DOOM

[Open Assets] DOOM v0.99-3 (plus Freedoom this time)

Classes are gonna be the next extension of this project's features. Next is to also support BOOM's features, which some will require breaks from the pattern.
Attached are some screenshots of what's currently in the next version (along with two standalone mods me and sanicblock. are working on)
You can preview the next version's features by checking on the mod's Github page, linked in the overview.
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srb20746.png
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  • Cool!
Reactions: klasky
- Updated TRANSx0
- Added Revenant
- Updated DEHACKED pointers
- Added Spider Mastermind
- Added Baron of Hell's Fireball
- Corpse objects now inherit from existing states
- Added method "shouldDealDamage"
- Added method "hasPowerup"
- Added method "shouldDoCheat"
- Added method "onCheat"
- Added method "giveHealth"
- Added method "giveArmor"
- Added method "saveState"
- Deprecated customDamage
- Updated documentation:
-- Added method "onIntermission"
-- Added method "onNowEntering"
-- Added method "onSoulsphere"
-- Added method "onKill"
-- Added charsupport field "intermusic"
- Set up immunity definitions for later
- Deathmatch modes will now kill players who attempt to exit the level
- Fixed bug where interacting with locked doors could render them permenantly inoperable
- Raycaster enemies now have some semblance of autoaim
- Exposed P_NoiseAlert to _G- Re-ordered the skincolors table a tad- Added commands "doom_allowdmexitlevel", "doom_preventlowhealthspawnsinmultiplayer", and "doom_technicolorcorpses"
- Default methods now use a new field, "pickupamount", in giveAmmoFor
- Weapons have a new property, "noshareware", which prevents them from being IDFA'ed into the player's inventory in DOOM Shareware
- Key sharing now exists
- Fixed some stuff up relating to player.mo not existing in spectator mode- Deathmatch modes now give all keys
- Updated DEHACKED patcher
- FIREB* frames now are under the FLSH sprite2
  • Cool!
Reactions: klasky
Converted WADs using the old version will need to re-convert, as mappings have been swapped around.
- Un-fucked the DSFNT graphic set
- Added palette-converted SRB2 graphics (pretty much only those that would reasonably get used)
- Removed dropshadow
- Separated DOOM's strings from WADLoad
- Added Lite-Amp
- Added the Skull Keys
- Added the Mancubus
- Added the Arachnotron
- Separated the projectiles from Freeslots.lua
- Added (unfinished) roll call drawer
- More VSCode documentation shit
- Renamed MT_DOOM_BULLET to MT_DOOM_BULLETRAYCAST to support Doomguy better
- Exposed DOOM_HandleUseRayHit globally
- Gunshot line types are now functional
- Fixed "gameskill" vs "doom.gameskill" disparity in Actions.lua
- Weapons can now alert monsters
- Added A_DoomLightx actions
- The "doom_skill" command is now functional
- Internal methods now properly use "doom.gameskill"
- Added methods for Doomguy
- The Brass Knuckles now make a sound when it hits something
- Added doPowerUp to methodset
- Commander Keen no longer hacks in anti-crush
- DEH Pointers have been updated
- added pw_infrared
- Demo'ing alternate Partial Invisibility effects, only applies to the HUD at the current moment
- DOOM mapping no longer reserves MAP40 and above for secret levels, should potentially be more extensible
- Added doom.midGameTitlescreen (please don't set this in multiplayer)
- Exposed doom1Pars and doom2Pars to the global `doom` struct
- Added "idclev" and "idmus" to potential cheats
- pw_ironfeet now works properly
- WADLoad can now check for TNT and Plutonia IWADs
  • Cool!
Reactions: klasky
The overview has been updated to have a more word-y tutorial compared to before.
- Removed ENDOOM lump
- Re-added DOS Font
- Added Computer Area Map
- Added Rocket weapondef to enemy presets
- Enemy A_DoomFire now no longer errors if weapondef doesn't have spread field
- Globalized skincolor definitions
- Added 'idclip' cheat
- Added basic BJ Blazkowicz support
- The Backpack now calls a method for its behavior
- Freeman now has native backpack behavior
- The Megasphere now better respects DeHacked fields
- Added two new decorations
- Commander Keen now has MF_NOCLIPHEIGHT and calls A_DoomKeenDeath
- The Hell Knight now calls A_DoomBossDeath
- Added doom.bossDeathSpecials
- Added more DeHacked object pointers
- Hopefully more robust anti-infighting checks
- sector.gravity is no longer errantly touched
- Added stair builder thinker
- Re-did the weapon drawer
- Automap's brown color should be more accurate to source
- Automap now uses the levelname
- Likely better font drawing
- Title screen now has the "are you sure" sub-menu
- More robust checks for menu stuff... i hope
- John Doom now has DOOM-like movement
- Added support for regular DOOM and shareware DOOM
- SRB2 gametypes now use the March 2000 prototype's stringset
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