Posted July 27, 2024 by Ville Helin
Drop Dead: Remains (inside Drop Dead Collection) gets updated to v1.3.3. Here's what's new:
v1.3.3 (27-Jul-2024) "New Year, New Tricks"
- internal signal trigger 0 goes to the next level (not in editor)
- internal signal trigger 1 goes to the previous level (not in editor)
- added Main.sm_enableBottomMenuBar for modders to disable in-game bottom menu bar
- added Main.sm_addGoToEditorToContextMenu for modders to add "Go To Editor" to
right mouse click menu
- added Main.sm_enableCForCharacterSelection for modders so they can disable
in-game 'c' key for character selection window
- added Main.sm_goDirectlyTo1stLevel for modders who want that when the game starts
we'll go directly to the 1st level skipping main menu
- added Main.sm_sm_enableEsc for modders who want to disable ESC key in menus and
going back to previous screen
- added Main.sm_enableInGameLevelChangeButtons and Main.sm_enableInGameLevelSelectionButton
for modders who want to disable those in-game buttons
- added Main.sm_enableTitleScreenEditorButton for modders who want to disable editor
- added GameData.CHARACTER_EYE_COUNT for modders for settings eyeball count per character
- property modifier 1 can now be used to change Dogu's gravity, and added "normal
gravity", "forward gravity" and "fixed gravity" to gravity options in property modifier 1
- recoded Dogu to use the same general gravity system as the rest of the objects
- hinge joints don't attach to head goals any more
- objects that are set to wake up at start will not wake up any more when
taking a screenshot
- a cloned mannequin, minion and skele-tom don't wake up colliding bodies any more
in the editor
- hinge joints and property modifiers always have the highest sprite priority
- if Davey doesn't have his fishing rod then his jumps do nothing
- when "alternative real life monsters" is selected we now correctly display the
alternative names in item info
- removed the extra +6xp for character when disappearing act is achieved as it's
not documented anywhere
- water affects now invulnerable ragdolls
- added a toggle to ignore deco sprites to hinge joints
- hopefully finally fixed level rating to work 100%
- tweaked Davey's sprites and top torso piece a little
- added optional widescreen mode to preferences. after toggling it on/off you'll need
to restart the game and if widescreen is enabled you'll have to manually enlarge the
window.
- when slowmo is turned on (Clock Bear) air consumption of ragdolls is calculated
correctly, added following variables to Test for modders: sm_clockBearSloMoTime (how many
frames), m_sloMoChangeStepSize (slowing/speeding up time step size) and m_sloMoTimeStep
(timestep when slomo is fully working)
- added unlock hint to Ragrinnan
- added health modifier to turds and books
- mouse clicks went through the color selector in editor and woke up object(s) behind
- when the user tries to add 2nd player character to the level in editor the
previous one is deleted so only one player character can exist in a level
- added "renewable" toggle to head goals (so they can be activated again and again)
- removed "change count" from ACTIVATE_WHEN_KEY_PRESSED triggers as it wasn't used
- moved salmon and piranha -> shift+2
- Scrunkly got his original name back: Schtikmann
- density in property modifier 1 can be adjusted in 0.005 steps instead of 0.05
- when a sprite explodes all pixels with alpha > 0.0 are turned into particles
- added "apply changes to all jointed objects" toggle, "damage multiplier (take)",
"return to original rotation speed", "change health", "toggle name change" and
"set hits-to-score on/off" toggles to property modifier 2
- Dogu's bones don't have negative gravity any more
- trigger activated bomb flies explode
- laser cannon has a new projectile sprite (thanks to Awesome6896)
- oldies and new buttons on title screen move now 250% faster
- mouse click on the credits screen makes the currently displayed text vanish (skipping
of black screen between texts also works)
- character head sprites randomly x-flip in-game when the head sprite is recreated
(not everybody, though as some look weird when x-flipped) - added this as an option
to preferences (for modders: see GameData.CHARACTER_CAN_RANDOMLY_XFLIP_HEAD_SPRITE)
- Dogu's ribcage, hips and feet sprites are now correctly upside down
- fixed a bug that caused the game to pause unless something was being tossed around
- air bubbles give 3x the air than before
- ming vases and statues don't have their old sprites explode when they change
to the more broken sprite (now they work much like in Drop Dead 3)
- added a new mode: "the burster" - here time is stopped, but if the player
tosses something then time flows for the next three seconds
- in freeplay mode you can add other explosives as well: 6 - rocket, 7 - gut bomb,
8 - turd bomb and 9 - eggsplosive
- press del/backspace in freeplay mode to delete objects under mouse pointer
- turd bomb can be made static, gut bomb can be made non-static
- mode selection screen now displays mode unlock limits for locked modes
- added Main.sm_hasIntroScreenSFX for modders who want DD3 style SFX played in
the intro screen
- set MyPreloader.m_sawBladeCount to 3 if you want DD3 style sawblades in the
loading screen
- added Main.sm_useDD3TitleScreenEffects for modders who want DD3 style title
screen blood and dropping down sprite (e.g., "3" in a hook)
- added Main.sm_useDD3CreditsScreen for modders who want to use DD3 style
credits screen
- added Main.sm_showHitpointsInsteadOfLevelInCharacterSelectionWindow for modders
who want to display hitpoints in character selection window instead of level
- added new accessories: propeller beanie, diving mask, sun hat, astronaut helmet,
glasses, sunglasses, pirate hat 1 and pirate hat 2
- added "mode" button to editor that can be used to change the mode in which
the levels are played in the editor
- if a create trigger creates an object with texture it will now be textured instantly
- added "texture everything immediately" to preferences
- added property modifier 3 with "score multiplier", "can breath underwater" and
"make camera follow this"
- internal organs spawned by ragdoll body parts inherit the body part's sprite priority
- added a new enemy: hunter (shift+2 in the editor)
- the state of one new property toggle wasn't copied when an object was cloned in
the editor
- causing damage by shooting things in shooting mode gives now points (like in DD:EtH)
- added "show hit scores" (like in DD:EtH) option to preferences
- Wishi's head doesn't have a gap between torso any more in non super deformed mode
- tossing Paint Turtle from his torso doesn't make him to fly super far away any more
- no adjustment keys for angle offset in trigger APPLY IMPULSE TO OBJ'S UP were shown
- if trigger PLAY BACKGROUND MUSIC is set to play URL BGM then the URL can be given
via a slave text box
- added a new trigger: ACTIVATE IF GAME MODE IS (X)
- added "create at slave target box/ball" toggle to CREATE trigger
- poison bottle affects only ragdolls, not e.g., bones attached to them using
hinge joints
- added "toggle autofire on/off" to eyeballs and bullet sources, and if they are
activated by a trigger then they'll fire a bullet
- scroll directions (up, down, left and right) can be individually disabled in the
level settings window
- added "AI idle time at start" property to homing missiles
- added deco sprite (game object layer) that is on the same layer as ragdolls etc.
(shift+9 in the editor)
- sprite priorities work now for box, ball and circle decos, but only inside
their layers as they are not sprites, but just primitive graphics
- added a toggle "when activating slaves, wake up slaves on/off" to triggers
- added piss drops to drop boxes and balls
- balloon color can now be optionally selected from color selector
- ragdolls hearts now beat, added beating as an optional parameter to loose
internal organ objects
- water, blood, lava, acid and diarrhea balls, boxes and triangles allow now to
change the movement multiplier (damping) of objects inside them
- when a breakable ball, box or triangle breaks into pieces, the new objects
inherit the parent object's sprite priority
- added "toggle auto turn off when stopped on/off" to motored carts
- hinge joint motor can now be set to start in off state, optionally motor
can be toggled on/off using a mouse click
- remade the default editor level
- added three new fan made characters: Virtu Viewer (by void), Voodude
(by FlowerCat07) and Liecia (by Paint Turtle)
- all triggers (including targets) and head goals can now be made non static,
and hinge joints attach to them when non static
- added "reset resets counter to default on/off" toggle to activate when counter...
triggers
- added "bullet damage" to level settings, defaults to old 5000 pts
- item info shows most of the extra information displayed in edit mode when
debug is enabled from preferences and also trigger connections
- breakable balls, boxes and triangles use now the color assigned to them
when non textured
- from now on only the latest version of Drop Dead: Remains can access
the database (this can make the 1st database access slow, but remaining
accesses should be fast like they used to be)
Drop Dead: Remains might get more updates later, but don't count on it, Ville and Jyri have other projects also to work on...