Quick hotfix to fix a bug where you can still fire weapons even if you don't have enough ammo, and fix a bug where the auto-switcher doesn't work at all
This update brings some technical changes and some adjustments.
- Weapon slots are no longer hard-coded to 1-7.
- Rings now give armor bonuses for each 2 rings.
- Shields give less armor in general, Armageddon shield no longer gives combat armor.
- Added a proper CSS description
- Added secondary ammo support for weapons, secondary attack state uses the secondary ammo.
- Internally, health and armor are no longer fixed-point values.
- Inventory is lost on doom port upon death.
- The oxygen gain rate is slower compared to the oxygen drain rate.
- [RSR] Don't give invulnerability frames when the damage source is from another player.
- Updated DOOM port support to use the general DOOM movement instead of a copy of it inside DoomGuy when the port updates.
- Fixed some oversights from Enemy Loot
- Health calculation could give a division by zero error and freeze everyone's game, oops!
- Explicitly blacklist MT_NAMECHECK.
- Renamed DoomGuy.PlayerShouldDamage to DoomGuy.ShouldDamagePlayer to make it's name less confusing.
- New hooks DoomGuy.ShouldDamageEnemy.
- Similar to ShouldDamage but for when a DoomGuy's projectile hits a enemy. (Players don't count).
- Sprinting now uses runspeed instead of normalspeed * 2.
- runspeed increased from 25 to 30.
- All Weapons Available cheat no longer gives infinite ammo, it will just act like if you have the weapon on inventory but ammo is still consumed unless the Infinite Ammo cheat is enabled.
- The ammo counter on HUD will light up blue to reflect if the Infinite Ammo cheat is enabled, only if colored numbers and/or texts are enabled.
This hotfix provides a patch where custom hooks don't return any value properly due to an bad update in the hook library.
This update brings a new gameplay mechanic, new options, new hooks, adjustments, fixes and optimizations.
- Added new mechanic where enemies would drop ammo depending of it's base health.
- Enabled by default (
dggameplay_enemies_drop_ammo) and the ratio can be customized too (dggameplay_enemies_drop_ammo_ratio) being 20 the default.
- For example, 20 of enemy health per 1 ammo drop.
- Ammo is dropped in pickups and by the ammo type from the weapon the enemy was killed with it's half amount given, there is a 5% chance it can give other types of ammo (if the drop ratio is over 1) and the drop can become a bigger pickup if it's 5 times it's half amount given from the small pickup.
- Adds two new hooks related to the system as
DoomGuy.ShouldEnemyDropLootandDoomGuy.EnemyDropLoot.- New function called
DG.GetRandomAmmo.- Changes the config system, your server and client configs will reset due to the split.
- Updated hook library.
HOOKS:ProtectedCallhas been removed, nowHOOKS:Callacts like the previous function.- Vanilla hooks are protected too.
- Nerfed vanilla ringslinger damage values.
- Reduced S_SKIN's thurstfactor from 5 to 4.
- Optimized the HUD code.
- Adds 2 new hooks:
DoomGuy.SetEnemyHealth: Runs afterDoomGuy.CanInitializeObjectand can be used to override the mobj's health. (Requires a number)DoomGuy.SetEnemyArmor: Runs afterDoomGuy.CanInitializeObjectand can be used to override the mobj's armor and armor protection. (Requires two numbers)
- Added a new HUD option for a Weapon Carousel inspired by the Carousel in DOOM1+2.
- Based from the Woof! source port.
- Added 2 new hooks being DoomGuy.ApplyKnockback which is called after DoomGuy.ShouldApplyKnockback, and DoomGuy.ApplyExplosionKnockback which is called after DoomGuy.ShouldApplyExplosionKnockback.
- Updated the DOOM port
- Added support for vanilla weapon strings overrides so makes the pick-up messages to always be DOOM's weapons.
- Removed RingSlinger Revolution version 2.0 support due to version 2.1 release.
- Only version 2.1 is supported from now on.
This update brings changes to the HUD, renames to the console variables and some bug fixes.
- Re-structured the default HUD to be more closer to the original DOOM HUD.
- ARMS becomes FRAG when playing outside of Co-Op.
- Removed duplicated DOOM font.
- Added new border options, default is "Textured". Available options are "None", "Textured", "Solid Color" and "Tiled Textures"
- Credits to TwoTailedHero for the "Tiled Textures" code.
- Added new options for the HUD, colored numbers and colored texts.
- Can be either only numbers, only texts, or both.
- There is also an option if the armor color can be either amount of armor or the type of armor.
- Also either only numbers, only texts, or both.
- Fixed the power-up and oxygen bars not displaying correctly.
- Fixed a bug where the doom physics still execute while dead in the DOOM port.
- Fixed a bug in the DOOM port where the ammo counter uses an incorrect color.
- Fixed a bug where projectile-based weapons and "hitscan"-based weapons still collide with death objects.
- Adjusted the blinking speed on HUD to be a bit slower.
- Updated the settings menu for the new options, and add cheats in the server options.
- Renamed all console variables to start with `dg*_*`
- All variables related on HUD start with `dghud_*`.
- All variables related on player preferences starts with `dgpreferences_*`.
- All variables related on gameplay starts witn `dggameplay_*`.
- All variables related on cheats starts with `dgcheats_*`
This update brings fixes regressions from the previous update.
- Updated RSR 2.0 and 2.1 support due to refactoring changes.
- Updated vanilla RS support due to refactoring changes.
This is an update that brings a major gameplay change where it tries to balance co-op and PVE-like gametypes.
- Added a system where enemies/bosses have custom health for doomguy players so they no longer insta-kill them (unless they hold a powerful weapon).
- Renamed all `Doom.*` hooks into `DoomGuy.*`.
- Refactored some of the code and updated all the documentation.
- Updated DOOM port support.
- Added blood particles if a doomguy player hurts a non-doomguy player (machine like characters do not emit particles).