- Removed all doomednum definitions (ZB/UZB Definitions) inside the addon, as it creates too much conlifcts with other addons as overriding mapthings.
This update brings some small technical changes and some bugfixes such as:
- Fixed a bug where you were unable to get shell ammunition due to a faulty check.
- Fixed a bug where doomguy's vertical scaling gets reset on hurt.
- Moved all doomguy's data from `doom` to `doomguy` inside `player_t`.
- Added some functions regardings creating, getting and removing doomguy's data.
- Fixed some Hooks not providing some parameters properly.
- Fixed a bug where the thinker can fail trying to "reload" a weapon that didn't register that state (same for the secondary attack).
This updates brings regression fixes from 1.3.1.
- Fixed pickups giving errors, whoops!
- Fixed where the sprite y scale gets reset when getting hurt.
This update brings bugfixes a little additions and/or changes from 1.3.0.
- Added closed captions to all sounds.
- Added taunt button which makes the default zandronum taunt sound and forces doomguy to make an evil grin, modders can override it.
- Added wip reload system for custom weapons, for now it does nothing until custom weapons make use of it.
- Added the crushed body sprite when you die via crusher.
- Added animation to the armor hud on fullscreen hud.
- Added damage knockback from og doom and is toggleable via `doomgameplay_damage_knockback` (formula is almost the same except the mass due to srb2 using mass for other propuses).
- Added `doomgameplay_explosion_knockback` to toggle knockback from explosions.
- Made that any instakill damage forces the gibbing anymation.
- Fixed bugged rocket knockback having bad calculations and uses the same formula as damage knockback.
- Fixed armor pickups having a fast animation.
- Fixed rocket ammo pickups not working at all.
- Fixed gibbing animation being incorrect.
- Fixed monitor loot values due to typos.
- Fixed a bug where is possible to get max ammo increased multiple times.
- Fixed a bug where your lifeless body had collision.
Finally, the long waited version 1.3 arrived (originally was 1.2.1 until a lot of internal code changed).
This includes major changes such as, the loot system is now via monitors instead of enemies which is no longer random and it's deterministic by monitor type, a new fullscreen HUD, several bugfixes, include a menu for configuration, and a whole hook system to alter doomguy's behaviour with external scripts.
This also changes the weapon system structure which may break existing custom weapon mods (if they exists that it.
A complete changelist may arrive later, when i have proper internet connection. xd
Yeah, it happened.
Turns out the client config was never loading properly on netgames due to some dumb bad checks and always loading the default config.
Anyway, now it's fixed so now you can keep your fullscreen/no flashes config without being reset and added some messages when the config loads correctly (and saves upon exiting the game).
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 moddersdoom.oxygen_drainrateanddoom.oxygen_gainratewhich 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.
- Renameddoom_noflashes,doom_fullscreen_hud,doom_keepinv_on_death,doom_dropweapons_on_death,doom_cheat_freeweaponsanddoom_cheat_infammotodoomclient_noflashes,doomclient_fullscreen_hud,doomgameplay_keepinv_on_death,doomgameplay_drop_weapons_on_death,doomcheats_allweaponsanddoomcheats_infinite_ammo.
- Changed alldoomednumdefinitions to use numbers starting at 4000 up to 4028 as an attempt to avoid collisions with other addon'sdoomednum.
- Renamed all theSPR_withSPR_Dxxxas 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 ifdoom_keepinv_on_deathis 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.