Beta 1 known bugs:
- Dispersion Pistol autoswitches when running out of ammo during altfire, instead of releasing the shot.
- Dual wielded weapons can still work while the player is dead (happens rarely).
- When running out of ammo for any weapon the game really REALLY loves to autoswitch to the protomag even if other weapons also have ammo.
Beta 1 planned changes:
- Quadshot REALLY needs to be buffed.
- Splash damage radius for various weapons needs to be reduced, it's too easy to accidentally blow yourself up.
- Impaler altfire seems very weak when not amplified, so I'll buff it.
- Autocannon also needs a buff. It may be too weak for how rare it is.
Beta 2 changelog:
- Corrected selection order of all weapons.
- Rewrote flaky reloading code. Should be more robust now.
- [flak_m] manually triggered player animations no longer happen while dead.
- Protomag whip damage changed to 15, instead of same damage as Doom fist. This matches the Unreal 0.83 default melee damage.
- Adjusted dual-wielded weapons to try and prevent spin/reload from triggering right when the second gun is brought up.
- Razorclaw no longer stunlocks and can gib.
- Razorclaw damages increased (5/20 → 6/30).
- Dispersion Pistol alt splash damage radius reduced (120 → 80);
- Fixed Dispersion Pistol switching out instead of releasing when out of ammo.
- Dispersion Pistol will only autoselect if it has at least 10 ammo.
- Increased Fireblaster alt projectile damage (50 → 60).
- Fireblaster no longer forces an autoswitch when trying to altfire with less than 30 ammo.
- Increased Autocannon ammo capacity (30/50 → 32/64) and pickup ammo (20 → 32).
- Increased Autocannon hit damage (150 → 300) and explosion radius (50 → 120).
- Adjusted Impaler bolt damage formula (2*amplifiermult**3 → 10*amplifiermult**1.5).
- Impaler bolt seek range now affected by Amplifier.
- Reduced Impaler base explosion radius (120 → 80).
- Impaler altfire drain also affected by Amplifier too.
- Removed the ability to put out fire by moving very fast. This was a dumb idea as it would make fast monsters harder to burn.
- Increased Quadshot per-trace damage to fixed value (Random(4,8) → 11). This matches the 0.83 damage value for it.
- Doubled the damage boost of Razorjack charging.
- Fix Stinger altfire only firing 4 shoots. Was supposed to fire 5 with the first being always accurate.
- Adjusted Stunner damage and charge range so it matches Unreal Bible values (0-6/1-6 → 0-5/1-20).
- Reduced Stunner ammo consumption for a full charge (20 → 10).
- Stunner now also flagged as a "wimpy weapon".
- Reduced Eightball splash damage radius (200/200 → 120/140).
- Dispersion Pistol and Stunner always have at least 1 ammo after each shot.
- Added option to disable Impaler beam self-damage.
Beta 2 Hotfix 1 changelog:
- Ammo regeneration check for Dispersion Pistol was performed in the wrong spot.
- Fixed one of the shaders using "double" instead of "float", oops.
Beta 3 changelog:
- Made Rifle scope shader toggleable, and tweaked its visuals a bit.
- Various adjustments to vector math (using portal-aware functions).
- Adjusted the penetration mechanics of the Quadshot, should be able to better go through multiple targets now.
- Fixed incorrect state jump after zoomed rifle altfire.
- Reduced the range of the Detector (2048 → 512), it was too massive.
- [flak_m] Fixed the issue where some looping weapon sounds would get stuck if the player died or dropped the weapon.
- Corrected Gun Lore description of Flamethrower altfire.
Beta 3 Hotfix 1 changelog:
- Corrected an oopsie in the Minigun's fire offset code (used viewheight instead of viewz, which is... bad).
Beta 4 changelog:
- Fix Dispersion Pistol altfire not ending early when releasing the button.
- Dispersion Pistol now changes fire speed based on upgrade level, as intended.
- Reduced Razorclaw twiddle animation frequency, it was getting annoying.
- Impaler altfire now doesn't work underwater, as intended.
- Impaler crystals deal less damage when underwater.
- Impaler no longer loses charge underwater while the crystal is unloaded.
- Impaler beam no longer homes in onto friendlies.
- Fixed missing Impaler melee obituary.
- Flamegun disallows firing while underwater, to prevent wasting ammo uselessly.
- Flares and Seeds can be stacked until int.max (give cheats and whatnot are still capped at 20 though).
- Fixed Minigun not displaying the bullet box ammo icon in the 0.83 hud.
- Fixed mouse input in the main menu at high resolutions (wasn't accounting for scaling, oops).
- Added "<item> selected." messages. Dunno if DT will need this too.
- Light Sentry now uses the more reliable native IsHostile() function to detect targets.
- [flak_m] Added "<weapon> has no ammo." messages.
Beta 4 Hotfix 1 changelog:
- Nerfed Fireblaster, damage was too high for its speed (30/60 → 10/20), to compensate for the dramatic alt projectile nerf, its embers now deal short radius splash damage.
- Nerfed Impaler altfire, no longer an instant "I win" weapon (damage interval raised from 5 to 15 tics, also beam becomes weaker at low charge, starting to drop from 100% at half-charge to 50% at zero charge).
- Fixed Impaler crash when shooter dies while firing beam.
- Updated the reload code of the SMP, I forgot about it.
- Increased the Detector range again, 1024 is more reasonable.
- Fixed Minigun altfire not triggering if player was holding primary fire.
- Removed pistols from Super Shotgun replacement pool.
- Increased spawn chance of Flamethrower, since it almost never appears in practice.
- Capped maximum Flamethrower damage (75 → 20), this was way too high and made the weapon too overpowered.
Beta 4 Hotfix 2 changelog:
- Un-nerfed the Fireblaster. That was a mistake from my part.
Beta 5 changelog:
- [flak_m] Implement particle meshes.
- Append heal amount to health pickups (excl. superhealth).
- Armor Bonus item.
- Overhaul Stinger explosive charge behaviour, more in line with 0.83 and the novels.
- Fix: Dispersion Pistol should only have infinite ammo in deathmatch.
- Dispersion Pistol altfire always at level 0 if below 10 ammo.
- More Fireblaster tweaks and touches and whatnot. Now fires in 3 bursts of 3 projectiles. And there's more damage and whatnot, it should stop sucking.
- Capped fire effects for huge actors.
- Reduced flames per tic on Flamethrower, to see if this causes less performance issues. May roll back if this was a bad idea.
- Snuck in some longer versions of a couple player sounds.
- [oldsounds] Added higher quality dispersion pistol select sound.
Beta 5 Hotfix 1 changelog:
- Increased accuracy and damage of Betamag (10 → 14).
- Slightly increased per-pellet damage of Quadshot (11 → 12).
- Fixed Flamethrower alt refire not restarting the charge process, making it get stuck.
- [flak_m] I seriously hope this is the last time I need to add even more safeguards to the FlakAccumulator class. It should be airtight now and never crash.
Beta 5 Hotfix 2 changelog:
- Fix health pickup messages not being localized correctly. Fix also done in the DT side.
Beta 5 Hotfix 3 changelog:
- Planted Nali fruits were not going through the correct growth state.
Beta 5 Hotfix 4 changelog:
- Correct ammo use values for Dispersion Pistol upgrade levels (1→2→4→5→6), odd progression, I know.
- Stunner also has the same deathmatch regeneration behaviour as the Dispersion Pistol now.
- Corrected how the ammo regen speed works for both weapons.
Beta 5 Hotfix 5 changelog:
- Correct backpack amounts for various ammo types (should be approximately half of individual pickup).
Beta 5 Hotfix 6 changelog:
- Somehow the Stinger has had randomized damage since the very beginning when it was supposed to deal 14. Guess I never EVER bothered to check that, this is a leftover from Doomreal's very early development. Back then, Doom Tournament also did randomized damage all over the place and it was bad.
Beta 5 Hotfix 7 changelog:
- Planted Nali Fruits can now be picked up again. The quirks of InStateSequence are annoying sometimes.
Release Candidate 1 changelog:
- Adjusted ammo giving behaviour for weapons with clip count.
- Fixed dual naming of automag/betamag.
Release Candidate 2 changelog:
- Added option to toggle all beta content.
- Added option to toggle armor bonuses (for purists).
- Added cheap alternate allmap replacer, so there's something else to replace the computer map when the detector isn't allowed.
- Small fixes and corrections.
Release Candidate 3 changelog:
- Fix inventory items not removing themselves when fully drained and no more copies are held.
- Fixed Minigun playing the unwind animation on player death.
- Fixed main hand Automag still firing when out of ammo dual wielding.
- Corrected name clash between two explosion sounds.
- Fixed suits still protecting from elemental damage when depleted.
- Add option to wear all suits simultaneously.
- Stunner now consumes Stinger ammo to recharge, this is more in line with the Unreal Bible.
- Max damage per explosion capped to 100 for Stinger. Prevents ludicrous map-clearing explosions with an amplified asmd combo.
- Shoot-through lines can now be activated by hitscan/beam weapons thanks to new DT "bullet trail" feature. No more softlocks in custom maps.
- Added option to make Peacemaker missiles not seek owner and allies.
- Peacemaker missiles start seeking targets much earlier, making it more viable indoors.
- Autocannon has had its damage increased again.
- Adjusted swingers for many weapons to feel a bit more natural. Still far from perfect.
- Reverted changes to Flamethrower projectile density, and simply made it have less dynamic lights.
- Adjustments to armors. Suit elemental resistances now take priority (as intended). [please redownload your DT devbuild for full effect]
- Added ring effect for 6-rocket tight wad. Completely forgot this was a thing.
- Fixed flashlight not clearing its dynlights when depleted and still having copies.
Release Candidate 3 Hotfix 1 changelog:
- Small fix for Amplifier.
- Add note about the fact the Protomag is more accurate, because people don't seem to notice.
Release Candidate 3 Hotfix 2 changelog:
- Corrections on Power Shield behaviour, added option to make it absorb damage normally like in Unreal instead of individual hits, although this will make it less viable as an Invulnerability replacement.
Release Candidate 3 Hotfix 3 changelog:
- Fix Armor Bonuses having the allmap effect due to hasty code copypasting.
Release Candidate 4 changelog:
- Spent mags for Automag, Flak Cannon and Demolisher (needs updated DT).
- Betamag defaults to both having the 0.83 skin, other options put on add-ons.
- Adjustments to bullet casings.
- Fixed flames producing water splashes.
- Fixed female models having male gibs.
- Corrected ASMD ball hit behavior to match Unreal.
- Added bubble trail to Stinger when underwater.
Release Candidate 4 Hotfix 1 changelog:
- Hotfix for recent DT update so Power Shield doesn't spam depletion messages.
Release Candidate 4 Hotfix 2 changelog:
- Change sprite name for computer map so it doesn't break in Heretic.
Release Candidate 4 Hotfix 3 changelog:
- Do not replace jump boots with suits in Heretic to prevent softlocks where an increased jump height is required.
1.0 changelog:
- Swap around some assets and code with Doom Tournament.
- Searchlight moved to here.
- Computer map and Armor bonus moved to DT.
- Armor absorption priority code moved to DT.
- Added Unreal crosshairs.
- Fix incorrect Autocannon flash color.
- Ported over Translocator ally telefrag prevention.
- Fixed razor blades emitting no effects when hitting a non-bleeding enemy.
- Misc. cleanup.
1.0.1 changelog:
- Greatly improved responsiveness of Eightball.
- Increase Betamag melee damage (15 → 25).
- Reduce Demolisher visual sway.
- Increase Razorclaw primary damage (6 → 10) and decrease interval (5 → 4).
- Add random chance of forcing pain to each hit of Razorclaw primary (1/6 for bosses, 1/4 for normal enemies), making it a more viable melee weapon.
- Razorclaw now propels you when fully submerged.
- Fix Flame Gun not checking for the correct minimum ammo for secondary fire.
- Replacements respect IsFinal.
- HUD will display BasicArmor if available, for compatibility.
- Fix alignment for non-standard item/ammo icons.
- Fix Teleport Capsules having a choppy twiddle animation.
1.0.2 changelog:
- Relocated crosshairs so UT ones can still be used.
- Corrected Item Lore so it mentions the Stunner and Impaler also being enhanced by the Amplifier, in case people haven't noticed.
- Fix biorifle/napalm glob splash code like in Doom Tournament.
1.0.3 changelog:
- Add option for vanilla style Power Shield to not drain over time (defaults to true).
- Fix various weapons being able to fire after player dies while charging (Biorifle, Flamethrower).
- Fix Minigun not firing bullets immediately at start of fire loop or on refire.
- Fix Minigun playing unwind animation on death, this time for real.
- Added interpolation to some Teleport Capsule states and made refire a bit quicker.
1.0.4 changelog:
- Very noticeable changes to the Automag and Protomag firing speeds. This is going to make dual wielding even more OP than it already was. Just so you know, dual wielding is NOT "canon" here, and if it breaks balance I really can't do much about it.
- Automag and Protomag now start firing as soon as the trigger is held.
- Protomag damage reduced back to 10 now that it has a much faster altfire. Believe it or not, the new altfire speed is actually true to the original.
- Propagate the AmbientGlow changes from DT.
1.0.5 changelog:
- Add ice death frames to Doomreal players.
- Fix invisibility not reactivating on map transition.
- Fix a certain option not graying out when prototype features were disabled.
- Remove Doom Tournament spawner file as it will be used in the merge add-on.
- Fix various weapons not respecting infinite ammo cheats/powerups.
- Add HUD icons for the Razorclaw.
- Add sanity checks to Minigun sentry for potential cases where it dies while shooting and this causes an abort.
- Fix Biorifle altfire damage here too.
- When UT splash is disabled, Biorifle globs increase in size by 1.4x on impact, as originally intended.
- Eightball no longer loads a rocket after being selected and instead tweens to idle, like in the original.
- Flak Cannon altfire has a slower reload, as it was meant to.
- Adjust "give armor" cheat so it plays nicely with the merge add-on.
- Fix 0.83 hud playing the "new weapon" flash for all players.
- Made the 0.83 icon assignments moddable through external lists.
- HUD will still display a weapon icon even if it uses no ammo (e.g.: Razorclaw).
- Update patron list.
- Minor adjustment to how the give armor cheat works (combiner patch compat).
1.0.5 Hotfix 1 changelog:
- Various fixes for the Combined Patch. Don't forget to also update DT to the same version, and also to redownload the old sounds add-on if you had it before this.
- Some safeguards for force field and sentries so they don't bug the hell out if receiving crushing or ice damage
1.0.5 Hotfix 2 changelog:
- Rifle had no select sound. Oops.
1.0.5 Hotfix 2 Hotfix 1 changelog:
- OK now it actually is fixed.
1.0.5 Hotfix 3 changelog:
- Flak Shell explosion had no sound. This also affected old sounds add-on.
1.0.6 changelog:
- Propagate revert of 1.2 stretch compensation from Doom Tournament. Add-ons affected: Alt. Flamethrower, Combiner Patch.
1.1 changelog:
- Menu tooltips.
- Hexen compatibility (Combiner Patch has been updated too).
- Environment Map shader fixes from Doom Tournament.
- Buffed Stunner so it's actually useful. This goes against what the Unreal Bible indicated but whatever, the weapon would be useless otherwise.
- "Superweapons" now have +ALWAYSPICKUP for consistency.
- Sneaky Strife stuff:
- Dispersion Pistol and Stunner have reduced alert radius.
- Rename Peacemaker sprites to avoid conflict with peasant sprites.
- Disable decapitation with bonesaw primary fire, for balance.
1.1.1 changelog:
- Propagate sound overhaul from Doom Tournament.
- Added extended '95 theme from Unreal mac port.
1.1.2 changelog:
- Fixed missing click sound on Teleport Capsules.
1.1.2 hotfix 1 changelog:
- Fixed stinger fire sound not stopping when running out of ammo.
1.1.2 hotfix 2 changelog:
- Fixed missing Eightball explosion sounds. stinger_oldsounds_m is affected by this update.
- Fixed excess loudness of Eightball by making the projectiles play the fire sound instead (which is what was supposed to happen).
1.1.2 hotfix 3 changelog:
- Just an update to the patron credits. Doom Tournament got the actual hotfix, for crashing during an ice death.
1.1.3 changelog:
- Propagated Swinger removal from DT. Also updated patron list while I was at it.
1.1.4 changelog:
- Stunner ammo does not recharge if you don't have the Stunner selected.