
Download it at http://modarchive.gnlive.com/files/gadoom.zip
Here's the changelog for this version:
Version 1.0.0.2-
*Fixed: When using custom firetypes with enemies some projectiles weren't fired correctly, they now are.
*Added: Global Mod File property <stimpackhealth>, which sets the amount of health given to the player when he/she picks up a stimpack. Valid values range from one to two hundred.
*Added: New actor stream modifer for use with mod files, <fixedspeed> can be used to set the current monster's default move speed. This can be set to an integer between 1 and 100.
*Improved: All of the AI (except Zcajun) now uses a path node system for tracking players. One of the cooler things about the system is the fact that path nodes are automatically generated and don't rely on any user editing. There are still several bugs to work out (sometime's they can't get through really tiny passageways or complicated stairways), but at any rate they can move around a lot better than before. It may be hard to notice as it's not too dramatic, but if you pay attention to how well they find you then you'll probably notice a slight difference.
*Added: Mod File modifer for Custom Firetype's, <projectile_speed> will set the projectiles speed to a user defined value between 1-*. Bullet based fire types can not have their speed altered.
*Improved: You can now use DOOM monster names as firetypes in Mod Files, for example:
<firetype>ZombieMan
It will automatically set that actor/weapon's firetype to use that of the doom monster. Oh and yes, using a "Revenant" firetype will allow for shooting of homing "missiles", even when fired by a player. Homing only locks on if the shot is aimed directly at the target and if the level time is divisible by three (for randomness). Right now there isn't a switch for allowing homing tactics in Custom firetypes (those which are completely new), I'm hoping to implement something such as a "flag" for homing ability next version.
*Added: New sector action special that can be activated when the sector floor has been shot. The action trigger ID is 9887 and works like any other sector special trigger, except if the floor has been shot by anyone, the special will be run.
*Added: APROP_LightLevel to the available actor properties retrievable using ACS. The property will return the light level in the actor's current sector. APROP_LightLevel is defined to 13.
*Added: APROP_SectorTag for ACS usage, it returns the actor's current sector's tag, this can also be used to set the sector tag. APROP_SectorTag is defined as 14.
*Added: APROP_FloorHeight and APROP_CeilingHeight to the actor property retrieving with ACS. The new properties are pretty straight foward, they just return the floor/ceiling height of the sector the actor is currently in. APROP_FloorHeight is 11 and APROP_CeilingHeight is 12.
*Added: Custom Game Menu for loading mods, at the moment all the mods are presets, and there aren't that many supported. In the future mod names will be defined through mod files so they'll show up in the Custom Game menu, but right now they are set up internally. When you select a mod you'll have a small wait until the doom loop reinitializes. People who have mods may send the required filenames and their sizes (in bytes) to resident_nutcase@hotmail.com and they will be added for the time being. This feature was a major headache to add because I had a memory leak somewhere and it caused constant crashes until I finally traced it into completely unrelated code

*Added: You can now load files from the console without completely exiting out of GADoom, just use loadfile <file1> <file2> <file3 etc>. You can load up to 20 files at any given time, just use a different argument for each file. At the moment this will momentarily pause GADoom as the reinitialization takes place, then it will start the Doom Loop over again. Either wads or dehacked files can be loaded using loadfile. If you wish to load files for one session, (when you load a new file they will be removed) use loadfile mfile <file1> <etc>.
*Added: The ability to specify dehacked files (.deh) using the command line parameter -file, before you could only do so by using the -deh command line parameter.
*Fixed: When using sv_fastweapons with a value greater than 0, custom firetypes would not work correctly, now they do.
*Added: An option to enable a knife created by Scuba Steve through the Game Enhancement menu. Since it's a melee weapon and isn't TOO powerful, it's a non-spawned player weapon, meaning like the fists, the player will always hold the knife in inventory.
*Fixed: The "Player Kills" stat should now work.
*Fixed: Quiting using "quit" or "exit" will now save your stats.
*Added: An option to enable a flamethrower created by Scuba Steve through the Game Enhancement menu. I'm not that happy with the way it turned out when hard coded, I had to cut down on some pretty sweet effects I added originally to get a better framerate, however the frame now looks better (IMO). I'm working on some new rendering effects which may come in handy for improving both framerate and detail on the flame. Also, in multiplayer the flame thrower looks hideous, I'm going to fix it by setting a camera player flame and a non camera player projectile flame. The flamethrower spawnable ID is 2017.
*Added: Mod Files can now be placed internally within a wad, internal mod files are loaded from the the lump name "MODFILE".
*Added: New actor stream mod file modifer, <env_fs_activated>, it's a boolean value (so true or false), if true the current monster will have have footsteps, if false it won't.
*Added: Stat "rank", which is based on rate of kills and time played.
*Fixed: Enviromnental footsteps assigned through mod files wouldn't allow for 64+ textures per sound, now they overflow into a new map, so you may have more than 64 textures per individual sound.
*Improved?: Stacked health items will only produce one flash increment instead of many.