- Hexen compatibility (Combiner Patch will be updated soon).
- Environment Map shader fixes from Doom Tournament.
- Buffed Stunner so it's actually useful. This goes against what the Unreal
Bible indicated but whatever, the weapon would be useless otherwise.
- "Superweapons" now have +ALWAYSPICKUP for consistency.
- Sneaky Strife stuff:
- Dispersion Pistol and Stunner have reduced alert radius.
- Rename Peacemaker sprites to avoid conflict with peasant sprites.
- Add ice death frames to Doomreal players.
- Fix invisibility not reactivating on map transition.
- Fix a certain option not graying out when prototype features were disabled.
- Remove Doom Tournament spawner file as it will be used in the merge add-on.
- Fix various weapons not respecting infinite ammo cheats/powerups.
- Add HUD icons for the Razorclaw.
- Add sanity checks to Minigun sentry for potential cases where it dies while shooting and this causes an abort.
- Fix Biorifle altfire damage here too.
- When UT splash is disabled, Biorifle globs increase in size by 1.4x on impact, as originally intended.
- Eightball no longer loads a rocket after being selected and instead tweens to idle, like in the original.
- Flak Cannon altfire has a slower reload, as it was meant to.
- Adjust "give armor" cheat so it plays nicely with the merge add-on.
- Fix 0.83 hud playing the "new weapon" flash for all players.
- Made the 0.83 icon assignments moddable through external lists.
- HUD will still display a weapon icon even if it uses no ammo (e.g.: Razorclaw).
- Very noticeable changes to the Automag and Protomag firing speeds.
This is going to make dual wielding even more OP than it already was. Just
so you know, dual wielding is NOT "canon" here, and if it breaks balance I
really can't do much about it.
- Automag and Protomag now start firing as soon as the trigger is held.
- Protomag damage reduced back to 10 now that it has a much faster altfire.
Believe it or not, the new altfire speed is actually true to the original.
- Propagate the AmbientGlow changes from DT.
- Add option for vanilla style Power Shield to not drain over time (defaults to true).
- Fix various weapons being able to fire after player dies while charging (Biorifle, Flamethrower).
- Fix Minigun not firing bullets immediately at start of fire loop or on refire.
- Fix Minigun playing unwind animation on death, this time for real.
- Added interpolation to some Teleport Capsule states and made refire a bit quicker.
- Relocated crosshairs so UT ones can still be used.
- Corrected Item Lore so it mentions the Stunner and Impaler also being enhanced by the Amplifier, in case people haven't noticed.
- Fix biorifle/napalm glob splash code like in Doom Tournament.
- Greatly improved responsiveness of Eightball.
- Increase Betamag melee damage (15 → 25).
- Reduce Demolisher visual sway.
- Increase Razorclaw primary damage (6 → 10) and decrease interval (5 → 4).
- Add random chance of forcing pain to each hit of Razorclaw primary (1/6 for bosses, 1/4 for normal enemies), making it a more viable melee weapon.
- Razorclaw now propels you when fully submerged.
- Fix Flame Gun not checking for the correct minimum ammo for secondary fire.
- Replacements respect IsFinal.
- HUD will display BasicArmor if available, for compatibility.
- Fix alignment for non-standard item/ammo icons.
- Fix Teleport Capsules having a choppy twiddle animation.
- Swap around some assets and code with Doom Tournament.
- Searchlight moved to here.
- Computer map and Armor bonus moved to DT.
- Armor absorption priority code moved to DT.
- Added Unreal crosshairs.
- Fix incorrect Autocannon flash color.
- Ported over Translocator ally telefrag prevention.
- Fixed razor blades emitting no effects when hitting a non-bleeding enemy.
- Misc. cleanup.
- Added option to toggle all beta content.
- Added option to toggle armor bonuses (for purists).
- Added cheap alternate allmap replacer, so there's something else to replace the computer map when the detector isn't allowed.
- Small fixes and corrections.
- Fix Dispersion Pistol altfire not ending early when releasing the button.
- Dispersion Pistol now changes fire speed based on upgrade level, as intended.
- Reduced Razorclaw twiddle animation frequency, it was getting annoying.
- Impaler altfire now doesn't work underwater, as intended.
- Impaler crystals deal less damage when underwater.
- Impaler no longer loses charge underwater while the crystal is unloaded.
- Impaler beam no longer homes in onto friendlies.
- Fixed missing Impaler melee obituary.
- Flamegun disallows firing while underwater, to prevent wasting ammo uselessly.
- Flares and Seeds can be stacked until int.max (give cheats and whatnot are still capped at 20 though).
- Fixed Minigun not displaying the bullet box ammo icon in the 0.83 hud.
- Fixed mouse input in the main menu at high resolutions (wasn't accounting for scaling, oops).
- Added "<item> selected." messages. Dunno if DT will need this too.
- Light Sentry now uses the more reliable native IsHostile() function to detect targets.
- [flak_m] Added "<weapon> has no ammo." messages.
Adjust the aspect of new 0.83 hud icons.
Impaler plays unique sound when ending altfire instead of select sound.
Adapt some things for the old sounds add-on.
Minor HUD adjustments (weapon slot related).
Left a couple notes of what I might do next.
Fixed ammo bars in hud being positioned incorrectly if a weapon in the slot has no ammo.
Sentries now will also complain if the terrain is too steep or you're trying to deploy them in mid-air.
Adjusted protomag spin animation. Still not perfect but I tried my best.
Guess what: more PNG optimization.
Adjust SCUBA Gear autouse behaviour so it works properly with manual use.
Add 3D floor handling code on various things.
Increased size of Eightball explosions to match original game.
Fix invisibility playing no sound when activated.
Fixed inventory bar having a blank space to the right if no next item is present (tends to happen when you only have two items).
Added "no pistol at spawn" option.
Added a hint of another prototype feature.
Add SMP 7243 from Oldskool to the BFG pool (toggleable).
Random fixarounds.
Spent mag models for the pistols, will be used (and backported to DT) soon.
Assigned all pickup models.
Implemented all ammo types.
Finished Flak Cannon.
Additional cleanup.
Slot reassignments and other adjustments to match known Unreal prototype info.
Notable changes since last commit are the full implementation of the automag and asmd.
Also the Translator is now fully functional.
Fonts have been restructured to a neater format.
There have also been other random changes I don't have the time to document in detail.