Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str
Posted: Wed Mar 15, 2017 7:45 am
Got no more items to replace with them, even every item in Hexen has a replacement.
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Randomize them.Dark-Assassin wrote:Got no more items to replace with them, even every item in Hexen has a replacement.
Beta 7 Changes
- Changed map checks to check for map lump names instead
- Added particle registering and limits. The limit is defined by the cvar r_maxparticles.
- Changed all particle scaling and fading to ACS
- Added older GZTilt by Nash, but with edits to allow death tilts too (Doesn't do anything in Zandronum)
- Particles will now scale and fade out properly according to their ReactionTime regardless of type
- Smoke particles will start at half scale and end at double scale
- Added blast like sprites from Quake 3 for things like puff sparks, blood and projectile explosions
- Added the explosion sprite from Quake 3 for all explosions
- Explosions on floor and ceiling will direct their particles accordingly
- Reduced particles from the Teleport effect
- Removed hacky glowmaps from models, dynamic lights do enough for now
- Changed all ammo box models to ones from Arcane Dimensions Quake mod, tweaked textures though
- Added various backpack textures for different types of ammo from AD
- Changed ammo give to match the ammo shown on the boxes (Some more, some less)
- Doubled starting Shell and Nail ammo maximums to vanilla Quake, but large backpack still doubles that
- Increased scale of the large backpack full of ammo
- Restored Yellow Armor back from Blue Armor
- Explosive box textures tweaked, increased delay before explosion, models show expanding animation before blowing, models show bottom of box left over from explosion, can respawn after 60 seconds now
- Restored player radius to Doom defaults
- Added 2 other player classes, but they are just pretty much skins. They don't feature nearly as much sounds.
- Tweaked the Enemy Player actor a bit
- Doubled all damage from weapons, but halved that damage done to players to keep the DM balance
- Removed the slight random damages from all projectiles
- Overhauled the Grenade's code to use variables instead of inventory
- Increased Laser Rifle's attack speed by 2 tics
- Added visual ricocheted nails when they spark against a surface, will last for 60 seconds before disappearing
- Removed Small and Homing rockets as they were unused
- Added visual ejected shells to Shotgun and Super Shotgun, will disappear after 60 seconds.
- Changed Shotgun and SuperShotgun to fire fast projectiles rather than hitscan, much like in AD but faster
- Made the Thunderbolt's flash state play the animation in a random order instead of in order
- Reduced Thunderbolt's hit particles
- Made Thunderbolt play it's lightning sound twice as often
- Overhauled HUD code. Powerups and keys will now align to a side with no gaps, includes Hexen and Strife keys but they display just above it. Had to write a script to output the sbarinfo code for that.
- Halved the particle sprite resolution
- Replaced Health, Explosive Box, Ammo, Invisibility, keys and rune models to ones from AD and ripped sprites accordingly
- Increased detail on Spike models
- Replaced a few weapon pickup models to ones from AD
- Replaced the Laser Rifle model and sprites to a recoloured Plasma Rifle from AD
- Added soft land sound from Unreal. Other land sounds will still play.
- Adjusted a bunch of sprite offsets
- Removed some sprite frames and rotations and added them back using textures
- Removed decaldef and made projectiles use vanilla decal definitions directly
- Tweaked Dynamic Lights more
- Separated modeldef files
- Separated textures files
- Added models and particles for all Doom and Skulltag Monster projectiles. Heretic and Hexen only has the particles.
- All monster projectile sizes are halved and damage unrandomised. They also add a tiny bit of inaccuracy when fired.
- Made Shotgunguy and Super Shotgunguy fire the Shotgun projectiles instead of hitscan with half the speed. Can now be dodged at a distance, but are still deadly.
- Made Doom's RocketAmmo drop Cells instead of Rockets
- Made Doom's CellAmmo drop Rockets instead of Cells
- Made Doom's RocketLauncher drop the Super Nailgun instead of the Grenade Launcher
- Made Doom's PlasmaRifle drop the Grenade Launcher instead of the Super Nailgun
- Added Heretic and Hexen specific Item textures and models from AD, such as boxes being wood, health being oversized potions and explosive boxes being TNT
- Removed all health changes from monsters as overall weapon damage was doubled.
- Removed a few items from Skulltag's Random Powerup
- Made Skulltag's Minigun drop the Super Shotgun instead of the Super Nailgun
- Made Skulltag's Railgun drop the Rocket Launcher instead of the Thunderbolt
- Made Skulltag's Grenade Launcher drop the Super Nailgun instead of the Rocket Launcher
- Removed Strife support for now as it needs a lot of work
- Possibly a few minor things I missed. I just compared most of the files.
Download Beta 7
Patches For Zandronum and ZDoom older than 2.8.1
Doom Patch
Heretic Patch
Hexen Patch
Skulltag Patch