Commit graph

25 commits

Author SHA1 Message Date
a21aa43f35 1.2 update, w/ GZDoom 4.9 stuff:
- Customizable player skins here too.
 - Integrated re-skin add-ons ("Old Sounds" is still separate).
 - The usual fixes and optimizations.
 - All weapons are now left-handed, where possible.
2022-11-06 00:02:46 +01:00
ff8d145a2b 1.1.3 mini-update:
- Propagate swingers removal from DT.
 - Updated patron credits.
2021-01-24 14:37:09 +01:00
6820c4deba 1.1.1 update (same as flak_m):
- Sound overhaul.
 - Added extended '95 theme from Unreal mac port.
2020-01-04 22:33:10 +01:00
1207748311 1.1 release:
- 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.
2019-12-15 14:47:39 +01:00
43f18514c2 WIP stuff.
- 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).
2019-11-27 21:37:22 +01:00
08361babe6 1.0.1 Release:
- 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.
2019-10-28 11:09:50 +01:00
ff01ab2146 Release Candidate 4 (may be final):
- Spent mags for Automag, Flak Cannon and Demolisher (needs updated DT).
- Betamag defaults to both having the 0.83 skin, other options put on add-ons.
- Adjustments to bullet casings.
- Fixed flames producing water splashes.
- Fixed female models having male gibs.
- Corrected ASMD ball hit behavior to match Unreal.
- Added bubble trail to Stinger when underwater.
2019-10-16 18:13:03 +02:00
c6a81479ca Release Candidate 3:
- Fix inventory items not removing themselves when fully drained and no more
  copies are held.
- Fixed Minigun playing the unwind animation on player death.
- Fixed main hand Automag still firing when out of ammo dual wielding.
- Corrected name clash between two explosion sounds.
- Fixed suits still protecting from elemental damage when depleted.
- Add option to wear all suits simultaneously.
- Stunner now consumes Stinger ammo to recharge, this is more in line with the
  Unreal Bible.
- Max damage per explosion capped to 100 for Stinger. Prevents ludicrous
  map-clearing explosions with an amplified asmd combo.
- Shoot-through lines can now be activated by hitscan/beam weapons thanks to
  new DT "bullet trail" feature. No more softlocks in custom maps.
- Added option to make Peacemaker missiles not seek owner and allies.
- Peacemaker missiles start seeking targets much earlier, making it more viable
  indoors.
- Autocannon has had its damage increased again.
- Adjusted swingers for many weapons to feel a bit more natural. Still far from
  perfect.
- Reverted changes to Flamethrower projectile density, and simply made it have
  less dynamic lights.
- Adjustments to armors. Suit elemental resistances now take priority (as
  intended). [please redownload your DT devbuild for full effect]
- Added ring effect for 6-rocket tight wad. Completely forgot this was a thing.
- Fixed flashlight not clearing its dynlights when depleted and still having
  copies.
2019-10-10 09:32:29 +02:00
7051cb25be Release Candidate 2:
- 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.
2019-10-08 11:11:38 +02:00
b9478d3fef Release Candidate 1:
- Adjusted ammo giving behaviour for weapons with clip count.
 - Fixed dual naming of automag/betamag.
2019-10-07 17:33:18 +02:00
da224bcfae Beta 2. Changes are as follows:
- Corrected selection order of all weapons.
- Rewrote flaky reloading code. Should be more robust now.
- [flak_m] manually triggered player animations no longer happen while dead.
- Protomag whip damage changed to 15, instead of same damage as Doom fist. This matches the Unreal 0.83 default melee damage.
- Adjusted dual-wielded weapons to try and prevent spin/reload from triggering right when the second gun is brought up.
- Razorclaw no longer stunlocks and can gib.
- Razorclaw damages increased (5/20 → 6/30).
- Dispersion Pistol alt splash damage radius reduced (120 → 80);
- Fixed Dispersion Pistol switching out instead of releasing when out of ammo.
- Dispersion Pistol will only autoselect if it has at least 10 ammo.
- Increased Fireblaster alt projectile damage (50 → 60).
- Fireblaster no longer forces an autoswitch when trying to altfire with less than 30 ammo.
- Increased Autocannon ammo capacity (30/50 → 32/64) and pickup ammo (20 → 32).
- Increased Autocannon hit damage (150 → 300) and explosion radius (50 → 120).
- Adjusted Impaler bolt damage formula (2*amplifiermult**3 → 10*amplifiermult**1.5).
- Impaler bolt seek range now affected by Amplifier.
- Reduced Impaler base explosion radius (120 → 80).
- Impaler altfire drain also affected by Amplifier too.
- Removed the ability to put out fire by moving very fast. This was a dumb idea as it would make fast monsters harder to burn.
- Increased Quadshot per-trace damage to fixed value (Random(4,8) → 11). This matches the 0.83 damage value for it.
- Doubled the damage boost of Razorjack charging.
- Fix Stinger altfire only firing 4 shoots. Was supposed to fire 5 with the first being always accurate.
- Adjusted Stunner damage and charge range so it matches Unreal Bible values (0-6/1-6 → 0-5/1-20).
- Reduced Stunner ammo consumption for a full charge (20 → 10).
- Stunner now also flagged as a "wimpy weapon".
- Reduced Eightball splash damage radius (200/200 → 120/140).
- Dispersion Pistol and Stunner always have at least 1 ammo after each shot.
- Added option to disable Impaler beam self-damage.
2019-09-27 22:59:53 +02:00
c0ad22d9e6 Stunner implemented.
Small tweaks.
2019-09-22 15:20:52 +02:00
48994248c2 Implemented Autocannon.
Assortment of tweaks to other things.
2019-09-20 19:40:05 +02:00
e4c93e892b Adjustments and bugfixes. 2019-09-20 13:37:05 +02:00
a8f4091471 Fix Demolisher model scale, was twice as large as it was supposed to be for some reason.
Demolisher rebalancing.
2019-09-20 00:56:39 +02:00
6196e04160 Accidentally implemented Demolisher.
Additional adjustments.
2019-09-18 03:42:56 +02:00
fae4f6d50b Partially implemented Stunner and Impaler (very unfinished).
Switched Impaler fire sound to something more appropriate (proto Skaarj fire).
Add slot priorities to all weapons, final weapons come first.
Adjust hud behavior to properly draw ammo bars by the order of their weapons.
2019-09-16 00:38:38 +02:00
2587d6c505 Adjustments. 2019-09-10 19:49:05 +02:00
f2cdf34c98 Current commit does not run and I don't know why.
Sentry partially implemented.
Motion Detector implemented.
Light/Dark Flares implemented.
2019-09-06 00:20:14 +02:00
ad20f46db7 I think with this all vanilla usable items are done.
However the SCUBA Gear won't spawn yet because a certain PR is needed.
2019-09-05 18:31:30 +02:00
b12c4a4112 Flashlight/Searchlight implemented.
Proper handling of charge redistribution on multi-copy items (fixes infinitely replenishable charge exploit).
More preparation code for other items.
2019-09-05 16:31:05 +02:00
912cad96c5 Oh boy, it begins.
Assigned all pickup models.
Implemented all ammo types.
Finished Flak Cannon.
Additional cleanup.
Slot reassignments and other adjustments to match known Unreal prototype info.
2019-09-04 02:37:59 +02:00
01249eb43f Oh boy, here comes another big one.
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.
2019-08-31 03:14:20 +02:00
76cd3a5207 Wow looks like I got a lot of stuff in here.
Added brightmaps and gldefs entries for most stuff.
Imported a bunch of sprites, including some recycled stuff from old mods.
Made new icons for the 0.83 status bar.
Remade "Teleport Gun" model.
Made new models for some ammo variants.
Made skeleton code for a lot of stuff, this temporarily makes a lot of items disappear.
Began working on ASMD. Flak Cannon has no projectiles yet.
2019-08-15 02:38:46 +02:00
3a8925f3c0 Additional model progress.
Bump required version to 4.2.0.
Added Hexen style loading screen and other gameinfo stuff.
Small changes to fullscreen HUD.
Added 0.83 style status bar (incomplete).
Added player models.
Old file cleanup.
Ran all models through texnumsq, for convenience (skin indices are all over the place on some models).
PNG optimization pass.
2019-08-13 02:32:37 +02:00