
Improved pickup sprite for the Double Dosage.
EDIT:

Redid the SPAK-11/SPAS-12.
Changelog wrote:v1.1 - "Crashing" (13/09/2017)
- F1 Help Pages updated with the latest info. Read it, already!
- Tap-fire on SOCOM and RCR is now more accurate, ala original Doom behavior.
- Last few shots of an RCR mag now make a clicking sound as they're fired, as an audible warning that you're about to reload.
- Lost Soul now plays nicer with timey-wimey stuff.
- D'Sparil and Maulotaur now respect the Monster Rockets mutator.
- Baron and Spider attacks now have appropriately-coloured smoke.
- The Sabreclaw's attack is now a little different.
- Added missing VFX to the Iron Lich's blue orb attack.
- Fixed monsters not dropping ammo when gibbed.
- Fixed alignment of date in changelog menu because I'm good at this.
Where can I find it?Gideon020 wrote:And right as Ultimate Torment And Torture releases it's own 'vaccinated' edition. Sweet.
viewtopic.php?f=42&t=57854Gadosen wrote:Where can I find it?
After further testing I did find that out myself. Quite annoying to be honest. Though i could do without it if (or rather when) a speed mutator gets added so I can slow enemies down.phantombeta wrote:It's just imps that seem to be doing that.
Edit: And it seems it's not even being seen, it's when the imp attacks that it crashes.
Yeah well in that case I suppose GZDoom crashing is better than it causing your entire game to lag horribly.phantombeta wrote:Actually, nevermind, it happens when they're in the See state.
The imps lack a "SeeNoBrains" state, and in the 'SeeAvoid" state they jump to "See" if "Monster strats" is off.
Since it had to jump to "SeeDodgy" to get to "SeeAvoid" before, it'll jump back to "SeeDodgy" then to "SeeAvoid" again in an infinite loop.