SSNTails
What part of 'RETIRED' don't you understand?
As we get closer to 1.09.4, you'll notice more and more stuff is breaking because you don't have the newer SRB2.SRB
But in any case, here are some of the highlights of 1.09.3.8:
Egg Slimer can now be placed at any height (affects map06)
cv_playerspeed removed, it's dumb
RUNSOC variable for level headers (since you can't use it in SCRIPTNAME)
A_SkullAttack - var1 = 0(ram head on), 1(away), 2(strafe)
A_ChangeColorAbsolute - var1 = 1(change to target's color), else var2 = color value
A_ChangeColorRelative - var1 = 1(add target's color to your own), else var2 = color value to add by
A_MoveRelative - var1 = direction (0-360 angle), var2 = force (P_Thrust wrapper)
A_MoveAbsolute - var1 = direction (0-360 angle), var2 = force (P_InstaThrust wrapper)
Another NiGHTS fix
stop bleeding on the connect menu
P_ThingHeightClip fix for moving floors
Option for skins - Don’t 'spin' when super, specifiable super color (0 for don't change).
MF2_NOHEIGHTCLIP for thok mobjs, shields, etc.
Red Team shoots red rings, Blue Team shoots blue rings (broken for beta)
Painchance on spring causes you to spin when you hit it
Circuit mode "kind of" returns
NUMLAPS console variable returns
Shuffle's slope optimization
New Rankings HUD for Race
Turtle shell is now really cool!
New character options - Option to run on water; Option to have jumping animation play springup and falling; Option to have super form; Option to use super frames or normal frames when super
Level select doesn't crash if no levels are found.
But in any case, here are some of the highlights of 1.09.3.8:
Egg Slimer can now be placed at any height (affects map06)
cv_playerspeed removed, it's dumb
RUNSOC variable for level headers (since you can't use it in SCRIPTNAME)
A_SkullAttack - var1 = 0(ram head on), 1(away), 2(strafe)
A_ChangeColorAbsolute - var1 = 1(change to target's color), else var2 = color value
A_ChangeColorRelative - var1 = 1(add target's color to your own), else var2 = color value to add by
A_MoveRelative - var1 = direction (0-360 angle), var2 = force (P_Thrust wrapper)
A_MoveAbsolute - var1 = direction (0-360 angle), var2 = force (P_InstaThrust wrapper)
Another NiGHTS fix
stop bleeding on the connect menu
P_ThingHeightClip fix for moving floors
Option for skins - Don’t 'spin' when super, specifiable super color (0 for don't change).
MF2_NOHEIGHTCLIP for thok mobjs, shields, etc.
Red Team shoots red rings, Blue Team shoots blue rings (broken for beta)
Painchance on spring causes you to spin when you hit it
Circuit mode "kind of" returns
NUMLAPS console variable returns
Shuffle's slope optimization
New Rankings HUD for Race
Turtle shell is now really cool!
New character options - Option to run on water; Option to have jumping animation play springup and falling; Option to have super form; Option to use super frames or normal frames when super
Level select doesn't crash if no levels are found.