Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Is there a way to disable spawning of like... non-enemy NPCs? Like, this mod is really fun for saying "what if this level had been made for this game instead" but random strippers just hanging out all over the place when you play Duke ends up feeling quite a bit out of place. I'm not sure if other characters have that, or will have that, but the density just seems way too high? Maybe something like "spawn everywhere," "secret sectors only" and "never" or something.
Hey, how come there's the option to give each class their own weapon pickup sprites (and likewise, hybrid sprites that combine both styles), but not their own ammo pickup sprites for said weapons? Feels kinda jarring to pick up a respective class' weapons while also picking up neon boxes for ammo.
Hopefully (if the author or someone else feels like it) we can get a BJ Blazkowicz companion some day. No rush though, just think it would be a cool idea.
==Main Additions==
-Six new classes, Daniel Garner from Painkiller, Prisoner 849 from Unreal, Agent B.J. Blazkowicz from Return to Castle Wolfenstein, Sarge from Quake III Arena, Pyro-GX from Descent, and J.C. Denton from Deus Ex.
-Multiple new alt-classes, Stronghold Doomguy, Duke Nukem 64, and the other playable characters from Eradicator.
-Classes in the class select now use the name of their game to make them easier to remember.
-New preset system for serverside settings, making it quicker to set up the game. This allows you to quickly switch between Vanilla Doom-esque gameplay, Samsara v0.3666-esque gameplay, or Samsara Reincarnation gameplay.
-New item generator; works similarly to the misc. character spawner, but for items.
-Several existing classes have been given new weapons to replace the ones from Skulltag, there are options to allow these new weapons to randomly accompany or replace their normal counterparts.
-Tutorial text-boxes have been added, giving you basic information about the class you’re playing. They appear when you spawn for the first time.
-Added the ability to enable multiple game OSTs with the OST addon.
-New blood settings: “Ketchup” from Sgt. Mark’s Ketchup mod, “DBThanatos” from DBThanatos’ mods, and 2D versions of “Nashgore”, “Brutal”, and “Nightmare”. The 2D versions use sprites instead of models for blood spots.
-Tomes of Power now have proper replacements usable by all classes instead of being unique weapons.
-Chaos Devices, Banishment Devices, Flight Rings, and Speed Boots from the Raven games now all have proper replacements and can be used by all classes. Some of them are curremtly using their original sprites as placeholder.
-New “Original Key Bindings” feature. Pressing them switches your weapon to what was in that slot in the class’ source game.
-A team color indicator has been added to the HUD to make it easier to tell what team you’re on.
-Improved support for War Trophies
-Added support for Corruption Cards
-Added support for Strife: Veteran Edition’s talismans.
-Added support for HacX 1.2, Harmony, Rise of the Wool Ball, and Rekkr: Sunken Land.
==Minor Changes and Additions==
-The options menus have been reorganized, the character bans and buffs have been moved into their own separate menu, and the character multiplier options have been labeled to make it more intuitive.
-Many fixes and rewrites to Compendium information.
-Added new ammo icons, and existing icons have been made more consistent.
-The fullscreen HUD now displays all ammo types for weapons that use more than two, has been given a more consistent layout for ammo, and the kill counter can now display up to nine digits.
-Alt-classes can now have their own misc. characters.
-Added Bolognese ceiling gibs and made Bolognese gib sprites more accurate to the original mod.
-Bosses now gib when using certain blood settings.
-The size of blood effects is now derived from how much damage was dealt.
-The Nightmare-equivalent difficulties have been adjusted; the monsters aren't fast, are only somewhat more aggressive, and the player takes 25% additional damage instead of 50%. This was done so that ReMixer sets can add enemies for this difficulty setting without the additional buffs such as fast monsters.
-Christmas mode graphics have been changed to better fit Doom’s art style. The snow effect has also been changed to both look more dynamic and have better performance.
-Xmas presents no longer drop unless Pinata Party mode is enabled.
-Xmas presents dropped by killing friendly NPCs now give the player coal when opened.
-Xmas decorations have been removed as they were causing compatibility issues with some megawads.
-Weapons have been given correct tags so that bots are more competent with their weapon choice.
-Additional death states and other general updates to Super Turbo Turkey Puncher mode.
-Skulltag weapons and uniques can now appear in Pinata Party mode.
-Melee weapons no longer affect other players in co-op.
-Dual Wielding is now preserved between map changes.
-All weapons should now be given when LMS rules are enabled.
-The Compendium icon for Wolf 3D has been updated to make it more distinct from RTCW’s icon.
-Cvar and settings info pages in the Compendium now use a different font.
-Chatty classes no longer make idle comments if the Compendium is open.
-Doom monsters should now infight as expected
-Shotgunners and Chaingunners’ dropped weapons now use the IWAD’s graphics instead of Samsara’s
-Weapon drops from enemies now only grant half ammo, like Doom and previous versions of Reincarnation.
-The Gold Wand pickup in Heretic is now replaced by a small ammo 1 pickup.
-Projectiles no longer make a ripping sound when striking enemies in Heretic.
-Players now jump higher by default in Hexen; this feature is GZDoom-exclusive due to engine limitations.
-Hexen Porkulator projectiles no longer morph the player.
-Kraters of Might are no longer affected by double ammo, but now scale with the backpack and Demoness’ extra ammo.
-Prevented enemies from being alerted in Strife when they should not be.
-Red Armor now resists explosives and fire.
-Certain pickup messages have been made more obvious.
-New messages for the “Extra Pickup Messages” option.
-New messages for Pistol Start mode.
-Pistol start is now always disabled in Hexen and Strife.
-Inventory items no longer use the item activation sound in IWADs such as Heretic, making them silent just like in Doom.
-Improved Lexicon compatibility.
-Added GZDoom-exclusive support for Chex Quest 1
-Most inventory items now persist between levels.
-Low health colors now show at 24 health instead of 25 and ammo color handling has been made more consistent.
-The “ZDoom Taunt” button now operates more consistently.
-Renamed difficulty settings for many classes.
-Added, fixed, or otherwise cleaned up dynamic lights for several classes and effects.
==Technical Changes and Additions==
-Optimized PNG graphics to take up less space.
-Added blood effect support for Strife’s “Spray” state.
-Adjusted the Cyberdemon’s XDeathEffect to spawn earlier.
-Cleaned up code for the blood settings.
-Guardsphere and Time Freeze sphere use new powerup.color definition.
-New method of detecting what IWAD the player is using.
-Converted several class’ weapons attack handling to triggers.
-Some Heretic resources have been removed and renamed in order to prevent conflicts with Heretic mods
-Restructured ammo pickup code.
==Fixes==
-Fixed the Half-Life music being interrupted through common actions.
-Fixed the Flembrane firing the wrong projectile.
-Fixed certain weapons not creating blood effects.
-Fixed the Pain Elemental not spawning XDeath effects when gibbed by certain characters.
-Fixed standing assault guns from Strife not using models.
-Fixed issues with the blue Acolytes from Strife
-Fixed Nightmare gibs not corresponding to the target’s blood color.
-Fixed Nashgore gibs not spawning if the monster hasn’t been pushed back enough.
-Fixed grinning mugshots not working properly in singleplayer. They are currently disabled in multiplayer due to triggering when other players pick up weapons.
-Re-imported weapon pickup sprites in order to fix graphics issues.
-Half-Life music should now work properly for all characters.
-Fixed misc. characters spawning inside ledges and walls.
-Fixed a divide by zero error with the projectile predictor.
-Fixed the fullscreen hud missing DN3D’s “Used armor” and Witchaven’s “Adamantine ring” definitions.
-Fixed Doom voodoo dolls tanking performance for some classes.
==New Client Options==
-Hud Team Text Indicator | When enabled, displays what team you are currently on on the HUD in team-based gamemodes.
-Secret Discovery Notifications | Controls whether or not a screen notification shows up when a secret is discovered; overridden by the “ZDoom Secret Notifications” setting.
-Pickup and Weapon Flashes | When disabled, flashing effects on pickups and weapons are disabled. This option can be helpful for those with visual epilepsy.
-Dual Wield Firing Controls | Allows you to invert which mouse buttons are used for classes that can dual-wield.
-Old Compendium Graphics | Switch between the new and old design for the Compendium.
-First Time User Tutorials | When disabled, stops tutorial text-boxes from showing up when spawning for the first time.
-Automatic Healing Items | When enabled, characters with inventory healing items will automatically use them when under a configurable amount of health.
-Doom: Berserk Switch | Controls whether or not Doomguy automatically switches to the fist when picking up a berserk.
-Duke Nukem 3D: Legacy Duke Talk | Allows you to switch between the expanded Samsara Reincarnation lines for Duke and the original set from Samsara v0.3666
-Hero Game Music Overrides | This submenu allows you to enable multiple game OSTs that will be selected from when "Hero Music" is set to "Game Override"
==New Server Options==
-Selected Preset | Select between different presets for settings to make set-up quicker. Make sure to hit "Change Preset" as well.
-Speed Modifier | Similar to the Jump Height setting; this lets you modify how fast players move.
-Health Pickups | When disabled, no health pickups will appear on the map.
-Player Experience Rate | For classes that gain experience and level up; allows you to control how quickly you gain experience points.
-Removed the “Everybody Rocket Jumps” setting as it was deprecated a long time ago.
-Allow Unique Weapons in LMS & Allow Skulltag Weapons in LMS | Controls whether or not players are given the respective weapons when LMS rules are enabled.
-Permanent Powered Weapons | For classes such as Corvus and Demoness who have "powered-up" versions of their weapons; makes them always have the powered-up version.
-Extra Weapons | If disabled, certain slots will no longer give additional weapons for one pickup.
-Start with Slot II | When enabled, the player will always start with their slot II
-Reloading | Allows you to switch between Modern (reload at any time), Classic (reloading works like the class’s source game), and Off (weapons do not require reloading).
-Bottomless Magazines | If infinite ammo is enabled; this setting controls whether or not ammo is depleted from the magazine.
-Weapon Overheating | Weapons that overheat will no longer do so if this is disabled. You may also set this to only take effect when infinite ammo is on.
-Inventory Item Cooldown | When disabled, many items will no longer have a cooldown period between uses.
-Ammo Cap | Allows you to disable the ammo cap entirely.
-Spawn Skulltag Weapons with Slots | Allows you to control the chance that Skulltag weapons will spawn with their respective slots.
-Skulltag Weapons Replace Slots | If enabled, Skulltag weapons will replace the weapon they spawn with instead.
-Random Item Spawn Rate | Controls how many additional items are spawned into the map, set it to "Off" to disable additional item spawning.
-Heretic: Ban Corvus' Morph Ovum | If you have problems with the Morph Ovum, use this setting to disable them. Disabled by default in Zandronum due to potential softlocks.
-Blood: Proximity TNT Behavior | "Ignores Owners" allows the player to walk over their own proximity TNT, "Activates For Owners" will cause proximity TNT to explode instead, like the original game.
-Painkiller: No Demon Morph | Disables the Demon Morph ability for Daniel Garner
-Painkiller: No Tarot Card Limit | When enabled, allows Daniel Garner to use golden tarot cards an infinite number of times per-level.
-Painkiller: No Corpse Removal | When enabled, corpses no longer explode when dropping souls and gold for Daniel Garner.
-Descent: Pyro-GX Flight | Controls whether or not the Descent class is able to fly. "Off" will make them use standard Doom movement.
-Deus Ex: Movement Penalites | When enabled, J.C. Denton will move slower when using big guns at low skill level, like the original game.
-Renamed “Ban Duke’s Jetpack” to “Ban Flight Items” since the setting affects more items than Duke’s Jetpack.
-Ban Allies | If enabled, players will not receive ally cell phones for kills. This also disabled the ally counter/progress bar on the HUD.
-Force Weapon Recoil | If enabled, players will always have their weapons recoil, even if they have disabled it in the client options.
==Class-Specific Changes and Fixes==
=Doomguy=
-Vanilla Doom Balance/Smooth Animations has now been split into two options. One controls whether to use vanilla or smooth animations, and the other controls whether to use vanilla or re-balanced damage values for the Doom weapons.
-The Super Shotgun, Minigun, and Grenade Launcher are now more powerful when the balance cvar is enabled.
-Rocket Launcher fire-rate should now match the original game for both vanilla and smooth animations.
-The smooth animation for the Plasma Rifle has been touched up, and now has DoubleFiringSpeed cooldown parity.
-Railgun and BFG10K values modified to match Skulltag’s
-Added support for Zandronum’s railcolor cvar for Doomguy’s railgun.
-Fixed transparency on the Plasma Rifle
-Removed unnecessary branding on the status bar HUD.
-Fixed the rocket launcher using an incorrect sprite.
-Doom 64 weapons now use A_Light.
-Doom 64 weapon recoil visual is now less aggressive.
-Doom 64 smooth weapon animations should now have timing partiy with vanilla animations.
-Doom 64 rocket launcher smooth animation now looks less glitched.
-Doom 64 plasma rifle fire rate and cooldown are now determined by the balance cvar instead of smooth animations.
-Unmaker triple spread is now more accurate.
-Added “mocking” messages that appear several seconds after death when playing as Doom64guy like in the original.
=Chex Warrior=
-New Skulltag weapons; the Ultra Rapid Zorcher works as a Chex Quest version of the Minigun, the Zorch Launcher is the same for the Grenade Launcher, the Gigazorcher 2100 is the same for the Railgun, the Liquid Zorcher is the same for the BFG10k, and the Chain-Lightning Zorcher is a unique weapon that fires rapid bouncing projectiles.
-Doomguy’s improved damage values now carry over to Chex Warrior.
-If improved damage values are enabled, the Super Large Zorcher will now fire faster.
-The Super Large Zorcher now deals a bit more damage in co-op.
-Chex Warrior now bleeds milk like how other characters bleed red; he will leave behind blood decals like other classes as well.
-Flying enemies no longer drop when zorched.
-Removed unnecessary branding on the status bar HUD.
-General weapon code cleanup.
=Corvus=
-The Tome of Power is now given upon starting and can be used multiple times, but each use has a significant cooldown. The cooldown is shorter the more weapons you have. He does not start with the tome in deathmatch.
-New weapon, the Grim Ballista. It is an alternative workhorse weapon that can spawn as a unique.
-The Staff of D’Sparil has been reworked. The normal projectile is stronger and can now harm the player, and the tomed attack has been turned into a large lightning stream. The ability to summon units is now always available as a secondary weapon mode. The normal variant summons friendly wizards, while the tomed variant summons clones of Corvus that aim where you point and use whatever weapon the player is using. It also now always gives 60 ammo on pickup instead of only on first pickup.
-Added a new time bomb variant, the “Eye of the Ancients”, which explode when an enemy touches it or after two minutes pass.
-Re-implemented the Morph Ovum as a unique. It is disabled by default in Zandronum to prevent potential softlocks.
-Removed unnecessary branding on the status bar HUD.
-The Gauntlets of the Necromancer have been given a more source-accurate animation.
-Fixed the tomed Firemace, Dragon Claw, and Hellstaff being able to be fired when the player doesn’t have enough ammo.
-Added a missing sprite to the Firemace’s fire finish animation.
-Added missing hit sounds for the Dragon Claw.
-The tomed Dragon Claw now has its trail effect.
-Fixed numerous issues with the Phoenix Rod.
-Added missing Hellstaff rain sound and separate state when hitting anything that isn’t a floor.
=B.J. Blazkowicz=
-Original/Lost Missions B.J.’s hitscan weapons have had their damage and range values reverted to 0.31 beta’s. The chaingun also no longer has spread in singleplayer and co-op like previous versions.
-To increase compatibility with some megawads, B.J. can no longer drink blood pools.
-Rocket Launcher and Flamethrower timing has been adjusted to be closer to the Mac version of Wolf3D. Previous flamethrower animation is used as a “smooth” animation if smooth animations are enabled.
-Removed the scaling applied to weapon sprites.
-Removed unnecessary text on the status bar HUD.
=Totenkopf B.J.=
-Added Totenkopf burn state.
-Totenkopf weapons now auto-switch when out of ammo.
=Hexen Classes=
-Secret messages now show the map name similar to the original game.
-Pigs now have proper flags and death states.
-The Mystic Ambit Incant now only affects the user in free for all PVP, and does not affect enemies in team-based PVP, now provides 50 armor to allies, and no longer spawns armor bonuses; instead, they are given to allies within range before the extra 50 armor.
-Fixed wrong offset on Baratus’ fist.
-Restored vanilla animation for Daedolon’s Sapphire Wand
-Fixed Daedolon’s Sapphire Wand attack sound not playing in multiplayer.
-Made arrow color more consistent.
-Added missing Arc of Death sprites.
-Fixed Baratus’ Flechettes having missing sprites in GZDoom
-Removed unnecessary branding on the status bar HUD.
-Numerous fixes to Hexen weapons.
-General cleanup of weapon code.
=Duke Nukem=
-Added an option to switch between Duke’s lines from Reincarnation or older versions from Samsara.
-Chaingun Cannon now fires faster and has an improved animation.
-Pistol now fires and reloads a bit faster.
-The Explosive Shotgun’s behavior has been reverted to how it was in Samsara v0.3666
-Explosive projectiles now deal double damage on direct hit like in the original game.
-Pipebombs now deal double damage when being detonated while still in the air.
-Devastator now fires about 20% faster, the projectiles travel nearly 33% faster with a 40% larger blast radius, and the projectiles deal slightly less damage.
-Added babes from Duke Nukem 3D: Life’s a Beach
-Duke can no longer kick other players in co-op.
-Removed the scaling applied to weapon sprites.
-Replaced the sprites for the RPG and Freezethrower with those from Samsara v0.3666.
-Bullet puffs now appear on enemies, making them look more like the puffs in the original.
-Fixed the jetpack causing the screen to flash in Hexen.
-Fixed rocket puffs spawning the wrong actor.
-Fixed Expander puffs not appearing in multiplayer.
-Fixed weapons acting wonky when lowering on death.
-Made the status bar HUD 4:3 friendly.
-Picking up thrown pipebombs will no longer give back two when sv_doubleammo is enabled.
-Fixed offsets for Beach Duke’s Triple Poison sprites and made them widescreen-friendly.
-Duke Nukem 3D babes no longer spawn enemies on death if ReMixer isn’t loaded; this is required for better IWAD compatibility.
-General weapon and player code cleanup.
=Security Officer=
-New weapon, the SPNKR-25 Auto Cannon from beta versions of Marathon, replaces the Skulltag railgun.
-Added Marathon burn deaths for players and monsters.
-Now jumps higher if custom gravity is enabled.
-Fist can now activate buttons and open doors.
-Fixed MA-75B lighting up the ammo 1 icon twice.
=Ranger=
-Now jumps higher if custom gravity is enabled.
-Quad Damage cooldown is now hidden until the powerup expires.
-Active alternate ammo is now preserved between map changes and weapon switches.
-Fixed Rocket Launcher and Laser Cannon projectiles not showing up while time is frozen.
-Fixed Laser Cannon second shot not having model defintions.
=Rise of the Triad Classes=
-New weapons, the M60 to replace the minigun, and the Doomstick, inspired by the 2013 ROTT reboot, replaces the grenade launcher.
-ROTT weapons can now be fired faster by individually clicking as opposed to just holding down like in the original game.
-Landing on enemies as a ROTT class will damage them like in the original.
-The Drunk Missile has been made more chaotic to better match the original.
-The Heatseeker deals more damage and it now always seeks in deathmatch again, albeit less aggressively than in co-op.
-Increased ammo capacity for the Bazooka.
-The Bazooka, Firebomb, and Drunk Missile now deal more damage.
-God mode projectiles no longer lock onto players in co-op.
-Fixed Excalibat and Dark Staff ammo counters not appearing properly.
=Blake Stone=
-Blake can now hold up to three Ammo Recharge Packs.
-The Heavy Assault Weapon has been buffed.
=Caleb=
-New weapons, the Grease Gun to replace the minigun, the Flamethrower to replace the railgun, and the Naturom Demonto to replace the BFG10k.
-Added the Proximity and Remote Detonator throwables from the original game; they replace the Grenade Launcher.
-Added new revolver sprites that better fit Blood’s art style.
-Reduced revolver spread.
-Switching between throwables now has a source-accurate animation.
-Throwables can now be lit and dropped at your feet with right-click like the original game.
-Throwables can now be shot at to explode them early.
-Improved the vertical velocity and physics of throwables.
-Throwables no longer instakill the player if held for too long, but will still damage them.
-The Aerosol Can now does more than twice as much damage.
-Re-implemented Caleb’s idle chatter; he still talks less often than other characters.
-The Tesla Cannon’s altfire now uses source-accurate sprites.
-Nerfed self-splash damage from the Tesla Cannon, made it use 1 cell per shot instead of 2, however it now makes larger enemies flinch less.
-Caleb’s Voodoo Doll now forces enemies to enter their pain state like in the original.
-Fixed the pitch of the Voodoo Doll’s alt-fire sound.
-Tommy Gun alt-fire now behaves closer to the original.
-Improved the size of the Flare Gun’s alt-fire
-The Life Leech has been slightly nerfed, however it is now far more effective against bosses.
-Fixed the Tommy Gun using more ammo than it was supposed to.
-The charge bar for throwables is now animates more smoothly.
-Caleb’s status bar HUD now uses the original font instead of the one from Fresh Supply, and has been made 4:3 compatible.
-Caleb’s akimbo timer has been made darker on the fullscreen HUD.
-The Life Leech no longer incorrectly shows on the weapon bar when placed via alt-fire.
-Blood misc. characters burnt by classes other than Caleb no longer play Caleb’s taunts.
-Killing Blood misc. characters no longer count on the kill counter.
-Fixed electrocuted innocents having the wrong sprite.
-Re-imported blood sprites to fix graphical issues.
-Fixed the Sawed-Off sprite staying longer than it should.
=Strifeguy=
-Humanoid enemies killed using incendiary weapons from Strifeguy now play the Strife burning animation.
-Poison bolts can now gib enemies.
-Strifeguy no longer runs slowly when at critical health.
-Added icon for Gas Grenades.
-Fixed being given two grenade launchers when using the “give all” cheat.
-Removed random chance for the first Sigil attack to spawn weak lightning.
-Shortened one of Blackbird’s taunts
-Fixed Strife misc. characters disappearing after death.
-Removed unnecessary branding on the status bar HUD.
=Eradicator Classes=
-Fixed the ammo handling with the Ripper Disc’s alt fire.
-Now jumps higher if custom gravity is enabled.
=Space Seal=
-Space Seal now has the ability to use visors. Using the class unique key switches between the infra-red visor which allows Seal to see monsters through walls, and the night-vision visor which allows Seal to see in the dark.
-Space Seal may no longer place more than 20 mines at once in competitive gamemodes.
-Mines are no longer triggered by nor hurt allies.
-Space Seal no longer triggers his own mines, but he can still get hurt by them if they go off.
-Modified Space Seal’s weapons so they use a base actor for the redundant mine states.
-Fixed Space Seal being given the Corridor 7 weapon base as a selectable weapon when using cheats.
=LDFCommando=
-LDF’s slot 7 has been buffed considerably, has a larger splash radius, and now uses 10 rounds instead of 8.
-Most of LDF’s weapons have been buffed in co-op.
-Updated message for when jetpacks are banned to make it clear the player receives an oxygen recycler instead.
-Fixed RMR Militia not making any sounds.
-RMR misc. characters are now shootable in co-op.
=Kyle Katarn=
-New weapons, the Czerka Adventurer that was unused since Reincarnation 1.0 to replace the Skulltag railgun, and the I.M. Mines to replace the grenade launcher.
-Kyle Katarn now gets his starter shield when respawning in co-op.
=IPOG Classes=
-IPOG characters now show ammo 3 on the fullscreen HUD with every weapon except the Super Plasma Annihilator when grenades have been picked up.
=Jack Curtis=
-Slot 5 explosion is now visually larger.
-Slot 5 seeker missiles no longer lock onto players in co-op.
-Jack’s PSI energy indicator on the fullscreen HUD has been moved closer towards the inventory.
-Disruptor heal balls no longer display the default pickup message in GZDoom.
-Fixed the glowing parts on the slot 4 moving up and down.
=Grondoval=
-New weapon, the Broadsword, replaces the grenade launcher.
-Grondoval can no longer use the shield with the Fire Mace as it’s a two-handed weapon.
-Fixed issue where Grondoval couldn’t pick up small health pickups past 100 HP.
-Fixed Grondoval’s flight spell lasting forever in Hexen.
-Weapons with multiple modes now hide the ammo counter when it isn’t needed.
=Half-Life Classes=
-Using the “Original Key Bindings” feature will enable the weapon menu from Half-Life.
-Desert Eagle laser sight no longer turns off between weapon switches.
-Weapons now bob when firing and reloading.
-Weapons can now be switched while reloading.
-The usefail sound is now accurate to the original.
-Friendly HECU grunts have been moved from ReMixer to Reincarnation as misc. characters.
-Kill counter limited to 9999 again for Half-Life fullscreen HUDs to avoid potential oddities.
-Displacer Cannon alt-fire animation is now closer to the original; now it takes two seconds to use again.
-Tau Cannon alt-fire should de-sync less in multiplayer.
-Gluon Gun firing sound now stops on death.
-Updated 9mm Pistol and SAW fire animation selection code to match the Gluon Gun’s
-Half-Life misc. characters are now shootable in co-op.
=Lo Wang=
-More fortunes have been added
-Lo Wang’s slot 7 pillar mode now uses 10 cells instead of 25.
-The Uzi and Riotgun now leave behind the bullet marks from Shadow Warrior instead of default ZDoom decals.
-The railgun now de-scopes on map change.
-Lo Wang’s bloody hands are now cleaned when going underwater.
-Fixed Lo Wang not receiving all inventory items when using “IDKFA” cheat.
-Guardian Head circle ditches the old tid system in favor of a new A_Warp system.
-Lo Wang’s status bar HUD now uses the original font instead of the one from Shadow Warrior Redux, has a redesigned ammo display, no longer has a missing space in GZDoom, and has been made 4:3 compatible.
-Fixed transparency issues with Lo Wang’s mugshot.
=Cybermage=
-Weapon sprites are now scaled more accurately and the Darklight Foil has new sprites.
=Leonard=
-Armor is no longer consumed while driving the motorcycle.
-Ammo 3 and 6 are now only shown while using the crossbow if the player has Dyn O’ Mites and Chickens respectively.
-The Hunting Rifle now de-scopes on map change.
-Fixed Leonard being able to yeehaw after death.
=Bitterman=
-New weapon, the Chainfist from Ground Zero as Bitterman’s melee slot.
-Due to the addition of the Chainfist, the Blaster now alerts enemies without the Silencer powerup.
-New weapons, the Plasma Beam from Ground Zero to replace the Skulltag railgun, the Phalanx Particle Cannon from The Reckoning to replace the grenade launcher, and the Trap grenade to replace the BFG10K.
-Bitterman’s weapons particles no longer use translations to get their color, allowing for better IWAD compatibility.
-The Biosuit is no longer given with the “IDFA” cheat.
=Demoness=
-Fixed Demoness gibbing Reincarnation monsters not triggering the correct death toggles.
-Fixed Demoness’ gravity resetting when gliding.
=James Bond=
-Added the tank from Goldeneye, it can be summoned with an ally cell phone, can be driven by all players, crushes enemies when driving over them, and Bond players can fire the mounted cannon. You can also get the tank cannon to use as a regular weapon with cheats like in the original game.
-Greatly improved Bond’s status bar HUD.
-The Moonraker laser does less damage and has a lower chance to stun monsters in order to balance out it not using any ammo.
-The RCP90 now deals 20 damage instead of 18.
-Silenced PP7 can now autofire like the other weapons.
-The sniper rifle now only takes ammo for every second round to better match the original game.
-Weapon names in the watch have been adjusted to better match the original game.
-Reversed ammo counters for dual-wielded weapons to better match the original game.
-Miscellaneous fixes for dual-wielded weapons.
-General ACS cleanup.
=Petton Everhail=
-Petton’s ammo is now displayed individually on the fullscreen HUD.
-Removed the firing delay on the Atomic Firebomb.
==Changes and Additions==
-New monster generator; works similarly to the misc. character generator, but for monsters. Dynamically adds more monsters to existing maps based off what monsters are already present.
-New monster pruner; need less monsters? Enabling this will dynamically remove monsters from existing maps. The system is set up to hopefully preserve enemy encounters and is weighted differently for each monster set.
-New monster spawning system, monsters now spawn only when they are needed to save on performance. There is an option to use the old system where all enemies spawn in at once.
-Added ReMixer support for HacX 1.2, Harmony, Rekkr: Sunken Land, and Rise of the Wool Ball.
-New preset system for ReMixer settings, making it quicker to set up the game. The available presets are the same as Reincarnation’s.
-The monster multiplier limit has been raised from x20 to x100.
-ReMixer enemies no longer spawn if “sv_nomonsters” is enabled.
-Added an option to override skill-based enemy behavior.
-Added an option to control if Marathon enemy explosions behave normally or on a full-radius basis.
-Added, fixed, or otherwise cleaned up dynamic lights for several sets and effects.
-Moved some inventory tokens to user variables to improve performance.
-Removed duplicate Doom sounds.
-Removed duplicate lights for ammo.
-Numerous performance and logic improvements.
=New Options=
-Performance Mode | When on, enemies are spawned in when needed, allowing the mod to be less performace-heavy on map start-up.
-Skill Override | Allows you to override skill-based enemy differences.
-Monster Generation Rate | Controls how many additional monsters are dynamically spawned into the map, set it to "Off" to disable dynamic monster spawning.
-Monster Reducer Rate | Controls how many monsters are dynamically removed from the map, set it to "Off" to disable dynamic monster pruning.
-Marathon: Full Radius Explosions | Controls whether or not Marathon enemies use source-accurate full radius explosions or standard Doom explosions with damage fall-off.
-Redneck Rampage: Cuss Pack | Controls whether Redneck Rampage enemies use original lines, Cuss Pack lines, or both.
==Set-Specific Changes==
=Doom=
-Revenant tracer made more precise and aggressive to better match Doom’s.
-Fixed the Lost Soul having the wrong spawn state
-Fixed Doom monsters not spawning with class-based mode on.
-Fixed issues with Lost Souls when the monster multiplier is on.
=Doom 64=
-New Doom-64 style sprites for the Chaingunner, Arch-Vile, Spider Mastermind, and Wolfenstein SS.
-New Skulltag variants of monsters.
-Added Doom 64: Absolution and Doom 64: Outcast monsters, there is an option to disable them.
-The Doom 64 Revenant now takes twice as long to attack to compensate for their homing missiles, and has been adjusted to better match the Revenant from Doom 64 CE.
-Doom 64 Cacodemons now have faster projectiles when fast monsters are enabled.
-Added burnt corpses for the Nightmare Imp.
-Added Doom 64 crush gibs.
-Pain Elementals no longer stay in the air when frozen
-Changed sprite names for some monsters.
-Fixed melee damage for Doom 64 Imps
-Added decals to Doom 64 projectiles.
-Fixed Doom 64 Wolfenstein SS’s missile state
-Removed Melee state from Doom 64 Cacodemons.
=Doom Randomizer=
-Added Skulltag enemy obituaries.
-Added GLDefs for Skulltag monsters.
-Added a drop for the Super Shotgun for IWADs that don’t have one.
-Monsters now play the gibbing sounds from Doom instead of the currentIWAD.
-Made the Nightcrawler and Stalker more aggressive.
-The Inferno now always gibs on death.
-Fixed Chaingunner variant 1’s fire state.
-Fixed Wraith using the teleportfog of the current IWAD.
=Chex Quest=
-The Mega Flemoidus Maximus now spawns as an Arch-Vile replacement again.
-The Flemoidus Gyro is now considered a robotic enemy.
-Lord Snotfolus now has a much more satisfying death animation.
-Fixed a name conflict for the Maximus slimeball.
=Heretic=
-Fixed Nitrogolems not having Blood fire states.
=Wolfenstein 3D + Totenkopf=
-Dogs from all sets now have less health.
-Fixed sound definitions for dogs. This also avoids sound conflicts with GZDoom’s dogs.
-Fake Hitlers no longer infight with other Wolf3D enemies.
=Marathon=
-Added another secret enemy to the Marathon set.
=Rise of the Triad=
-Human enemies can now be gibbed.
-ROTT enemies now share species with each other.
-Fixed typo in NME code that resulted in boss reactions not activating.
-Fixed the MP40 drops sometimes providing infinite ammo.
=Blake Stone=
-Fixed the Star Trooper’s broken fake death state.
-Fixed Star Trooper and Alien Protector’s fake deaths counting as kills for the player.
=Blood=
-Added a burn state for the Gill Beast.
-Made the choking hand less annoying.
-Nerfed Hell Hounds
=Strife=
-Fixed the ReMixer version of the Programmer dropping a Sigil item on death.
-Changed the Cultist sounds to use the previously dummied-out sounds from v1.0b.
=Half-Life=
-Replaced the Geneworm in the Half-Life monster set with the HECU Apache; the Geneworm still appears in the Opposing Force alt-set.
-Fixed the enemy spawn mode for Half-Life working incorrectly.
-Made the Gonome’s radius slightly smaller.
=Shadow Warrior=
-Fixed the Wizard dropping the wrong guardian head.
=Cybermage=
-Fixed flying police cars continuing their siren sound after death.
=Powerslave/Exhumed=
-Fixed the Gekk spawning red blood with non-vanilla blood settings.
=Redneck Rampage=
-Redneck Rampage enemies now have their Cuss Pack voice lines restored from previous versions. There’s an option to have them only use original lines, Cuss Pack lines, or both.
-AssFace now has the correct blood color.
=Quake 2=
-Enemies now become visibly damaged like in the original when their health is 50% or lower.
-Bosses can no longer be gibbed.
=Catacomb 3D=
-Secret Hovertank 3D enemies have been given more accurate sprites and sounds.
- Several enemies had their masses reduced so that they could be pulled by Adrian's new grappling barnacle
- The big armor drops in Pinata Party mode now respect the armor setting
- Removed Night Vision Visors and Environmental Protection Suits from being dropped in Pinata Party mode
- Removed the Skulltag rune drops in Pinata Party mode in order to maintain GZDoom compatibility
- Several enemy pickups now tell you how much health/ammo they gave you
Doom 64:
- Doom 64 shotgun guy slot 2 drop now uses the proper sprite
- Some Doom 64 enemies had their damage values tweaked
Vanilla Doom Randomizer:
- Added the Bloody Hell XDeath Effects to the Female Plasma Zombie
- The Afrit no longer makes a Bloody Hell death effect when dying
- Nerfed the Diabolist
- Serpents can now spawn in nukage, slime, sludge, etc
- Fixed a couple of obituaries
Chex Quest:
- Reduced health values for a couple of Chex enemies
- Fixed incorrect attack timing on Chex Flem Mine
Heretic:
- Reduced the Undead Knight's health value
- Fixed the Weredragon being invisible when frozen
- The Death Wyvern no longer has grey blood and has regular blood like the Reincarnation counterpart
- The Death Wyvern no longer has a huge zorch effect
Hexen:
- Changed health values and reset damage factors for Remixer Hexen enemies to not be so spongy
Wolfenstein 3D:
- Fixed the Fake Hitler Ghost and the Fire Drone bleeding when dying using the extra blood modes
- Fixed Super Otto dropping a Wolf3D key when he isn't supposed to
Totenkopf:
- Fixed the Totenkopf mutants calling for the wrong blood type, as well as disappearing when kicked by Duke
Duke Nukem 3D:
- Duke Overlord should no longer overwrite DTINV's Overlord
Marathon:
- Fixed the Marathon 2 Ticks hurting invulnerable players with their suicide bombs
- Fixed the Marathon Looker hurting invulnerable players with thier suicide attacks
- Burnable Marathon enemies updated to use extra burn sprite.
- Security Officer VWEP system added to ReMixer version.
Quake:
- Fixed the Spike Mine hurting invulnerable players
- Fixed Armagon having an extremely high mass
Blake Stone:
- Plasma Sphere had it's mass reduced
Rise of the Triad:
- Most of the robotic enemies now take more damage from normal attacks
Blood:
- Blood Choking Hand should no longer appear in player inventory with "Give all"
- Fixed certain Blood enemies not running away from the player when burnt
Strife:
- Cultists of the Order no longer infight with other enemies
- Fixed incorrect attack timing on Sentinels
- Fixed sprite conflicts with Acolytes and Hexen's clock hear puzzle items
Rebel Moon Rising:
- Estrons now have correctly colored blood effects when dying
- The Jump Commando no longer has scaling issues when dying
- Duke now uses the correct taunts for killing Estrons
Dark Forces:
- The Imperial Commander now drops the Slot IV if the enemy drop mode is set to "Doom-Style"
- Made the enemies for the Dark Forces set disappear when crushed, much like in the base game
In Pursuit of Greed:
- Fixed the Veek Warrior crashing Zandronum if burnt by Caleb
- Fixed the IPOG Shotgun drop using the wrong sprite
Disruptor:
- Most Disruptor enemies now produce Bloody Hell death effects
Witchaven:
- Gave most of the Witchaven enemies Bloody Hell death effects
Half-Life:
- The HECU robot's health was lowered to 350 to compensate for some situations where the player won't have any explosions to use
- Half-Life alien blood should no longer have any red
Shadow Warrior:
- Fixed the Guardian Head dropping itself upon death
Cybermage:
- Nerfed the aircar into the ground
- Fixed the Exceptional Wild Mung turning into its' regular form when growing back after shrinking
- Reduced the health of a few enemies
Powerslave:
- A few actors related to the Anubis Warrior were removed
Catacomb 3D:
- Fixed a couple of Catacomb monster obituaries not showing properly and some grammatical errors in them
- Fixed Bunnies not having their invulnerability flag removed properly