a problem though? It fixes lots of things in the game.

Oh, not a problem in the slightest! I was just curious if this was official or not :)
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