doommonsters.bm: Added definitions for SMGGuy reload sprites Cyberdemon.txt: Added Species "Cyberdemon" to prevent in-fighting from stomps Bossbrain.txt: Fixed-up the spawns so that it will spawn on Hell Revealed 2 Map30 All friendly marine files: Added a Heal: state that spawns a +1 indicator overhead when they heal while in the wait state Sprites/Weapons/SMG: Modified the SMG sprites (removed ring around front sight post and green dot on the weapon) Sprites/Monsters/Shotgunguy:Ědded SMGGuy reload sprites from Nic-Usor Sprites/SFX folder: Created +1 indicator sprite for marines Brightmaps folder: Added brightmaps for SMGGuy reload sprites Player.txt: Added A_SetPlayerProperty(0,0,4) to player spawn state to unfreeze the player on level change/death while in a bike Natural.txt: Changed TorchTree2's death state to use TRE1B0 sprite Mastermind.txt: Added a Y-axis check before spawning the boss-variant Knight.txt: Adjusted actor height and headshot spawns to match the monster sprite better Fireworks.txt: Barrel will radiusgive a counter and spawn the vanilla barrel if 9 or more other barrels are in close proximity Cyberdemon.txt: Added a Y-axis check before spawning the boss-variant BossBrain.txt: Removed PRCP state and xyz check (makes zero sense to do that and breaks the map) BDControls.txt: Optimized controls scripts Baron.txt: Added a Y-axis check before spawning the boss-variant All friendly marines: Made all projectile attacks fire from their eyes as if they are players All monsters: Removed the IsInvisbile checks from the monsters so that partial invisibility behaves normally Sprites/Weapons/Rifle folder:Ědded a better RISPA0.png sprinting frame from IDDQD Sprites/Decorationsfolder: Changed TRE1B0.png to be a blown in half grey tree (not burnt) music, huds, and any other mods developed with brutal doom in-mind.Ĭhanges since v21.10.0: - Stable v21.11.3 all the secret weapons(excluding the dragonslayer) and secret monsters(ancient arachnotron, volcabus, belphegor, juggernaut, motherdemon) have a rare chance of spawning in place of their vanilla counterpart weapon/monster in normal gameplay with any wadĥ. revenantplayer can punch(fatalities) and the baronplayer can perform the triple-fireball attack(kick keybind) now demonplayer morphs can do fatalities on all the monsters that the actual monster can perform motorcycle has a working headlight function and all the other vehicles have infinite lightamp created friendlymarines for every weapon-type that we have a playersprite for added tar, purple, magenta-lava, yellow-lava, and icewater liquids and their splashes for use with Eviternity and various other megawads (have to load the applicable patch after brutalv21.11.0 or above) added shotgun-start and then arcade-starts(reloading disabled) of the player classes added classic MP40, buzzsaw, and D64 unmaker(and the 3 keys/upgrades) to purist class added slug versions of all the shotguns (press dual wield to change ammo) and slug versions of the shell ammo pickups took rifle sprites from PB because I wanted an ACOG on it I've added a new cruelty bonus system (red water flasks and bleeding skulls for the armor bonus) Can also be found at: Github v21.11.3 Mainly bug-fixes and finishing of all Brutal Doom's features.
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