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User:Teflon/sw

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Start weapons section

Damage

Several weapons have had their damage changed from this prototype to the final game. Most of them are buffs, but there are a handful of nerfs in the game as well.

Weapon October 1999 damage Final damage
Ultimate Gashands 120 1000
Ion Blaster 25 30
C4 Vizatergo 55 75
Shotcycler 100 per burst 55 per burst
Sidewinder 80 70
Sunflare 2 per hit 4 per hit
Hades Hammer 100 120
Poseidon’s Trident 20 30
Eye of Zeus 80 300
Silverclaw 25 60
Bolter 30 40
Ballista 40 80
Wyndrax’s Whisp 10 per hit 3 per hit
Ripgun (Slugger in the final game) 80 if all pellets connect 60 if all pellets connect
Kineticore 13 12
Slugger (Ripgun in the final game) 10 16

Maximum ammo

Some weapons had the maximum amount of ammo changed between the prototype and final games as well. Only two of these are buffs.

Weapon October 1999 max ammo Final max ammo
Eye of Zeus 100 5
Stavros’ Stave 50 20
Ballista 10 30
Wyndrax’s Wisp 100 15
Nharre’s Nightmare 100 50
Novabeam 200 300
Metamaser 70 5

Episode 1

Disruptor Glove

The Disruptor Glove is the same as it is in the final game.

Ion Blaster

The Ion Blaster behaves very close to how it is in the final game. However, its projectiles cannot harm the player, as they can in the final game.

In this prototype, a small explosion effect will play whenever an Ion Blaster’s projectile explodes, whether it is because it hits something or because it has reached the end of its lifespan. This effect was removed in the final game.

Prototype Final
Dk99 ionexplode.png Dk ionexplode.png

C4 Vizatergo

Mines fired by the C4 Vizatergo have two different kinds of beeps in the October 1999 prototype. The first, which is the same used by the mine in the final game, will play when the player reaches the outer limits of its detection radius. The beeping will get a litter faster if the player gets a tiny bit past the initial radius. Once the player starts seriously getting close to it, it will start playing a higher-pitched beep not used in the final game. It will play this beep at a higher rate the closer the player gets to it, until it’s rapidly beeping when the player is almost next to it.

Any mines do not flash the closer someone gets to it, unlike the final game.

The mine will explode when the player is almost right next to it in the October 1999 build, while the final game will have the mine go off when the player is a meter or a few feet away from the mine.

Shotcycler

An area hit by the Shotcycler’s pellets will spew dark black smoke in the October 1999 prototype. The final game removes this, instead having the gun’s muzzle emit smoke and use a very quick 3D muzzle flash when it fires.

The time between shots is quicker than in the final game.

Prototype Final
Dk99 shotcyclerattack.png Dk sidewinderattack.png

Sidewinder

The Sidewinder’s rockets fly in a different pattern in this prototype. The rockets initially start with a noticeable gap between them, but then tighten up, and continue to fly in a spiral pattern until they hit something. The rockets leave a heavy white trail behind them. Similar behavior can be seen in 0.10's Sidewinder. The final game has it so that the rockets fly very close to each other as soon as they fire while moving in an abridged spiral pattern while emitting light grey smoke.

Occasionally, one of the rockets will reach its destination faster than the other one. This might be a bug.

Prototype Final
Dk99 sidewinderattack.png Dk sidewinderattack.png

Shockwave Cannon

The Shockwave Cannon is the same as it is in the final game.

Episode 2

Discus of Daedalus

The Discus of Daedalus is the same as it is in the final game.

Venomous

The Venomous uses a different skin in this prototype. The snakes on the staff are a lighter green than they are in the final game. The part of the staff the snakes are connected to features a teal, demonic-looking head on the top with a light blue lower portion that has four skulls stacked on top of each other with some designs on the left and right of the skulls. The weapon’s handle on its item model is shorter than in the final game as well.

Projectiles fired by the Venomous will explode when they hit something, no matter if it is an enemy or a wall. The final game changes is so that Venomous projectiles bounce around like grenades if they hit a wall.

No effects are played when a projectile hits something. It will simply disappear.

The firing projectiles attack uses a different sound than it does in the final game, but the snakes biting uses the same sound it does in the final game.

Prototype Final
Dk99 venomousattack.png Dk venomousattack.png
Prototype Final
Dk99 venomousattack.png Dk venomousattack.png
Prototype Final
Dk99 venomousworld.png Dk venomousworld.png

Sunflare

The fire on top of the Sunflare does not appear in this prototype, even though sound effects for it are played.

The fires shot out by the Sunflare when it hits something are dispersed in a star-shaped pattern and bounce away from the point of impact. In the final game, the fires are clustered near the point of impact. The large fire that appears on the actual point of impact does not exist in this prototype.

Prototype Final
Dk99 sunflare.png Daisunflarefinal.png
Prototype Final
Dk99 sunflareattack.png Dk sunflareattack2.png

Hades Hammer

The shockwaves produced by the Hades Hammer when it hits the ground are a dark red in the October 1999 build, but are medium red in the final game. The shockwave effect covers the entire ground, while the final game changes it so that the only thing the player can see is the shockwave as it moves from the player.

The screen will violently shake for several seconds after using a maximum charge attack in this prototype. This effect was removed in the final game.

The floor will not spew chunks of rock or wood when the Hades Hammer hits a surface, like it does in the final game.

Prototype Final
Dk99 hammerattack.png Dk hammerattack.png

Poseidon’s Trident

Poseidon's Trident uses a much more subtle effect for the aftertrails emitted by it’s projectiles, unlike the final game. The particles for it are similar to to the ones used in the 0.10 build, but semi- transparent and with a much duller blue. There is also a trail of water dropping effects that follow behind the aftertrails that does not appear in the final game.

It behaves the same as it does in the final game.

Prototype Final
Dk99 tridentattack.png Dk tridentattack.png
October 1999 prototype 0.10
Dk99 tridentattack.png Dk98 tridentattack.png

Eye of Zeus

The Eye of Zeus looks the same as it does in the final game.

It appears to have a lot of trouble locking onto a target. When the weapon is fired, it will fail to shoot lightning most of the time, even if the target is directly in front of the player.

This weapon cannot target the player. This might be related to its difficulties targeting the player in general instead of it not being able to lock onto the player at all, though.

Episode 3

Silverclaw

The Silverclaw is the same as it is in the final game.

Bolter

The Bolter itself is the same as it is in the final game, but its projectiles have different behavior when they hit in a moving wall, such as a door or a switch. In the October 1999 prototype, projectiles stick to moving walls. This can cause a problem when the wall is used, as the projectile will not follow it, leaving it hanging in the air. The final game has it so that any projectiles that hit a wall that can be moved disappear.

In this build, projectiles can affect moving objects in the world. For example, if a Bolter projectile is shot at a wall a door rides, then the door is closed, the door will hit the projectile, forcing the door back open. The final game has it so that projectiles can be clipped through by moving objects.

Stavos’ Stave

Projectiles launched by Stavros’ Stave are much slower than they are in the final game and lack the red aura they have in the final game.

When the weapon is fired, the player will swing the weapon down, then quickly swing it up, with the tip of the weapon “ejacuating” right before the projectile is fired. The final game changes this so that the stave is swung from the left to right in its firing animation.

Prototype Final
Dk99 stavrosattack.png Dk stavrosattack1.png

Ballista

The Ballista is fairly bugged in this prototype.

Projectiles from the Ballista do not explode on contact. It has no splash damage. Instead, it does damage by hitting and pining a target to a nearby wall. The projectile will make the target fly away from its current position until it hits a wall, which will pin it. Something that has been hit by a Ballista log and pinned to a wall will rapidly take damage, killing most foes quickly. Like in the final game, a target will automatically be unpinned after several seconds.

In most cases, a Ballista target will do no damage if it makes contact with a target. It will push the target away at a fast speed, though.

The player can rocket jump with the Ballista, like in the final game.

Weapon management is quite buggy for this weapon. The game never refreshes the ammo count on the HUD, meaning it will say at 10, the initial amount of ammo one received when picking it up, forever. It still internally keeps track of how much ammo is left The weapon can still be fired after it has run out of ammo, but it will not shoot a projectile. The recoil from firing will still happen, letting the player rocket jump around without any ammo.

Killing a partner with this weapon will crash the game.

Wyndrax’s Wisp

Wyndrax’s Wisp looks the same as it does in the final game.

The projectiles fired by this weapon travel in a simple sine wave-like pattern, like in 0.10. The final game changes it to a corkscrew-like pattern that moves the projectile up if it has room to do so.

The wisps fired by the weapon are yellow dots of light instead of the models used in the final game. A “ding” sound will play when the weapon is being fired as well, which was removed in the final.

Prototype Final
Dk99 wyndraxattack.png Dk wyndraxattack.png

Nharre’s Nightmare

Nharre’s Nightmare fundamentally looks and behaves the same as it does in the final game.

In the October 1999 prototype, any enemy targeted by Nharre’s Nightmare will freeze with the last frame of animation it was on when the demon finishes spawning. The final game lets them continue attacking, but they cannot move.

The wand clips through the pentagram drawn during the attack animation. This is fixed in the final game.

The animation for the reaper coming out lacks the light that appears out of its spawn point, the rocks that spew out of where it spawned from, and the crack that marks where it spawned from.

If the demon targets an airborne enemy or is used on an uneven surface, a frozen copy of the demon will appear underneath it. This doesn’t make it any more or less stronger, though.

Prototype Final
Dk99 nharreattack2.png Dk nharreattack.png
Prototype Final
Dk99 nharreattack.png Dk nharreattack2.png

Episode 4

Glock 2020

The Glock 2020’s skin appears to have rendering issues in this prototype, as it will frequently show corrupt colors or become black, depending on the angle it is shown at.

The reload mechanic is a bit broken. While the game will start it after 10 rounds have been fired, the process can be interrupted at any time by inputting a fire command, whether that is from holding down the fire key or hitting the fire key manually. If the interruption happens, the game will fire another round.

Firing the gun makes a 3D muzzle flash appear out of the muzzle in the October 1999 build. This is replaced with a small trail of grey smoke in the final game.

Spent cases are not ejected from the gun when it is fired, unlike the final game.

Prototype Final
Dk99 glock.png Daiglockfinal.png
Prototype Final
Dk99 glockflash.png Dk glockattack.png

Ripgun (Slugger)

Like in 0.10, the final game’s Slugger is called the Ripgun in the October 1999 prototype. Based on this, it seems the Ripgun and Slugger swapping names was done fairly late in development, since this prototype was made around seven months before the final game was released.

The Ripgun uses the same skin it does in the 0.10 prototype, but the foregrip is blue that is on a texture separate from the main texture. It appears the UV mapping on the model changed between 0.10 and this prototype, as many of the textures on the weapon are placed differently in this prototype, despite 0.10 and this build having the same basic texture.

The weapon’s primary fire behaves a bit oddly in this prototype. While it fires a spread of pellets, like it does in the final game, the prototype seems to have issues rendering the hit effects and bullet holes for the actual shots. The game will always render both the effects for pellets hitting something and the bullet holes on as if all shots came directly from the center without any deviation. This can make it so that it appears the player hit a target, even though, in reality, none of the pellets hit.

The actual pellet spread appears to be much wider than it is in the final game, though this is difficult to verify because of the shot effect rendering issues mentioned earlier.

The October 1999 prototype has a 3D muzzle flash emit from the gun’s muzzle when it fires. The final game has a somewhat-thick grey smoke made up of particles come from the muzzle instead.

When the player picks up a Ripgun, they can instantly switch to firing Cordite Grenades by pressing the 2 key without having a pumping animation play before being able to fire grenades. Grenades use the same ammo pool that the shotgun blasts do. Swapping back to firing shotgun blasts does not play a sound, like it does in the final game.

A grenade that hits a wall plays the same sound effect they do in Milestone 2.

Exploding grenades tint the screen with an orange flash as they blow up. This effect is similar to the blinding flash grenades would emit when exploding in 0.10. This effect was removed in the final game.

Prototype Final
Dk99 ripgun.png Dk slugger.png
October 1999 prototype 0.10
Dk99 ripgun.png Dk98 ripgun.png
Prototype Final
Dk99 ripgunattack3.png Dk sluggerattack3.png
Prototype drawn pellet spread Final drawn pellet spread
Dk99 ripgunspread.png Dk sluggerspread.png

Kineticore

The Kineticore’s projectiles leave an aftertrail of snowflakes as they move around in the October 1999 prototype. The final game changes it so that projectiles do not leave aftertrails and has the snowflakes come from the gun’s muzzle instead.

Anything hit by a projectile will not have a freeze damage over time effect applied to it, like in the final game.

Being hit by your own projectiles makes the player emit graphics using the default error texture used by the Quake 2 engine. What these graphics where supposed to be is unknown.

Prototype Final
Dk99 kineticorefire.png Dk kineticorefire.png

Slugger (Ripgun)

The final game changes it so that the Slugger’s name is the Ripgun. The final Ripgun was also called the Slugger in the 0.10 prototype.

The Slugger’s uses a 3D muzzle flash, which is the same as the one used by the Glock 2020 and the Ripgun in this prototype. It was removed in the final game in favor of a small smoke effect.

Prototype Final
Dk99 sluggerflash.png Dk ripgunattack.png

Novabeam

When firing the Novabeam, the graphics for the laser it shoots out does not appear. It still damages enemies as it does in the final game, however.

Metamaster

The Metamaser behaves the same as it does in the final game, but has several graphical differences.

Like 0.10, the Metamaser itself is much smaller than it is in the final game.

When the Metamaser fires at the player, no laser graphic will come from it. Instead, a temporary model will appear over it as it attacks.

This is the only weapon that has the player’s hand without a glove. This texture was used for every weapon that had a hand holding it in 0.10.

Prototype Final
Dk99 metamaser.png Dk metamaser.png
Prototype Final
Dk99 metamasersize.png Dk metamaserattack.png
Prototype Final
Dk99 metamaserattack.png Dk metamaserattack.png

Other weapons

Daikatana

The player never starts with the Daikatana, but it can be summoned in-game with the console command “w_daikatana_melee”. The weapon uses the default texture in Quake 2 games if a model doesn’t have a texture, while the hand uses the bare hand skin used in the 0.10 prototype and on the Metamaser’s first person model in this prototype. It appears in the first slot in weapon select section of the HUD, unlike the final game, and uses the Glock 2020’s item model in that section.

The weapon behaves the same as it does in the prototype when used, but leaves a bullet hole decal on any object it hits instead of a blue energy slice. When it hits anything, it sparks and makes a ricochet sound, like a bullet hitting something.

Prototype Final
Dk99 daikatana.png Dk daikatana2.png
Prototype Final
Dk99 daikatanaattack1.png Dk daikatanaattack1.png
Prototype attack effects Final attack effects
Dk99 daikatanaattack2.png Dk daikatanaattack2.png

Alternate Daikatana Attacks

The Weapons.csv file in the October 1999 prototype has listings for five additional attacks with the Daikatana, none of which appear in the final game. All of them have default stats. Three of them can be summoned with console commands, but two of them do nothing, while the other one crashes the game when used. It appears little to no work was put into them at the time of this prototype, as all of them have the same default stat

The ones that can be summoned appear as a Glock 2020 in the weapon selection side of the HUD.

Daikatana_Banish

Can be summoned in-game with the console command “w_daikatana_banish”, but does nothing when fired.

Daikatana_Barrier

Can be summoned in-game with the console command “w_daikatana_barrier”, but does nothing when fired.

Daikatana_dance

Cannot be summoned in-game, but has a listing in the file Weapons.csv

Daikatana_Proteus

Can be summoned in-game with the console command “w_daikatana_proteus”, but crashes the game when used.

Daikatana_Posession

Cannot be summoned in-game, but has a listing in the file Weapons.csv

Flashlight

Dk99 flashlight.png

Weapons.csv has a listing for a weapon called the Flashlight. Using the console command “w_flashlight” will give the player the weapon. However, the only way to use it is to input the command “w_flashlight” while not having any weapons, then typing in “s_flashlight” in the console. If any weapon is picked up, the Flashlight can no longer be selected with “s_flashlight”.

The Flashlight itself uses the Sunflare’s first person model. It does nothing when fired.

A very similar weapon called the Norwegian Flashlight existed in the 0.10 prototype. It’s very likely that this is the same weapon, as the Norwegian Flashlight also uses the Sunflare’s first person model.