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Releases: Medacorp/Luigi-s-Mansion

Release 3 update 2

03 Dec 21:25
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  • Updated to 1.21.4
  • Added different blinking speeds to the Game Boy Horror radar
  • Added new Luigi expressions
  • Added new unused poison mushroom variant
  • Added opening and leaving the lab cutscenes
  • Added crows for the opening cutscene
  • Changed Game Boy Horror to shows the direction of nearby ghosts when on the clock screen (the one seen in the E3 Demo add-on)
  • Changed Game Boy Horror model and textures slightly (model is now composite models, and no longer at absurd scale)
  • Changed item entities that are about to despawn to blink
  • Changed item despawn timer to match original game
  • Changed haunted objects', and hide and seek box variants' names
  • Changed alt Luigi hat texture to have a rotated L
  • Changed items that change states to not move up/down upon state change
  • Changed Chauncey's hitbox in relation to the shot balls
  • Changed how loaded mansion exterior is handled
  • Changed 3DS Remake trophy to actual furniture; stand now had a model
  • Fixed pulling ghosts doesn't ensure they stay within vacuuming range
  • Fixed gallery detection is too short
  • Fixed merging Boolossus doesn't move to merging point
  • Fixed bash scare moving doesn't work correctly with non-every tick teleport frequency
  • Fixed Neville and (E3 Demo) Body slammers have no model
  • Removed freeroaming in the Boo woods
  • Removed Boo Woods music

Release 3 update 1

23 Oct 20:42
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  • Updated to 1.21.2-1.21.3
  • Added the Boo cackle counter, where 10+ cackles results in it not staying in place for a moment
  • Added ghost flee tasks
  • Added missing ghost animation pull_e_gadd
  • Added some missing furniture scan messages
  • Added unique scan message for scanning fainted players
  • Added ghost loot dropping when in lab; requires the now-not-furniture-exclusive works_in_lab field
  • Added 3DS Remake game boy horror boot up visual aspects
  • Changed the 3DS Remake training room program, ghosts in the training room during it can now drop hearts
  • Changed players to look at vacuum-latched-on ghosts in order of latching, rather than look at the averaged out position; the new behavior matches the original game
  • Changed ghosts pulling to have separate valid angles per ghost, matching the original game; lenient pull accuracy gives 40 extra degrees, strict pull accuracy halves the degrees
  • Changed criteria for getting dragged to be closer to the original game; you now only get dragged if you get pulled; a vacuum error is made for each ghost that started pulling you that hasn't pulled you last tick, a vacuum error will not occur if you pulled the ghost in the last 5 ticks
  • Changed how ghost pull strength is handled to be closer to the original game; they now only pull you if at the end of range and there's room, or if their chance check succeeds and there's room
  • Changed mirror warp to make the player forget what room it was in before, resetting the room
  • Changed Luigi and E. Gadd dragged animations
  • Changed Poltergust body to shake when vacuuming (and not riding the poltergust)
  • Changed scan messages to dialogs, freezing everything and splitting the multi-line ones into actual multi-line dialogs; message variation is selected entirely by the dialog now, rather than changing the set message on the entity
  • Changed scanning to prioritize the smallest hitbox rather than arbitrary order (if there's multiple with the smallest size in the hit, a random one is selected)
  • Changed 3DS Remake's "portrait ghosts defeated in" and "Boos caught" data to be part of the vanilla map, rather than the add-on, meaning installing the add-on at a later point will no longer miss that data
  • Changed items dropped when taking damage to have upward motion
  • Changed "It's <name>" telephone call option icon to be colored based on your actual model color
  • Changed all instances of items to use the new item_model component; damage and custom model data have been redefined as "model piece number" and "model variant"
  • Changed E. Gadd's walk animation names; walk_look_sideways (previously walk) is now only used during portrificationizing, all other instances now use walk (previously walk_to_lab)
  • Fixed furniture loot chances aren't true to the game
  • Fixed speedy spirits don't get base loot dropped at 0 if a money ID was provided for loot dropped at 0
  • Fixed elemental death of ghosts doesn't drop loot that drops when HP reaches 0
  • Fixed hard difficulty stunning incorrectly calculates stun time; it now simply caps the stun time
  • Fixed dropping items doesn't allow using them for a single tick
  • Fixed dropping poltergust wipes element meter
  • Fixed neither poltergust nor flashlight had effects shown in mirrors
  • Fixed Game Boy Horror map doesn't show players in gallery properly
  • Fixed you can't scan players that have fainted or are looking at maps
  • Fixed Biff Atlas scan didn't use plural string if there's multiple players
  • Fixed items get disabled for 1 additional tick after a dialog ends
  • Fixed opening map results in your held items vanishing from your model
  • Fixed items have trouble bouncing onto bottom slabs
  • Fixed items with precise curve motion will snap to y positions
  • Fixed revive message doesn't properly fetch reviver from UUID
  • Fixed candle flames from both furniture and Shivers are not fully accurately angled
  • Fixed first key bounces away upon turning into a real key
  • Fixed reeling in ghosts can disconnect due to distance; step counter for poltergust now is disabled for dying ghosts
  • Fixed 3DS Remake weak flashlight (strobulb) reflection causes more and more lag
  • Fixed E. Gadd's animations don't support mirroring
  • Removed special E. Gadd model for the poltergust, E. Gadd now uses the same models as the player
  • Removed built-in scan message when scanning a mirror if mirror warp is disabled

Release 3 fix 6

17 Sep 13:59
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  • Fixed Boolossus fight ends after capturing a single Boo, resulting in softlock when trying to get to King Boo
  • Fixed item collect sound plays at wrong location
  • Fixed entity capture sound plays at wrong location
  • Fixed defeating King Boo doesn't remove shot ice from existence, allowing Bowser to freeze you during defeat animation
  • Fixed Shivers always goes back to hallway when vanishing, rather than re-entering the butler's room if he escaped the vacuum
  • Fixed vacuuming cloths or posters causes too many capture sounds to play
  • Fixed grabbing ghosts can grab players using a door
  • Fixed grabbing ghosts can collide with grabbed players
  • Fixed grabbing ghosts hold onto players that are warping to the mansion entrance
  • Fixed Portrificationizing King Boo was not properly set up in 3DS Remake, freezing the dialog
  • Fixed E. Gadd makes no walk/jump sounds during several dialogs
  • Fixed player makes no sound when plugging the poltergust in/out of the ghost portrificationizer

Release 3 fix 5

14 Sep 12:19
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  • Fixed you can move during medium and large knockback
  • Fixed Bogmire's shadow leaks temporary value, reducing latched-on poltergust vacuum range for a tick
  • Fixed Black Bogmires cannot be collided with when in a vacuum or in appear behavior
  • Fixed Black Bogmires make no ambient sound during appear behavior
  • Fixed ground-bound ghosts can leave the ground when targeting player
  • Fixed items spawned in blocks don't fly out, only move up
  • Fixed items whith motion high enough to bounce between floor and ceiling in a very short time will bounce forever
  • Fixed items in a 1 block high area have trouble bouncing
  • Fixed Nana escaping poltergust shows rocking chair

Release 3 fix 4

12 Sep 22:47
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  • Fixed mice can cause a server freeze
  • Fixed health, shrunk timer, flashlight type and teleport frequency get reset to defaults on relog
  • Fixed rolling furniture rolls forever
  • Fixed mirrors have bad reflections
  • Fixed invisible non-hidden ghosts cannot be stunned
  • Fixed Mario, bombs, bones and ice spikes leak entity variables
  • Fixed elemental ghosts don't understand slabs well
  • Fixed courtyard Toad spams "Yahoo"
  • Fixed Melody Pianissima can trigger multiple dialogs at once
  • Fixed Mario's Painting dialogs don't set player animation

Release 3 fix 3

09 Sep 23:04
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  • Changed Teleport Frequency setting to default to "every 5 ticks"; existing players' setting won't be modified
  • Fixed loading old data yeets mansion front door out of existence

Release 3 fix 2

07 Sep 13:22
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Note: Upgrade path for this version kicks players back to the lab if they were in the mansion

  • Fixed some portrait ghosts don't see some entities (such as big chauncey not seeing the balls he threw)
  • Fixed spawning furniture without room variable but with executor will not set room to executor's room

Release 3 fix 1

05 Sep 09:38
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  • Fixed stray temporary data can break selection menus
  • Fixed inventory modify functions didn't disable selection menu result fetcher
  • Fixed relogging while in training room kicks you out even if you didn't complete the initial training yet

Release 3

27 Aug 14:41
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Update video: https://youtu.be/hlD29oxFdRI

WARNING! When updating an old save version, be sure to follow the "How to update" steps in the "installing and notes.txt" file before drag-and-drop updating, or the map will malfunction
DISCLAIMER: this build is quite a bit more laggy due to some of the changes, this is being worked on

  • Updated to 1.21(.1)
  • Updated "installing and notes.txt"
  • Renamed the data packs/add-ons
    ** "Luigi's Mansion" data pack renamed to "MEDACORP"
    ** "Luigi's Mansion 3DS Remake" data pack and namespace renamed to "3DS Remake"
    ** "Luigi's Beta Mansion" data pack and namespace renamed to "E3 Demo"
  • Several instances of furniture have been replaced with models
  • Added death messages
  • Added revive messages
  • Added selection meny system, replacing all click events
  • Added new settings: (Global) Difficulty, (Global) Mirror Reflections, Teleport Frequency
  • Added difficulty effects; the higher the difficulty, the harder; total score gets a multiplier based on the lowest selected difficulty in the mansion
  • Added warp back to mansion path upon re-entering the world if you're too far away from the mansion
  • Added new advancements
  • 3DS Remake: Added start-confirmation for portrait battles, as well as showing results
  • Changed E. Gadd model
  • Changed Toad model
  • Changed ghosts to be always be fully lit
  • Changed furniture and ghost loot handling, now more accurate to the original game
  • Changed King Boo AI to be more similar to other Boos, not just flying away and back, but rotating, flying up/down, etc.
  • Changed blue and purple mice to have accurate paths
  • Changed gallery to be several rooms, rather than 1
  • Rewrote a lot
  • Fixed numerous bugs

Release 2 update 3

07 Dec 16:53
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  • Updated to 1.19.3
  • Changed flashlight's visual range (behavior range is identical to before)
  • Changed how poltergust internally works, optimizing it
  • Fixed being grabbed at same time as reeling in ghost results in half-grabbed behavior
  • Fixed bills didn't drop correctly from speedy spirits and gold mice, leading to missing money
  • Fixed some typos in the text of the map
  • Fixed Game Boy Horror was called Gameboy Horror
  • Fixed Henry and Orville's scans were swapped
  • Fixed item obtain subtitles to be in the same format as others
  • Fixed some poltergust body and held item rendering issues
  • Fixed Boo Woods music can cut off opening music
  • Fixed ceiling surprise doesn't get speed values from storage correctly
  • Fixed exploding poltergust from catching a spark deals no knockback
  • Fixed uninstalling the 3DS Remake add-on with strobulb selected breaks the flashlight
  • Removed flashlight overlay

3DS Remake:

  • Changed time display from H:M:S to HH:MM:SS
  • Fixed 3DS gallery doors didn't animate when opened from the other side
  • Fixed Strobulb flashlight is non-functional
  • Fixed Vincent Van Gore didn't have his 3DS Remake title
  • Fixed interaction non-functional in 3DS gallery

Extensive Training:

  • Changed time display from H:M:S to HH:MM:SS