First, a message: There is a time and a place for everything, and understanding
what is and is not appropriate is a fundamental aspect of how one should behave
in society. I must take steps in correcting my behavior, how I act both through
my interactions with others and through my own creations as well. While this is
only one step in a very, very long road, it is hopefully a step in the right
direction.
Various aspects of the story and lore, dialogues, character interactions, etc.
have been sanitized to be less explicit. I cannot in good conscience have
something like this in a project I'm creating, especially one with such a broad
audience as the one it has garnered.
A couple other things have been removed, such as direct references to
problematic media, and I've decided to forego the H-Doom compatibility that was
added "as a joke".
These changes will also be later applied to the side mods as well.
Should I have still missed anything, I please ask that people notify me and I
will address it as soon as I possibly can.
Furthermore, if any of the people still credited in this mod wish to have their
name and anything they contributed removed from it, I will do so.
Various menus have been tweaked to account for the bigfont removal.
Removal of flat and inverse shaded font variants.
Re-added pk3 creation and defaulted to it for new pushes.
- Reduce number of collectibles (some might come back in the future).
- Merge both DLC weaponsets into one, removing redundant weapons.
- Readjust prices of some items.
- Initial work on collectibles (currently Frispy Corn is done).
- Added bigfont for main menu, based on Source Han Sans.
- Reduced default HUD margin to 10.
- Added blob shadows.
- Added precise crosshair drawing.
- Tweaked decals, imported more stuff from UT.
- Swapped the Ynykron impact decal for something better.
- Fixes to slope alignment code.
- Implemented headpats for MBF Helper Dogs and Cacodemons.
- Implemented partial HDoom support, with love and headpats.
- Fix various string functions breaking on unicode.
- Added cracktro-style text scroll to Titlemap.
- Fixed handling of healthbars for friendly monsters.
- Workaround for maps that use the old author name hack (" - by: " separator).
- Fixed Silver Bullet not autoswitching on first pickup.
- Fixed misalignment of Silver Bullet zoomed aim.
- Silver Bullet is unchambered on first pickup, consistent with Candygun.
- Adjusted collision sizes of all items across the board.
- Implemented "Use To Pickup" to work around any issues introduced by the previous change.
- Swapped CHANF_LOOPING for CHANF_LOOP in many cases, this was a typo.
- Tweaked Biospark arc lengths, for balance and higher performance.
- Fix misaligned fire offsets of some weapons (most noticeable on Wallbuster).
- Prettified the loading disclaimers for BD and HDoom.
- Add pickup flash to all items.
- Add custom key models for Doom and Heretic.
- Fix blown kisses giving you "need key" messages.
- Fix worn armor and embiggeners not being removed on scripted inventory resets.
- Remove all references to the no longer planned Radio.
- Workaround for gzdoom devbuild quirk where MenuSound changed its argument type.
- Added timezone to fake clock.
- Fix some times and dates in said clock.
- SWWM blood now also hits ceilings.
- Added default properties to DLC ammo and weapon stubs.
- Lore entries for collectibles and dlc weapons (incomplete).
- Massive amount of typo fixes across the board.
- New fun options implemented (omnibusting, unlimited fuel, party time)
- Biospark Carbine gets a requested nerf
- Candygun combo fire has been buffed (watch out for that splash damage)
- All powerup effects are additive (stacc 'em)
- Automap hud respects gzdoom's cvars for toggling certain elements
- Automap hud shows stats and times in gold when 100% / under par
- Weapons and ammo are no longer affected by skill amount modifiers, for balance (and to avoid any weird glitches)
- Sorting improvements for menu (weapons by slot, ammo by weapons, other items by value, etc.)
- Grilled Cheese Sandwich now saves you from lethal falls properly
- Blown kisses instakill nazis
- Added non-violent Keen replacement (based on "Less mean-spirited Keen replacement" by SiFi270)
- Added gib deaths for hell nobles, pinkies, cacos, revs and viles (sprites by Amuscaria and Ryan Cordell)
- Blown kisses can activate use switches
- Gestures can be chained by pressing a gesture button while another is playing
- Fixed Grilled Cheese Sandwich not avoiding telefrags properly (now also works with voodoo dolls)
- More precise weapon kill tracking (fixes some ragekit quirks)
- Merge both DLC weaponsets, removing redundant weapons (see FuturePlans.md)
- Discarded some collectables for the next updates, to save time
- Preparation work for collectables update, including some (partial) lore files
- Remove ammo fabricators from store, makes no sense to have them when you can just buy ammo directly
- Cosmetic Boss Brain sprite replacements, just for fun
- 10 more intermission tips, because yes
- Added option to reduce distance at which enemy healthbars are picked
- Various minor bugfixes and adjustments (and also some tiny typo fixes)
- Ragekit now heals over time and with each hit (so it's more rewarding to go wild)
- PNG optimization pass (again lol)
- Fix crouched gestures having no facial animation
- Crouched gesture animations.
- Proper crouch-jumping (now always enabled).
- New fanart by Endie.
- Swimming animations (also used by flight).
- Hexen-style startup screen.
- More model cleanup.
- Prevent Wallbuster reload menu from opening on intermissions.
- Intermissions now only handle fire and use for advance, to prevent some lil' accidents.
- Holding altfire on intermissions hides ui elements, so the bg is fully visible.
- Begin writing lore for collectibles (these will come in a couple updates).
- Fix fuzz shader being affected by texture upscaling.
- Enemies with >=1000 starting hp also can drop golden shells.
- Explodium Gun no longer shows with a "1x" prefix on menus when single.
- Player animation transition tweaks.
- Implemented Biospark Carbine secondary + combo.
- Added a "check out gun" anim when the Biospark Carbine is fully loaded and you press reload, just like the Hellblazer.
- First person gestures.
- Replaced "yeah I ban him" gesture with a wave, more useful.
- Random stuff.
- Made it so you can pick up unimplemented weapons (but can't use them).
- Various tiny tweaks here and there.
Various lore adjustments.
Various bugfixes (mostly related to bouncing projectiles and others).
Divided language files for easier maintenance.
Corrected the 1.150 XSG bullet model so it looks more realistic.
Extra language strings (vanilla obituaries).
Added a replacement gib sound (I'm sorry).
Tease the fact Strife support might happen (don't get your hopes up).
Activating things with your balls is optional now (disabled by default).
Added some extra voice lines for "jammed" doors (has lock number, but no key exists for it), not used yet.
Vanilla Centaurs still take damage from being set on fire while shielded.
Expanded CLONK library (11 different stock sounds, not just coconut).
Added Dark Souls parry sound easter egg.
Add Demolitionist to Doom 2 cast call screen (awkward, but works).
Adjust Hexen end screen, fit text better.
- Updated credits.
- Lore text adjustments / expansion.
- Added scrollbar to mission statement, since text has been expanded.
- Various menu fixes.
- Fix healthbars not appearing for Hexen wraiths (hopefully).
TODO:
- Add separate mission statement for Doom 1 (no idea how, maybe just detect
if it's an ExMx type of map I guess?). Mission statements for specific mods
and map packs would be neat too, but those would take a lot of time.
- Fine-tune Pusher behaviour.
- Remind myself that I need to do sorting on the Doom key display below the
score in the HUD, because for now they appear in the order they were picked
up in and it looks kinda weird at times. Also possibly switch to a
horizontal rather than vertical arrangement, too, adjusted to the width of
the score box.
- Automated font creation. Re-made Tewi and also added additional fonts which
might get used eventually. One of them is smol and the other is for
Japanese text, which might happen if someone feels like helping me localize
the mod (I'd love to cover more languages, Japanese being one of them).
- Extended Lore adjustments.
- Icons for all item that'll nee them.
- Fix powerup effects appearing in the inventory tab.
- Added chancebox models.
- Some extra sound stuff.
- Added voice lines for responding to Korax in each Hexen hub.
- Some work done on the titlemap I guess, nothing big yet, just the logos
and whatnot.
- Changed message duration cvars to seconds instead of tics.
- Added mod menu and credits menu.
- Lore text adjustments.
- Added colored text tags for key items.
- Adjusted how dropping/trading amounts are handled (always goes for highest
available item drop if it's an ammo).
- Added invulnerability healthbar effect.
- Increased knockback of weapon melee, makes it more effective for getting
enemies out of your face.
- Adjusted flash effects on Candygun explosions.
- Made Candygun decals bigger.
- Player and Explodium Gun are fully functional.
- Added a crapton of sprites and muzzle flashes and whatnot from SWWM, Ultra Suite, and other mods I made.
- The HUD is almost complete, and some things have been changed with the fuel/dash display.
- Started adding some cvars and stuff, mod options menu will come later.
- Made an alternate -noflat- just to make Kinsie's map more pleasing on the eyes.