Doom episode 3 intermission screen9/6/2023 This can be disabled with a console command. Added the ability to use TNT's animated computer monitor textures in all other games. Replacement does not work in Zandronum, so that feature is disabled in that version, however all added items still work.In some cases, original items/enemies have been replaced with Doom 2 versions (for example, the Chaingun pickup in E1M2 is now a chaingunner) Tweaked a lot of item placements based on feedback.Added an options menu to configure the mod (only in the GZDoom version).the Zandro version will work in GZDoom and Zandronum, but has less features The gzdoom version is more advanced, but is only compatible with the gzdoom source port. make.cmd now creates 2 files - DC_gzdoom.pk7 and DC_zandro.pk7.Fixed some animated textures breaking if having some wads but not other (eg providing TNT.WAD but not DOOM.WAD).Added a lot more enemy and item placements to E4, tweaked some others in Doom 1 maps.Changed the way the map hashes are generated, to increase compatibility with mods like DarkDoom that change sector brightness.Added checks to make sure we are only stripping vanilla weapons (not mod-added ones) when playing the Master Levels, as it's not possible to replace the correct weapons via script.Added a console cvar to turn off Master Levels weapon stripping if it is not desired.Currently, no items are replaced, but all maps are playable with the Doom 2 textures/sprites. Bug fixes and some internal file changes.Finished off all Doom 1 maps item placements - now to focus on Freedoom and other maps.Fixed an arch-vile spawn on E2M5 not having the "Teleport in" effects.Added a small delay to the Baron Fight Hellknight spawns.Moved the added blood pool spawned in E1M1 to make it more obvious - This is done as a way to demonstrate that the item spawner is working and the mod is installed properly.The randomizer can be turned on/off, and specified to be used only for PWADs Fat enemies won't be spawned because they might get stuck in walls. Added a randomizer, which will make PWADs have some Doom 2 content.Added support for the John Romero E1M8 remake.Fixed some bugs with Master Levels not having proper map07special tags (When all Mancubi die, do stuff, etc).Fixed Freedoom1 and Freedoom2 level names having map-name prefixes, such as "C1M1: Outer Prison" instead of "Outer Prison".Will now be more reliable, and will install less files if you are using less games (for example, it won't have INTERPIC variants for some wads even when they aren't included) The script changes whenever there are texture updates or item placement updates If there are any ACS script changes, all savegames made for previous versions will stop working. When upgrading to a new version, you will need to re-run make.cmd. Doom Combined Release Candidate 1 Changelog
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