List of changes:
  • Fixed a bug where Fullscreen HUD was simply not rendering as intended due to the sprite name changes done in version 1.2.

PSA: This is (probably) the last update or 2.2.13. No, it doesn't means DoomGuy will no longer update.
DoomGuy will still receive updates, but will be on hold until 2.2.14 is out as the current development build is based on the 2.2.14 pre-releases using it's features like LongSprites.
Unless some obscure bug appears in this release, no more releases will be done here until 2.2.14 comes out.
This update is just minor in-reality, is more dedicated for fixing notable stuff.

- Added two new exposed variables for modders doom.oxygen_drainrate and doom.oxygen_gainrate which determines the speed of oxygen drain underwater/in space and oxygen gain on surface in units.
- Made Score/Time/Rings appear normally instead of a reduced version since no custom drawing is done on that spot unlike the lives counter and ringslinger weapons display which is overrided.
- Renamed doom_noflashes, doom_fullscreen_hud, doom_keepinv_on_death, doom_dropweapons_on_death, doom_cheat_freeweapons and doom_cheat_infammo to doomclient_noflashes, doomclient_fullscreen_hud, doomgameplay_keepinv_on_death, doomgameplay_drop_weapons_on_death, doomcheats_allweapons and doomcheats_infinite_ammo.
- Changed all doomednum definitions to use numbers starting at 4000 up to 4028 as an attempt to avoid collisions with other addon's doomednum.
- Renamed all the SPR_ with SPR_Dxxx as an attempt to stop sprite name collision with other addon's sprites.
- Make an attempt to avoid fake hitscan bullets (fast speedy missile) to not have collision gaps which makes it to fail at hitting targets.
- Fixed a bug with the Chaingun where it errors out about a non-existant function when having odd clip ammo and it depletes. Oops.

No, the BFG is not fixed yet. SRB2's P_PathTraverse (which is where all original doom's hitscan system works) is not exposed to BLUA yet, probably is gonna remain as that until it goes exposed on a later SRB2 update since is not worth making a ugly workaround and probably killing performance in the process.
Sorry for the long delay due to real life's shenanigans, but now I can finally update DoomGuy.
This is a list of changes for this update:
  • Added splitscreen support
  • Added a console variable doom_keepinv_on_death <Yes/No> (Default: No) which makes doomguy players keep their entire inventory (except powerups) upon death and also they don't drop weapons. (Only works on Co-Op)
  • Added console variable doom_dropweapons_on_death <Yes/No> (Default: Yes) which makes doomguy players to drop their current weapons upon death, gets overwrited if doom_keepinv_on_death is enabled.
  • FIxed a bug where killing a doomguy player on match doesn't award points, even with doomguy vs doomguy.
  • Fixed NiGHTS being unplayable and added some sprites to it.
  • Modding for custom ammo types are added for custom weapons to use.
  • Removed SF_SUPER as no actual super form is available and causes problems while trying to crouch causing to accidentally transform into super.
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