Skaarj Outpost Interior
An Unreal Interior modeled after the Skaarj Mothership and Skybase.
By DemonMae
CHANGELOG
1.2.12
- Project Reimporting neccesitated fixing a multitude of broken references, I've forgotten what's been changed, added and fixed.
1.2.11
- If played on moons tagged with 'Atomic', the pale white and green lights become Green and Yellow.
- Fixed some incorrectly configured Klaxon Spawners.
- Hallway Blocker lights have a subtle glowing light.
1.2.10
- Fixed some broken transparencies.
1.2.9
- Filesize optimizations
1.2.8
- Added Rosies moons to the list of default Weights
1.2.7
- Updated internal LLL dependencies.
1.2.6
- If Klaxons are enabled, they begin playing when the Apparatus is pulled.
- Doors have pneumatic opening and closing sounds from Unreal.
- Pillars have been placed in the Entry room, these are to help mitigate cheap shot kills from turrets pointing into the room.
1.2.5
- Overhaul of default weights.
1.2.4
- Materials are now GPU instanced, this should squeeze a bit more performance when used.
1.2.3
- Fixed a room boundary that caused room clipping in rare instances.
1.2.2
- Updated JLL version used and dependecies to 1.7.4.
1.2.1
- Added JLL as a dependecy.
- Lasers are more lasery looking.
- If played on USC Vortex, the pale white and green lights become red and blue.
- Added Klaxons playing throughout the facility. These are turned off by default.
- Added Lithium to the list of default moon matches.
1.2.0
- Lighting overhaul.
- Lighting overhaul.
- Added boxes to the hangar to make it feel less empty.
- Made the fire exit Light brighter.
- Removed the connector Hall lights.
- Removed Security door spawns, The Laser gates are now this interiors versions of them. They also only generate in the Holding Cell rooms and X-Room near the end of the dungeon.
- rebalanced connector door weights.
- Laser gates no longer kill, but they Hurt a lot.
- Fire Exits should no longer spawn in the first quarter of the dungeon.
- Removed the lights from the Generator for Performance.
- Added a standard Dynamic Dungeon limiter of 1.9.
- Laser gates play a noise when they game end you.
1.1.4
- New Entrance Tile
- dungeon length increased. (10-11 => 11-12) It should be the same length in practice however.
- Added security doors, they spawn very rarely.
1.1.3
- New Icon.
1.1.2
- Updated the Readme and moon weights.
- Crunched File sizes into a singularity
1.1.1
- Added 1 new Asymetrical tile to give the Dungeon more variety.
- Changed how Laser Gates Work.
- Fixed a potential Laser gate desync.
1.1.0
- Ported to V60
- Ported to LLL V.1.3.9
- Reduced the chance of the entry room having a door.
- Fixed misplaced AI nodes.
1.0.3
- Fixed an incorrectly tagged room.
- Fixed some wild navmesh issues in the Hangar Room.
1.0.2
- Hazard Spawns in rooms were shuffled.
- Fire Exit lights are brighter and more Conspiscuous.
- Added Cambrian to the list of Default moon assignments.
1.0.1
- scrap and Hazard spawn ranges Increased in places.
- Adjusted the Generator room Lighting.
- 2 New Tiles, A storage bay and a fancy hallway.
- Changes to Dungeon Generation.
1.0.0
- Release Version