Daikatana

Daikatana

[HCI]Mara'akate Dec 20, 2021 @ 6:31am
Daikatana v1.3 12-19-2021 Release
Merry Christmas from the Daikatana 1.3 team! We've been quiet over the past two years, but have been hard at work fixing many long standing bugs as well as adding some feature requests.

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

Changelog:

* Fix regression with being unable
to join tourney mode.
* Fix potential memory leak in
vote_CheckSpawns.
* Add sv_vote_disallow_flag
VOTE_MAPROTATIONONLY/65536 for
allowing to vote only for maps
in the maps_dm/maps_ctf CVAR
rotation. Per Yamazaki request.
* Don't allow pickup of cordites
ammo in tourney warmup mode.
* Add additional checks for touch
functions in weapons code for
tourney warmup mode.
* Fix cordites not being given
by default in tourney warmup
mode and when unlimited ammo
is set.
* Fix dm_weap_noallow to be
used in tourney warmup mode.
* Show flags in CVAR description
for dm_weap_noallow.
* Add quicksave and quickload
console commands. Add to
keyboard menu. By request.
* Fix Disruptor defaulting to
gashands (if available) when
restoring a save.
Reported by MilkeyWilkey.
* Print pickup message for gib ammo
with Nightmare weapon.
* Respect
sv_bonusgem_maxammo_increment
CVAR for gib ammo with Nightmare
weapon.
* Remove gibs from game world after
we pick them up with Nightmare
weapon.
* Fix rare issue with aggressive
quicksave/quickload with Sunflare
tossing. Reported by MilkeyWilkey.
* Fix weapons "re-arming" during
map transitions in SP and Coop.
* Fix breathe from exiting water
sound (hiro/breathe2.wav)
playing during map transitions.
* Change Player ID in Multiplayer
to scale with HUD size.
* Use viddef instead of scr_vrect
for SCR_DrawDebugGraph.
Helps the netgraph stay at the
bottom of the screen during a
cutscene or when you're killed.
* Don't show the "Welcome back %s"
and don't play the goldensoul
powerup sound every map
transition when logged
into a coop server.
* Don't play
"global/inventory_open.wav"
when respawning or joining
a Coop server with
persistant inventory.
* Remove ITF_USEONCE items from
Coop Persistant Inventory when
used.
* Fix regression with team_join_f
being unable to switch teams
in CTF/DT.
* Fix a crash from junk cl->edict
data with local coop autosaving.
* Fix a potential crash from junk
cl->edict data with
SV_GetSpectators().
* Make sure we don't play that
inventory sound on map transitions
with the AEGIS runes (and other
goodies that span more than
one map).
* Don't waste HUD update packets
from
Coop_Persistant_Inventory_give()
if we already have the items.
* Fix a rare crash from self->enemy
becoming NULL during E2
Small Spider's run away goal.
* Don't play inventory update
sound for CTFGiveControlCard().
* Don't allow the cam_* commands
during intermissions or from
spectators.
* Hide view weapons during
Coop Intermissions.
* Use FS_Open instead of relying
on serverState.basedir
for coop checkpoint files.
* Add dm_item_noallow CVAR for
disabling specific items
and powerups in deathmatch
modes.
* Add R_DrawAlphaList().
Rename R_DrawMuzzleFlashDepthHack()
to R_DrawAlphaListDepthHack().
Draw alpha entities after the fog
so they blend properly.
This is mostly to fix wraithorb
and RF_WEAPONMODEL blending funny
near fog, which gives away your
position.
Do it for all RF_TRANSLUCENT
though, because player models as well.
* Change RF_UNUSED1 to RF_HUDMODEL
for the weapon models in the
inventory bar as a hint to
not process them in the alpha
list, otherwise they don't
show up.
* Don't allow the use of Drug Box,
Health Fountain,
Health Tree,
and Hosportal
in Tourney Warmup mode.
* Add 3840x1080 to video modes.
* Add weapon_exit_level() functions
to stop projectiles, etc. during
Tourney Warmup to Tourney Fight
mode.
* Clear center prints and subtitles
during map transitions.
* Add s_mss_waveout_buffer CVAR for
Miles audio driver.
* Allow holding down the shift
during autocomplete to go
backwards.
* Fix a regression where
timestream23.bsp and
timestream34.bsp fail
to play in some circumstances.
* Make sure cin_on can't be toggled
again if we're already in it
(bad things happen).
* Fix bolter projectiles occasionally
being stuck in mid-air.
* Hack around the ANIM_READY_STD
ripgun model being smaller than
the other ripgun animations by
forcing the end of the READY anim
to the last frame of the AMBIENT
anim.
* Fix a rare crash from mishima
guards and take cover task.
* Fix nSpawnValue flags not being
restored on save game load.
* Save the gibs and blood splat
decals in single player.
* Save bullet holes/scorch mark
decals in single player.
* Fix credits.bsp being stuck in
infinite reload loop when
re-entering Credits menu.
* Fix stacked BUTTON_ANY key presses
being applied to end of map
scoreboards.
* Fix Buboids renderering in the
wrong order during the "melt"
sequence with Smoke particles.
* Don't sent alpha values of 0
(invisible) to the renderer
when RF_TRANSLUCENT is set.
* Make sure rotworms stay on the
ceiling during save restores.
* Fix being able to walk through
the E3 Black Chest as it is
opening. Ocassionally being
stuck in it.
* Add 3D/Positional sound for
Sidekick chatter.
* Fix compressed packets in demos
playing same frame twice.
* Carry over notarget cheat during
level transitions.
* Fix Episode 1 Worker NPCs
ignoring notarget.
* Get static linked ref_gl
working in *nix.
* Fix spamming of
'com_RegisterWeapons: too many weapons!'
in demo playback.
* Check and reset UniqueID entity
pointers on map transitions and
save restores.
* Fix memory leak from
func_event_generators
and save restores.
* Get rid of CMapStringToPtr
mapNameToAttributes.
Just use stricmp.
* Fix Episode 2 health fountain
resetting the light
every 3 seconds.
* Fix buffer overflow from
sine/cosine lookup table reads.
* Avoid potential overflow with
Nightmare Weapon.
* Add AI_FindPathToItem for
Sidekicks.
Previously there was bad casting
going on with the userhooks for
items. This helps sidekicks
locate items better on their own.
* Change camera entity flags from
FL_CLIENT to a new FL_CAMERA
flag created for the purpose.
* Fix incorrect "inflictor" being
set to RadiusDamage from
Thunderskeet attack.
* Fix sidekick weapons occasionally
corrupting the heap.
* Fix Wyndrax's Wisp's
(from the monster,
not the weapon)
accessing the wrong
type of userHook.
* Fix Wyndrax's spawnZap from
effect_lightning attractors
corrupting the heap.
* Fix lerped frames stuttering
on map reloads.
Specifically, re-opening
black chests, etc.
* Add info_aiscript entity type.
* Fix a memory corruption bug with
playerHook_t *hook, hook->type
being changed by firing the
venomous weapon.
* Add a 'cl_wipesaves' cmd.
* Clear delta frames when returning
from main menu because delta
frames get upset during alt+tab
in main menu then returning
to game. Mostly fixes the
disappearing statue bug in
e2m5a, and other disappearing
entities.
Does not work with trackents,
like sfx_complex_particle,
but moving out of the PVS and
back into it will start them
again.
* Don't play metallic hit sound
from discus when hitting
Sidekicks.
Reported by MilkeyWilkey.
* Fix reload sound for
Mishima Guards not being
precached.
Reported by MilkeyWilkey.
* Add a delay for s_exit_sound 1
firing off at trigger_changelevel
instead of spamming
"Can't leave without...".
* Fix coop changelevels at end of
e1m7, e3m6 and e4m6 boss battles
not firing if at least
one player is dead.
* Rename 'Cinematic Volume'
to 'Voices Volume'.
* If Sidekick God Mode is off and
Friendly Fire is off still
process damage kickback.
By request.
* Add 'scr_cinematics_aspect_ratio'
CVAR. By request.
* Add 'scr_subtitle_cine_y' and
'scr_subtitle_game_y' CVARs for
controlling the Y offset for
subtitles.
* Eliminate unnecessary calls to
Cvar_Get in SCR_ScaleCoords().
* Don't print the 'Pinned!' message
when dead.
* Add 'vote endmatch'/'vote nextmap'
commands. By request.
* Add 'minimize' command.
By request.
* Add experimental support for
'r_mode_desktop' on Windows.
By request.
* Check if pointer returned from
linked list in C4 weapons code
is not nullptr. If so, set
node = node->next and continue
to avoid potential infinite loop.
* Allow sidekicks to pick up
goldensouls if we ask them to.
* Add the ability to start dk_ded.exe
as a service if -service is passed
to it.
* Add win_close_on_error CVAR to
automatically close DK on errors.
Useful for dedicated servers.
* Fix a bug with CVAR_Shutdown()
being called too early and possibly
crashing dedicated servers after
pressing "Quit" on Windows.
* Fix crosshair CVAR being < 0 or > 4
potentially crashing the game.
* Upgrade Windows builds to use
Winsockets v2.2. Previously was
using v1.1. Biggest benefit is
faster ping times in the server
browser.
* Add Sys_Milliseconds64() function
for reporting uptime to status,
info, and GSpy Query requests.
* Set sv_doautosave = FALSE
on SV_Shutdown().
* Add StartSoundToClient() to API.
For use with dm_taunt CVAR so we
only send it to who needs it.
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Showing 1-8 of 8 comments
Dekonega Dec 20, 2021 @ 9:18am 
Woah. Congratulations!
IlyaP Dec 20, 2021 @ 1:08pm 
1.3 [12/19/2021 Beta] is the latest version?
[HCI]Mara'akate Dec 20, 2021 @ 5:17pm 
Yes. Just released it yesterday.
IlyaP Dec 21, 2021 @ 12:18am 
Ta.
indio68 Dec 25, 2021 @ 6:25pm 
but it is patched via steam automatically or what?..there is a way to play in 1680 x 1050? thanks
[HCI]Mara'akate Dec 26, 2021 @ 6:21pm 
No, it's unofficial fan patch. Need to download it then point to your steamLibrary\steamapps\common\Daikatana directory from the installer. Game supports 1680x1050 with latest patch as well as custom resolutions.
PootisMayo Jan 30, 2022 @ 8:34am 
It's amazing that you are still handling the 1.3 patch of Daikatana after all these years. Gonna have to play it again soon.
skobei Feb 1, 2022 @ 2:22pm 
great fun game
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Showing 1-8 of 8 comments
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