DoomGuy

[Open Assets] DoomGuy v1.7.2

This version fixes a bug where the hurt sound is being played globally by mistake.
This version updates Zombie Escape 2 support.
  • Added support for Zombie Escape 2 (v0.5 only).
  • Fixed some weapon frames being a bit inaccurate.
  • Updated doom port support.
  • Added support for weapon sprites to be visible on split-screen.
  • Doomguy's height changed from 54 units to 56 units.
  • Updated support for RingSlinger Revolution.
  • Monitor loot no longer triggers on vanilla ringslinger and ringslinger revolution.
  • Added two new functions `ShouldDamagePlayer` and `DamagePlayer`,

This also brings a 2.2.13 exclusive version due to TRNSLATE being interpreted as a "sprite" despite being in the root folder and not on the sprite folder.
It doesn't works at all as too many 2.2.14+ features are being used so backwards compatibility has been discarded sadly. :<
  • Updated support for DOOM port.
  • Added server configuration saving just like client configuration.
  • Added support for RingSlinger Revolution (both 2.0 and upcoming 2.1) from The **MIDIMan**.
    • The 2.0 support will be removed some time after 2.1 releases.
  • Replaced the whole weapon state system with a new psprites system.
    • This also changes weapon's definitions.
  • The buttons for sprinting and crouching where swapped, **SPIN** is now sprinting and **TOSSFLAG** is crouching.
  • Attempt to fix a bug when firing a projectile based weapon too close making it no dealt any damage.
  • New HUD hooks `Doom.PreDrawHUD` and `Doom.PostDrawHUD`.
  • Several constants have been renamed as enumerators.
This version fixes a bug i overlooked where the `TRNSLATE.txt` wasn't actually included cuz i misspelled it in `PK3Make` as `TRNSLATE.lua`, my bad :<
  • Cool!
Reactions: JjJ
This update mostly affects the DOOM port compatibility as it adds proper compatibility via doomguy's own hook system and exposed doom port globals.

- In theory, everything about doomguy works with the doom port, some stuff like jumping and crouching are disabled when the doom port is active unless it's a srb2 iwad (halloween or xmas for example).
- Added more functions and hooks, and exposed them for modders to play around with it (see the Docs folder).
- Added proper invulnerability powerup instead of using srb2's invulnerability.
- Added auto switcher, works both on regular srb2 and in the doom port. When out of ammo, will switch to the best available weapon, it will also switch when you're using weak (wimpy as zdoom calls it) weapons like the pistol and fist and upon picking up ammo (from no ammo) it will auto switch to a more powerful weapon.
- Many internal code changes that isn't perceptable in gameplay (unless made a typo in code).
- Renamed more graphics and even renamed sounds to avoid conflicts with the doom port.
- Fixed an issue where the pain animation on the status bar isn't behaving as intended.
- Fixed a bug where the translations aren't being included in the pk3.
- Fixed a bug where explosion graphics aren't PNG'ed making it look messed up in the doom port (on srb2 looks fine).
This release brings some fixes and changes from 1.4 such as:

- Fixed a issue where DoomGuy was unselectable from any singleplayer mode due to the build system not including the SOC folder on release.
- Fixed a lua warning case where `doomguy` is invalid when respawning.
- Made all graphics into PNGs which makes it work better with TwoTailedHero's DOOM port, also renamed some graphics to avoid conflicts too.
In this release unlike 1.3, there isn't many changes but grants for a upper version number gameplay-wise.

- Made projectile-based weapons to have RNG in it's damage (somehow i forgot that even projectiles has randomized damage, whoops!)
- Changed weapon swing code to use TwoTailedHero's DOOM port weapon swing code (thx pal)
- The addon no longer refuses to load on a SRB2 version lower than 2.2.15, it will load regardless what 2.2 version is with a message saying that issues may be present due to the addon using some 2.2.14+ features.
  • Cool!
Reactions: JjJ and klasky
Not gonna lie, it should've been Open Assets since day 1 of it's release, it was such a self-fish decision while the engine itself is open source (assets is another history though).

From now on, any next releases will be totally Open Assets for anyone to modify and/or include in their addons, whatever you want to.

I also allow previous versions to be totally Open Assets too in case you wanna grab something from older releases.

That being said, thank you for your support as i really appreciate it, even if some nitpick about it, i'm still glad for the comments and reviews since it's release. :3
Back
Top