I've fixed a minor bug that I found in the first version of Limbo and have re-uploaded the file. Scrag and Raven, would you guys be able to update the mirrors for me so I can change the original post? Thanks!
I realized that if you set the damagescale value below 1.0, some projectiles would do less damage than they would in Unreal skill. This was not intended, as anything above a value of '0' should make the game harder, not easier. Now if the value is below 1.0, some of the projectiles will do the default damage, but never less.
Download Version 1.1 here for now:
http://filebeam.com/cecdb9cef1a81e6da568991b59c98eef
Oh, and Jackrabbit - I did chat with Casey for a while online. It seems that he only made the mod more compatible with Unreal 1 so far. He didn't rework it "from the ground up", at least not yet. The formulas and all the work I did remain, except for a quick hack he added in that changes the projectiles differently. When he releases his version, I will update the projectile code in mine, unless he makes his version universally compatible with Unreal and UT. As far as I can tell, my projectile code does not break user-made map compatibility any more than OldSkool already does (old skool already replaces the projectiles the way I did). All I did was subclass the oldskool projectiles, so there should be no issues at all. Any customized projectiles in custom maps will work just like they are supposed to. I've already confirmed this by playing
Attacked!
In other words, nobody has to worry about anything being "different" in user maps. Everything WILL work like it is supposed to.