Disabled by default, can be enabled with the console variable fangfragboost
When enabled, decreases the player's base top speed and acceleration, but gives a small boost to both each time the player hits an enemy, up to a limit that can be configured with the console variable fangfraglimit
Note that this only changes how many frags are needed to get the maximum boost; the minimum and maximum speeds are fixed
Designed to give more of a reason to fight enemies - I recommend trying it at least once if you like the mod as it is!
Bullets now come out closer to the player's crosshair
Netgame desyncs should no longer occur, hopefully
Several sounds have been changed to play directly to the player rather than emitting from them
All console variables now print messages when modified
Changing fangclipsize now instantly fills Fang's clip
As a result, players can no longer decrease the clip size to have more ammo loaded than should be possible
Removed the console variable fangexpandhitboxes
Updated Fang's character select entry
You can now shoot Metal Sonic in Black Core Zone Act 1... not that it'll slow him down at all
Created 5 (3? 4? it's kinda weird) new hand sprites and used them to make a myriad of new animations
Now, when reloading, Fang actually puts a cork into his gun instead of just bringing it down where he thinks you can't see it
Bouncing has a more distinct animation so you can tell whether or not you're doing it before you hit the ground
No more disappearing hands - there are now bespoke animations for getting hurt, clearing a level, and just about everything else that makes Fang unable to shoot or would otherwise just look awkward
Well, mostly no disappearing hands - they'll still go below the screen when spinning or riding a minecart
Hand now changes color when in water or goop
Fang can no longer fire while sliding in DSZ, which he wasn't supposed to before but still could due to what I can only assume is SRB2 spaghetti code
Variables now always properly initialize when spawning
Removed old hand sprites
Enemies no longer give rings when shot in Ultimate Mode
Probably at least one minor thing I forgot to mention
Added new hand sprites, courtesy of @Dry_Ny (who made them unprompted - once again, thank you very much!)
Added hand positioning effects
Hand sways from side to side while walking
Hand drifts up and down while in the air according to vertical momentum
Hand lowers while tail bouncing
Yes, I'm aware this means I'll have to replace the GIFs in the post. No, I'm not doing this immediately. If you want to (and you're better with this mod than I am), you can make some yourself and send them to me. Just don't expect yours to automatically get in. Otherwise, I'll get to them eventually.
Added new console variable: fangoldhand
Reverts the hand sprites back to the ones from before v1.2, and removes the new hand positioning effects (the reload duck-down still happens)
Boss Fang's corks no longer stay in place when shot
This comes at the cost of player Fang's corks now moving a fracunit forward before correcting to the right direction, but that shouldn't cause many issues if any
I've gotten reports of a client desync bug. I have no good way of bugtesting netgames at the moment, so I can't do any testing in that regard, much less fixing, but beware if you plan to use this on a netgame.
Due to popular demand (which I still don't personally understand but oh well), you can still go into third person, and first person is only forced when first spawning in
As a result of this, 2D sections are now playable (or at least to the same extent as vanilla)
I do not intend to add auto-aim back for third person mode, since I removed all the code that allowed for that in the mod I based this on and it would be too much effort to put it back for something I think would break the core concept of the mod
Added more console variables
fangfireinput: changes whether shift is rebound to fire, fire normal, one of the custom actions, or nothing at all
fangexpandhitboxes: toggles the hitbox fix
Enemy height and radius are effectively expanded for the purposes of being hit with corks, making the hitboxes more in-line with the sprites and the process of aiming less frustrating
When firing at oblique angles, corks no longer move a notable distance in the wrong direction before their velocity is corrected
Ammo count and first person hand now snap to the edges properly and don't break at resolutions that aren't the one I personally use
Ammo count now shows up properly when in third person
When playing splitscreen with two Fangs, the second player's hand now appears where it should
Ammo no longer carries between levels or lives (was the levels part in v1? I don't remember)
Player will no longer be erroneously given an ammo refill when shooting enemies that are in pain
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