Rrajigar Mine Interior
An Unreal Interior modeled after the depths of the Rrajigar Mines.
By DemonMae
CHANGELOG
1.3.6
- Fixed a missing icon when climbing the ladder in the two-level room.
1.3.5
- Project Reimporting neccesitated fixing a multitude of broken references, I've forgotten what's been changed, added and fixed.
1.3.4
- Fixed some broken transparencies.
1.3.3
- Filesize optimization
- The Two Level rooms Navmesh has been fixed.
1.3.2
- Added Rosies moons to the list of default Weights
- Revamped the Dungeon Tilesets, Many rooms are now marked as unique, and some are weighted higher depending on if they're on the main path or branching.
- Fire Exits no longer spawn in the cave room.
1.3.1
- Updated internal LLL dependencies.
1.3.0
- Added JLL as a dependecy.
- depending on the moon tag, The rock and lava textures, and light colors change depending on the Moons tag. Currently supported tags are Rocky, Canyon, Tundra, Ocean, and Asteroid-14.
- Lights are even brighter with further range.
- Doors have pneumatic opening and closing sounds from Unreal.
- Door Frames have proper room tags, preventing some oddities.
- The Rocky floors are rougher and not flat surfaces.
- Patched up a lot of holes in the tiles geometry.
- Raised the Lava surface in the Lava Hallway room. This is so if the liquid in the room doesn't instantly kill, it is high enough to drown in.
- Increased the total Light count in larger Rooms.
1.2.2
- Adjusted the position of the Main Entrance slightly, this should help the Code Rebirths Shockwave gal pathfind her way outside.
- Overhaul of default weights.
1.2.1
- Materials are now GPU instanced, this should squeeze a bit more performance when used.
1.2.0
- Lava is brighter and lights rooms with it better.
- Fixed some error spam with lights.
- Falling in Lava Does not leave recoverable bodies and makes appropriate burning sounds.
- Lights in the storage room, and cave room, and control room are brighter.
- The Main entrance Light is brighter and has a larger radius.
- Fixed a buried Crate.
- Removed or reduced the volumetrics from several lights.
- Removed the Unreal Content tag since LLL dungeon matching doesn't work.
- Reduced dungeon length (9-10 => 9-9)
- Reduced Branch count. (26-32 => 26-30)
- Dynamic dungeon size restrictor change to 1.8, equivalent to Rends dungeon size.
1.1.11
- widened the navmesh blocker in doors to prevent fringe cases of monsters slipping through them.
- Slightly brightened emergency door lights.
- Slightly increased the range and brightness of Cave Lights.
1.1.10
- Cave Nodes for the Man Eater.
- Lava Light should be brighter everywhere.
- Turbo Charged the Lumens on everything.
1.1.9
- Lights above doors now light up when the power is off, they're dim but cast a wide range.
- Added a custom Security Door. I have confirmed these are compatible with VEGA.
1.1.8
- Added Cracks in floors with lava flows, these are for aesthetics and to provide light when the power is out.
- Removed Unused Meshs to reduce File Size.
- Added security doors, they spawn very rarely.
1.1.7
- Fixed several incorrectly assigned crate.
1.1.6
- New Icon to better represent the dungeons contents.
- Lowered the min/max dungeon length (10-11 => 9-10)
- Increased Branching count (24-29 => 26-32)
1.1.5
- Fixed the weird Main Entrance Light texture.
1.1.4
- Fixed an incorrect texture assignment.
1.1.3
- Updated the Readme and moon weights.
- Crunched File sizes into a singularity
1.1.1
- Added 2 new tiles, these are Asymetrical in design and should spice up dungeon generation.
- Added an item, the Tarydium Crystal. Currently unused.
- Fixed some missing seams.
1.1.0
- Ported to V60
- Ported to LLL V.1.3.9
- Brightened the Fire Exit Light.
- Lights above doors have a more easily distinguishable color from Fire Exit Lights.
- Changed the Storage room and Cave rooms Crate Layout.
- Removed a Hazard spawn point from the Control room.
- Fixed erroneously placed AI nodes in the Control room.
- Brightened the Main Entrance Light.
- Adjusted the Entry rooms components, hopefully lowering the chances of Main Entry Spawn failure.
- Added a bunch of Lights to the lower floor in the Huge Pillar Connector room.
1.0.4
- Enemies can traverse the mini bridge in one of the lava room tiles when it's raised now.
- changed the dirt pile tags, they should sound like dirt when stepped on now.
- Items should spawn in the entryroom minecart more consistently.
- Changed the light properties in the Ladder Vent 8 way.
1.0.3
- Fixed some incorrectly assigned boundaries.
- Spruced up the Hallways and removed Bloat in Hall tile variety, this should mean more unique tiles should generate more often and feel less confusing to navigate.
- Increased the chances of the Locker Room Spawning.
- Fixed a misplaced Vent spawn.
- 1 New Tile, the Ventilation 4-way Corridor.
- Potentially fixed missing entrance errors.
1.0.2
- Shuffled Hazard Types.
- The glow around Lights has been reduced and their shadows removed, The light emitted from lamps are brighter and have a larger radius.
- Fire Exit lights are brighter and more Conspiscuous.
- Added Sierra to the list of Default moon assignments.
1.0.1
- Greatly expanded the Range Scrap and Hazards will Spawn.
- Normal Mapping!
- 1 New tile, a locker room.
1.0.0
- Release Version