
Version 1.0.0.1-
*Added: New cvar cl_hitsplatsize, available values are 1-6, basically this sets the size of particles emitted from weapon hits.
*Added: New cvar sv_allowdexit, if set to true, players can activate specials to exit levels even if dead. This was requested, as to why I'm really not sure.
*Added: "Game Enhancement" menu to options.
*Added: A new system to assign sounds for enviromentally mapped footsteps (sounds), it hasn't been tested fully, but hopefully it works fine. Two global modfile properties must be used when assigning sounds, first is <env_fs_texture> which requires a string value of a valid texture. Then, you may use <env_fs_sound>, it also requires a string value and must be set to a sound "declaration" within the sndinfo lump. For example:
<env_fs_texture>GRASS1
<env_fs_sound>misc/whatever
Currently you may have up to 64 textures assigned to the same sound, and 64 DIFFERENT sounds in total. So 4096 different textures may be mapped to sounds.
*Added: New effect which takes place when the player picks up health, it's nothing really noticable, but now the screen will "flash" blue, the length and intensity of the flash is also set by both previous health pickups and the amount of health used. A lot of games new than doom use it, so why shouldn't GADoom

*Added: Support for custom fire types with most DOOM monsters (Except, Keens, Boss Brains, Archviles, and Spider Masterminds and Demons). I was rushed to release this version, so I haven't added custom melee support yet, meaning you can't change melee attacks or use type "melee". Don't worry it'll come in due time, just not right now

*Fixed: Custom firetypes which were Plasma based or BFG based didn't work correctly when more than one projectile was assigned, now they do.
*Improved: Now all custom firetypes can be set to deal a user defined amount of damage, even missile based attacks. No longer are individual damage specifiers like <bulletdamage> needed, now just use <damage> as <bulletdamage> and such are still available but obsolete.
*Improved: Increased limit on custom firetypes.
*Fixed: No longer do "floating" monsters and snakes have footsteps.
*Fixed: Flash states for custom firetypes would not allows show up correctly.
*Fixed: When assigning a fire sound to plasma gun or chaingun overrides sometimes the sound would "crackle", now it no longer does.
*Added: Two new Mod File global properties, <doom_skipskill> allows for any doom based game player to bypass the skill selection screen (no value required). You may use <doom_defskill> to specify the skill level that is automatically set when using <doom_skipskill>, available values are 0-4, 0 being easy and 4 being nightmare.
*Added: New "Projectile" type for weapon streams, the new type is "melee" and signifies a non projectile based attack. Range is by default 1, but it can be altered with <meleerange> (uses the same rules as bulletrange, see below). You may specify damage the damage amount by using <damage>.
*Added: New weapon stream modifier labeled <nodecal>, no value is required. I feel the objective of this modifier is pretty straight forward, it will turn off decals for the current weapon stream. Maybe useful for melee attacks or perhaps missile based weapons (although it does not toggle scorch marks) for overrides.
*Added: Mod File Weapon stream modifier <bulletrange>, it may only be used with new fire types using bullet projectiles. It sets the max range of the bullet (isn't it obvious?), values of <bulletrange> may be set to 1-* , each single value of 1 is 64 units. The default value is 32.
*Added: Double Slash comment support within modfiles.
*Added: New Mod File modifier for Actor streams (monsters only) which allows for changing of their blood decals. Two modifiers are available, they are <blood_decal> (normal blood splat) and <blood_decal_heavy> (heavy damage blood splat). Either a single decal or a decal group can be assigned, all decals assigned must be delared in the decaldef lump.
*Added: Mod File Actor modifier <blood_color> (controls blood puff color), which may be assigned an RGB value. All values must contain 3 place digits, (for example, instead of 20, use 020), they may be seperated by commas, colons, spaces, or no seperation if you wish.
Example: <blood_color>000:255:000
This would set the based blood puff color to green.
*Added: Mod File Actor modifier <health>, which sets the current open Actor stream object health. Default player health is 100, so setting <health> to 200 would make the monster twice as healthly as the default player. I really didn't see any point in this since Dehacked already has it, but it was requested, so here it is.
*Added: New transparency value added to drawpic in ACS and via the console command. New syntax: drawpic (name, x, y, tics, transparency), transparency can be set to a value between one (1 percent visible) and 100 (opaque). Be warned, if you choose to display a ton of transparent images at once, slowdown may become evident due to heavy rasterization operations.
*Added: New Drawpic function which allows for stretched graphics. In ACS the appropriate command is drawpic_stretched(name, x, y, tics, transparency, width, height). If you'd like to use stretching via the console command use: drawpic(name, x, y, tics, transparency, 1, width, height).
*Improved?: Rockets fired by players and cyberdemons can now be shot out of the air.
Requests would be great because I don't have as much time to work on this anymore, and it goes a lot faster when I know what I'm about to do. If you look in the game enhancement menu, you'll notice it's a little bit shallow. I originally had options to set the default damage for each individual weapon, but decided it may lead to unwanted cheating on excellent single-player wads, therefore I removed them.
If you're new to modfiles, then you can find more info over at this old topic: http://forum.zdoom.org/viewtopic.php?t=1026&start=0
The new GADoom can be downloaded from http://modarchive.gnlive.com/files/gadoom.zip