LockoutRevival
Rundown Protocol 65C816 - LOCKOUT:EXT /// EMERGENCY PROTOCOL: CORTEX INTERFACE SYSTEM AT RISK
By hirnukuono
Last updated | 2 months ago |
Total downloads | 400 |
Total rating | 1 |
Categories | Rundowns |
Dependency string | hirnukuono-LockoutRevival-0.0.5 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.1hirnukuono-EEC_H
Flowaria's EEC (ExtraEnemyCustomization), with a few fixes, tweaks, and addons
Preferred version: 1.8.3GTFOModding-LegacyFogSystem
[NOT FINISHED] - Client mods to make fog what it looks like before R6
Preferred version: 0.0.2README
LOCKOUT REVIVAL
With mccad00 consent,
original
Lockout designed by mccad00 Plugins by FlaffyDoggo, Dex, and Flowaria Special thanks to NekoWafer, firs7, and the GTFO modding community discord for all of the advice, support and testing. EMERGENCY PROTOCOL: Biomass Core located in Sector [$8F-0]. Cortex Interface System at risk [$8F-6502] - Descent to the Ninth Circle: Unlocked Prisoners are to exterminate the Biomass Core at all costs. Expected survival rate: NULL
revival
- mccad and the other authors deserve all credit for this awesome rundown
- hirnukuono gets, deserves and accepts all the blame for errors and problems
- all feedback for lockoutrevival to hirnukuono, not mccad. mccad has nothing to do with LockoutRevival. thank you.
features
- as close to og lockout as one could make it without using unity
- no stamina
- legacyfogsystem for r5 visuals
changes to original
- most levels might look different due to reseeding eventho og datablocks are in play
- some levels have had to be changed a bit, zones grown or shrunk to get geos to spawn
- lgtuner used on d2 (UNS_L05) and f1 (zone 1), otherwise untuned levelgen from og datablocks
- bunch of revival related settings to most datablocks (subseeds, ignorerandomgeomorphrotation, nframe objective zoneplacementdatas etc)
- berritoni burst pistol receiver had to be changed, og was broken, works fine with receiver 12.
- made a new plugin to handle f1 ending with source code of original (ILSPy ftw)
bugs
- report bugs and problems on discord https://discord.com/channels/782438773690597389/1201194203997278228
- alltho recoil animation has been set to 0, some weapons might have hitscan bugs, waiting for feedback
- icons of some melees got gaps
- some levels where the maps are blank, navmesh might be brkoen there
- on startup, CB_CustomPrefab complains about not finding WeakSpot_1 - 8, but all tumored enemies seem to work still
- precursor and the shooter_hybrids spam null references on certain attacks
- some enemies have problems with sound effects, silent wakeup, silent death etc
- bots might get momentarily stuck on some action queue shenanigans, investigating
version history
v0.0.5
- d2 continued, overload zone was localindex 1 instead of 0. broke objective. fixed. thanks again azurecrimson.
v0.0.4
- d2 multiplayer broken, secondary and overload levellayout zones fixed like b1 before. thanks azurecrimson for report.
v0.0.3
- a2 spawned too many lurkers, fixed
v0.0.2
- legacyfogsystem config "Reduce Fog Density = true" added
- chainedpuzzles were off, as some dweeb forgot to include the og db-file. most alarms worked fine but possibly wrong wavepop / waveset
- b1 bricked on multiplayer due to secondary levellayout zone 0 (the only one) missing some vital settings, fixed
- f1 elevator changed to be the original elevator
- burst pistol changed to have the correct frontpart, thanks RLC
v0.0.1
- initial release, hope u enjoy mccad's old rundown. revived.