ut99 interiors
Adds Unreal Tournament Themed Interiors to Lethal Company, Contains 5 interiors.
By DemonMae
CHANGELOG
1.4.11
Niven Reactor
- Enforced Fire Exit spawning on certain rooms
1.4.10
Guardia Fortress
- The old bird event is fixed but for real now, Thank you Jacob
1.4.9
Guardia Fortress
- Guardias Apparatus pull event didn't have a network object, leading to desynced old birds. this should be fixed.
1.4.8
CIDOM Metro
- The Tunnel platforms are more detailed now.
- The Maintenance Tunnels can have doors now.
- 1 new Main tunnel tile, the Cross intersection.
- 3 New Maintenance tunnel tiles. the Ring Pit, Storage closet, and the T-Pipe section.
1.4.7
Guardia Fortress
- Missile Launcher props are scattered throughout the warehouse region. These are non functional. (for now)
- Pathing fixes for the Main Entrance. Masked and other entities should get stuck less often.
- Turrets are banned entirely from spawning in the Warehouse region, Landmine spawns are reduced in the Power station region.
- Spike traps can spawn in the basic hallways in the Power station region.
- The Hangar door will open under the right conditions.
1.4.6
General
- Materials are GPU instanced, and should run smoother.
- Overhaul of default weights.
Gothic Monastery
- Removed Unused materials and textures to free up a few kilobytes.
Niven Reactor
- Increased the Fire Exit weight in side paths to prevent cases of insufficient exits on moons with more of them.
1.4.5
Niven Reactor
- No More Wall Turrets.
1.4.4
Gothic Monastery
- The Undercroft and basic hallways can generate with additional enviromental details to them.
- Restored a simpler version of the elevator.
- Simplified some backend things with the content tag modifiers.
- Fixed a collider with a certain room.
- Fixed Windows not being occluded by fog properly.
Niven Reactor
- Ladders are climbable by entities.
1.4.3
Gothic Monastery
- The elevators broke in V65, so they have been temporarily replaced with ladders while I fix them.
Niven Reactor
- Changed a wall blocker to prevent fringe cases of turrets peeking out of bounds.
1.4.2
General
- Updated JLL version used and dependecies to 1.7.4.
Dreary Pipeworks
- When unpowered, facility lights dim by about 75% instead of going out completely.
- Extra cheese details to Cheese Pipeworks.
Niven Reactor
- Added Harloth to the list of Default moon selections.
1.4.1
Niven Reactor
- Fixed doors blocking the Main Entrance.
- Widened the Hallway door frames to cover seams in rooms.
1.4.0
General
- Added the Fifth Dungeon, The Niven Nuclear Reactor.
CIDOM Metro
- Backend changes to make the interior work as intended with Cullfactory.
- Added JLL as a dependecy.
- If played on moons tagged with Valley, the interior becomes Overgrown with plants. this is enabled by default.
Gothic Monastery
- Added a Halloween mode override, Disabled by default. If enabled, It will force enable Spooky mode regardless of the moon landed on.
1.3.8
Dreary Pipeworks
- Tag based modifiers Have been split into individual options, you can toggle the ones you want and don't want.
Gothic Monastery
- Tag based modifiers Have been split into individual options, you can toggle the ones you want and don't want.
1.3.7
Dreary Pipeworks
- Tag based modifiers have a config option. they are enabled by default.
Gothic Monastery
- Tag based modifiers have a config option. they are enabled by default.
1.3.6
Gothic Monastery
- The holes in certain rooms have been fixed, except for one, it's intentionally there on haunted moons now.
Guardia Fortress
- Fixed some incorrectly configured spawn zones.
CIDOM Metro
- 1 New tile, the Split Tunnel.
- Dungeon Length change. (7-7 => 7-8)
- Increased the weights of shorter tunnels segments slightly.
1.3.5
Dreary Pipeworks
- Forgot to tone down the Volumetric lighting properties. the tissue has ben Risottoed.
1.3.4
Dreary Pipeworks
- Added JLL as a dependecy.
- General Lighting rework.
- If played on moons tagged with Cheese, the interior becomes 'Cheesy Pipeworks'.
- If played on moons tagged with Volcanic, The systems will be flooded with deadly Lava.
1.3.3
Gothic Monastery
- Added JLL as a dependecy.
- If played on moons tagged with Haunted, the interior becomes 'Ghastly Monastery'.
- If played on moons tagged with Tundra, Snow falls on ground exposed to the sky.
- If played on moons tagged with Ocean, The basement will be flooded again.
CIDOM Metro
- Lowered the default dynamic size limiter. (1.6 => 1.5)
- Emergency lights are a teeny bit brighter.
- Reduced the volumetric properties and range on Fire Exit and Main entrance lights.
- Added measures to try preventing items from spawning inside Train seats.
- Platform Exits Should be properly boarded up if unusable.
1.3.2
Dreary Pipeworks
- All Standard Lights are about 40% brighter.
- Changed the properties in the metal mesh texture to not look wonky when exposed to volumetric light and fog.
CIDOM Metro
- Correctly tagged doorway blockers in the maintenance tunnels.
1.3.1
CIDOM Metro
- Which Station platforms are Fire Exits or not are better telegraphed.
- No more paper thin walls between subway tunnel connections.
- Hopefully fixed Pathfinding quirks.
1.3.0
General
- Added the fourth Dungeon, The CIDOM Metro.
Gothic Monastery
- Remove the Basement flooding.
- Adapted the Mineshaft elevator, It might be buggy and behave weirdly.
- It's spooky season, and the Monastery has been Decorated as such.
- Removed animations controlling the Lights.
Guardia Fortress
- Removed the CIDOM Metro teaser.
- Added some Scrap spawn points in the Hangar.
1.2.12
Gothic Monastery
- Cave Nodes for the Man Eater.
1.2.11
Dreary Pipeworks
- Dreary pipeworks caps in size at the 1.5x dungeon size multiplier.
1.2.10
Gothic Monastery
- Fixed a navmesh issue.
1.2.9
Guardia Fortress
- Fixed a box with a Null reference.
- Added LOD groups to more objects.
- Replaced the Mesh Colliders on computer panels with box colliders.
Dreary Pipeworks
- Added LOD groups to some objects.
1.2.8
Guardia Fortress
- Walls in the Warehouse region have LOD groups, and the range of multiple lights have been reduced. This should improve performance on larger dungeon multipliers.
1.2.7
Dreary Pipeworks
- Shrunk the pipe hitboxes to not overlap with Steam valves.
Guardia Fortress
- Added details to doors that cover up gaps in certain doorways.
1.2.6
General
- New Icons to better represent what the dungeons look like.
Dreary Pipeworks
- Added Steam Pipes to the first third of the dungeon.
- Added Water drip effects in some rooms.
- Fixed missing seams.
- Breaker boxes now only spawn in the first third of the dungeon, making it easier to get to if the dungeon starts dark.
Gothic Monastery
- 1 new tile, the pedestal room.
Guardia Fortress
- 1 new tile, A T-Shaped room with a shelf items can spawn on, in the Command Center region of the dungeon.
1.2.5
Gothic Monastery
- Adjusted the position of the fire exit teleporters a teeny amount.
Guardia Fortress
- Fixed the Boom door in the entryway, the invisible wall is gone and the C4 blows you up. Stand back.
- Removed a lot of Backfaces in walls.
1.2.4
Dreary Pipeworks
- Removed the Moon teasers.
Gothic Monastery
- Removed the Moon teasers.
- 2 new tiles.
- The Undercrofts can rarely be flooded.
- Itty bitty max branch count increase. (42 => 44)
Guardia Fortress
- Various changes to the first half of the dungeon to make it slightly less unbearable if you're playing on a moon with a high Nutcracker or Turret count.
- 1 new tile, the Pillar.
- Enemies can climb up the Ladder in the Hangar.
1.2.3
General
- Crunched File sizes into a singularity, all 3 interiors bundled went from 17 MB to 9 MB.
Dreary Pipeworks
- Updated the Readme and moon weights.
Gothic Monastery
- Updated the Readme and moon weights.
Guardia Fortress
- Updated the Readme and moon weights.
1.2.2
Guardia Fortress
- Fixed an incorrectly assigned empty socket in the entry room.
1.2.1
Dreary Pipeworks
- Added Gorgonzola to the Default Moon config
- Halation Listed in the Readme, it was already in there.
- Properly tagged the catwalks in the Pipemaze water 4 way.
- Sockets had incorrectly assigned emptys, this is fixed now.
1.2.0
General
- Ported to V60.
- Ported to LLL V.1.3.9.
- New Interior, the Guardia Fortress.
Dreary Pipeworks
- Brightened the Fire Exit light.
- Removed Kill triggers from all pits of water, you still can't escape them without outside intervention. Hope you bought a teleporter.
1.1.6
Gothic Monastery
- Fixed some missing references.
1.1.5
Dreary Pipeworks
- Added an Off Mesh link between the Bridges in the Transition Room.
1.1.4
- Shuffled the hazard spawns.
- Added Fray and Temper to the list of default moon matches for Gothic Monastery, Cambrian and Sierra for Dreary Pipeworks.
1.1.3
- Gothic Monastery door frames have collision now.
- Fixed an incorrect Door assignment in Gothic Monsteryyyy.
- ???
1.1.2
- Fixed the god awful flickering in Dreary Pipeworks.
1.1.1
- Dreary Pipeworks doors are no longer offcenter and have a new animation.
- Lighting Adjustments in Dreary Pipeworks.
- The grate in Drearys Opening room should have the correct appearance now.
- Reworked the Cross bridge in Dreary Pipeworks.
- Gothic Monastery Doors have a window in them to the next room.
- Normal mapping!
- Added a few scrap spawn points in dreary Pipeworks.
1.1.0
- Entry rooms should play nicer with Cullfactory.
- Raised the Ceiling in the double bridge room in Dreary pipeworks.
- Turrets will not be able to see you through walls now.
- 1 New tile for Dreary pipeworks in the Pipe Maze, A downward sloping pipe. Watch your step
- 1 New tile for Gothic Monastery, A corner room with a Decorated Table.
1.0.2
- Fixed a window into the void in Gothic Monastery.
- Elevators in Gothic Monastery can no longer be locked.
- Removed Hazard spawn point from the the Double bridge room in Dreary Pipeworks.
1.0.1
- Lights In Dreary Pipeworks adjusted, Blue lights are brighter and Yellow lights are less Saturated.
1.0.0
- Release Version.