• Stable v4.8.2a 81ebe42e65

    4.8.2a

    mc776 released this 2 months ago | 85 commits to main since this release

    • Broke:
      • hd_autostrip is gone.
      • HDDamageHandler.HandleDamage/HandleDamagePost now must return a double, not an int, for towound.
      • HDWeapon.EjectCasing and its A_EjectCasing wrapper have been completely redone. Parameters after type are now double ejectangle, vector3 ejectvel=(0,0,0), vector3 offset=(0,0,0).
      • Any variable that had "hudbob" in its name now has "wepbob" instead.
      • The old stimcount, zerk, regenblues, secondflesh variables are gone.
        • References to soul sphere and healing potion magic have been scrubbed of references to the colour blue.
    • Fixed:
      • Crashes/VM aborts:
        • Replacement wound thinkers would be destroyed in 4.8 as though they were old ones, causing an infinite loop.
        • ZapArc needs to deal with the occasional null a1.
        • Combat slug custom aiming needs to deal with the occasional null target.
      • Glitches:
        • Brontornis wasn't alerting monsters.
        • Single-shot RL would eat the loaded rocket grenade if you tried to load a H.E.A.T., disappearing it into the notional nonexistent mag.
        • Delayed lifts were broken where the lines were not tagged.
        • Unloaded Brontornis shell and other delayed pickup effects would disappear on an attempted double-grab.
        • Monsters would end up in a wander/look loop in which it could never attack until it either went out of the wandering state or changed target in the course of its wander/look call.
        • Incapacitated monsters could take bashing damage forever without dying.
        • Shields were regenerating despite owner being frozen.
        • Boss brain should not have had +ISMONSTER.
        • Distant noise maker should be using default pitch 0, not 1. SNDINFO will now be respected.
        • Efforts have been made to harmonize weapon collision, crosshair placement and weapon bobbing.
      • Annoyances:
        • Flaming barrels now play their sounds at a randomized rate, keeping them from synching up annoyingly.
        • Tripwire weapon icon would appear on the HUD like a pickup weapon.
        • Friendly necromancer raises now spawn green sparks instead of flame sprites.
        • Nazis/sailors still dropped things using A_DropItem with its enormous upwards movement.
          • They also didn't have their tags set correctly.
        • You no longer partially lower your weapon if touching a nonsolid actor.
        • Got rid of the "no scope lowered sight" distinction in the Vulcanette when fired while moving.
        • Increased the resolution of all scope views.
        • 7.76 reloads were significantly more powerful than they should be. Speed and aerodyanmicity reduced.
        • Voluntary rolling unnecessarily checked for the player being on the ground.
        • Necromancer tags are now set to their individual names.
        • Pistol felt gunmass was much too high.
        • Weapon bobbing while moving is now synced to player run animation.
        • Medical/healing items that bring up an interface now take one item and convert it into the weapon interface, addressing some issues:
          • You no longer risk punching teammates by holding altfire too long when injecting them with stims or blood bags.
          • When you select the healing potion and hit the drop weapon button, you will now drop the potion you have out, not some other potion in your inventory.
          • There's no more possibility of you being about to use an item, but dropping or losing all of that item during the animation, then the use being required to abort.
    • Added:
      • New cvar and cvar functionality:
        • hd_nokillcount, if enabled, will always set monster and kill count to zero, providing no tactical info during play.
        • hd_dirtywindows now does a lot more! The function is now merged with the arbitrary-blocking-line eliminator such that all such offending barriers are turned into breakable glass. They're a bit more breakable than the traditional Hexen candy, but you can still try to shoot through them like any map geometry.
        • hd_noscope now has 5 settings:
          • 0 (default): both views make themselves available passively.
          • 1: passive sights, scope only while Zoom is pressed.
          • 2: scope and sights only while Zoom is pressed.
          • 3: no scope, sights only while Zoom is pressed.
          • 4: no scope or sights.
      • Audible footsteps! Currently only players' footsteps will risk updating pursuers' target location information. They are loudest when you sprint and barely audible when you walk and take your time with your steps.
      • Bullet supersonic crack effects are now more prominent and use a new sound.
      • Some map tweaks to make things not completely unplayable:
        • Freedoom Map31, "Be Quiet", now gives every player a blursphere.
        • Freedoom Map17, "City Capital", now gives the first player a blursphere.
      • If an inflictor has +STOPRAILS enabled, the damage it inflicts on a player will not trigger the additional wounding effects built into HDPlayerPawn.DamageMobj. This is useful for things like the chainsaw puff which use their own wound inflicting.
      • You can now completely blank out or delete the bbtalk.txt lump. Everything still functions, you just don't get the messages during the boss brain fight.
      • Aiming lag from weapon inertia is now affected by strength.
    • Changed:
      • Player now uses (mostly) the same wounding system as mobs.
      • Monster AI now relies on a "mental model" of where their target was last known to be, instead of simply adding random error on top of perfect knowledge. You can now trick monsters into going the wrong way - or blunder right into where they had been expecting you.
      • Complete re-do of the squad ghost. They now do no damage at all but are more effective at frightening away multiple nearby enemies instead of stunlocking individuals for ridiculously long periods of time.
      • Complete re-do of the necromancer, letting it play much more like a straight-up HD-ified archvile. The old-style dramatic death sequence only happens in id.
      • Substantial re-do of the yokai, for more ghost-like effects and simpler handling.
      • Weapons improved:
        • BFG de-suckified:
          • It shoots a little faster.
          • The strap reduces weapon sway while moving.
          • Both batteries are now removable, letting you load two fresh ones immediately instead of waiting for the entire charge sequence between shots.
          • The ball moves more slowly, doing a more thorough job of clearing the area, as well as potentially destroying map geometry on impact.
        • It is now possible to do a Thunder Buster explosion on a wet target.
        • The lingering thunder, however, has been significantly weakened.
        • Shotgun reload now faster and always has you grab 3 shells if there's enough room (and shells).
        • Rocket launcher no longer ever unloads with the Reload button. If a rocket is already in the chamber, you may need to hit Alt. Reload twice.
        • Grenade launcher now has a back site notch, and the blooper's sprite now shows the ladder in the front.
      • Shield core pickup is now the same in both free and id.
      • Pickup hand can now be blocked by blocking lines. In exchange, you can now pick up objects without being able to see them.
      • Keycards and maps are now treated completely differently from pickups. Get right up to one and press use while it's got line of sight to you.
      • Player corpses no longer randomly mirror their sprite.
      • Freedoom Keen replacement is now an HD-ified version of the standalone lizard baby replacement I posted separately in early July 2022.
      • Player taunts replaced with lines from Heavy Weapons Guy and Rachel Amber.
    Downloads
     
  • Stable v4.7.1c 2aed65f066

    4.7.1c

    mc776 released this 6 months ago | 637 commits to main since this release

    • Broke:
      • Nothing new I'm aware of.
    • Fixed:
      • Crashes/VM aborts:
        • HDMagAmmo's first SyncAmount call now happens before BeginPlay rather than after PostBeginPlay. This should stop empty-array errors where this might be checked at the start of the very first tic of a level.
      • Glitches:
        • Dropping a Boss mid-reload would multiply ammo out of thin air.
        • Necromancer forced into painstate would skip some damage behaviours.
      • Annoyances:
        • Brontornis reloading sprite offsets had inappropriate values.
        • Encumbrance now updates each time stuff is added to an insurgent loadout.
    • Added:
      • nomag loadout option for a significantly lighter rocket launcher, in case you wanted to play a tank-busting city defender on the frontline against the forces of the enemy of all life on Earth. Set to 2 to start with a H.E.A.T. loaded as well.
      • Boss can now force load loose recasts using Zoom+AltReload (or holding Zoom while reaching for loose rounds during a reload loop).
      • Weapon loadout codes are now included in the loadout editor RefID list.
      • Mouse wheel can now be used to scroll the loadout editor display.
    • Changed:
      • Mobs calling A_HDLook after A_HDChase has been called must abort the call at least once, forcing at least one A_HDLook frame that cannot go into a state in which A_HDChase might be called.
    Downloads
     
  • Stable v4.7.1b b7126d264a

    4.7.1b

    mc776 released this 8 months ago | 689 commits to main since this release

    • Broke:
      • No known compatibility issues were raised since last release.
    • Fixed:
      • Crashes/VM aborts:
        • None fixed since last release.
      • Glitches:
        • 7.76mm containers were still dealing in unprocessed absolute values when consolidating.
        • Necromancer left a tangible, shootable, invisible corpse on death.
        • The tree resizing vertical space check was returning the inverse value of what it should.
        • Worn weapons were missing a proper strip layers call on pickup.
      • Annoyances:
        • One more attempt to address the "rolling breaks crouch toggle" problem.
        • Blood bags now fall off automatically when they're used up and the patient is incapacitated.
        • Alcasan no longer replaces Keen in id.
    • Added:
      • BFG can now be charged by hitting Use+Unload like reloading rounds on the Liberator.
      • Separate TEXTURES definitions for use in each different weapon's sight pictures. Things that are expected to share standards, such as the 4.26mm guns and all grenade launchers, still share the same lumps.
      • Delay parameter in GrabThinker.Grab().
    • Changed:
      • New team banners!
      • Improved doorbusting capabilities for the gyro-grenades.
      • Brontornis non-zoom sights simplified into a single front bead. Sprites updated accordingly, with a few further improvements.
      • Map tweaks now remove arbitrary blocking lines with no mid textures. This has priority over dirty windows.
      • Dirty windows are now a bit more opaque.
      • Bullets are no longer restricted to busting small objects.
    Downloads
     
  • Stable v4.7.1a 4915958883

    4.7.1a

    mc776 released this 9 months ago | 732 commits to main since this release

    • Broke:
      • HDDamageHandler.HandleDamagePost now takes and returns one more argument, toaggravate.
      • HDStatusBar.DrawStrings() function has been removed. Its only purpose had been to recreate fake line breaks for weapon text, which is no longer needed or helpful.
      • Punching. 🙃 The recent refactors have left no real justification for increasing punch power so much disproportionately more than everything else. It now (mostly) just follows strength. It is still possible to gib a zombie without zerk, but it might take two punches.
    • Fixed:
      • Crashes/VM aborts:
        • On rare occasions the pickup splitter would leave a magazine item with nothing in the mag content count array just before the first spawn frame is called. While the underlying cause of this has not been found, explicit array checks have been added to those MagAmmo items where the first spawn frame checks the mag contents.
        • H.E.R.P. hacking did not check for sanitized array reference.
        • Bullets now have +DONTREFLECT. This should have been in all along, but it's under VM aborts because of the way the bullet code interacts with Corruption Cards' projectile reflection which destroys the old projectile and spawns an ostensibly identical one going the other way.
      • Glitches:
        • The invisibility check was actually totally broken all this time - the old blursphere just had so many additional target-removing effects that it was never noticeable. These have been addressed in order to make the new blursphere usable as intended.
        • Explosions arbitrarily pushed targets downwards. This was originally intended to be an additional cosmetic effect from the viewpoint of an affected player, but has ceased to make sense now that we have numerous other effects and resisted velocity changes can have serious consequences. (And now that gravity is slow enough for the difference to even be noticeable.)
        • Serpentipede fireballs no longer rotate inanimate objects.
        • An incapacitated player could inject a drug, then interrupt the sequence and prevent the item from being consumed with use.
        • Removed the shield suicide bypass, which was causing some grenade fragments to bypass the shield.
        • Weapons taken out of backpacks would initialize the retrieving player's loadout settings on themselves.
        • *ERPs weren't set to friendly after being hacked by the player.
        • Revenant fireballs now restore +ROCKETTRAIL on bounce.
        • Player now automatically crouches if hit with a crushing ceiling, instead of standing there taking damage like an idiot.
      • Annoyances:
        • Set the base playerpawn painflash intensity to zero and removed the high-blood-pressure blend.
        • Fist altfire was over-correcting the Z displacement by the height change.
        • Grenade fragments would completely bypass their own shooters' shields.
        • The increased platform/door delay no longer applies where the activator line is part of the only affected sector, eliminating the unnecessary waits for those situations where it is impossible for the activator to be anywhere except right next to the platform.
        • Holding Jump and Crouch at once in midair will no longer cause you to try to stand. Tucking jumps are much easier to perform.
        • Kicking down a door, or shooting it with inert bullets not specially designed to detonate map geometry, will not result in it exploding into lethally fast fragments.
        • Game tip now appears on top of other HUD elements.
        • Involuntary movements and low-health jitters will now persist even when you're adjusting zoom on your weapon.
        • Non-trivial performance improvement on fires spawned using A_Immolate.
        • Reflex sight reticle selection now supports textures as well as pure graphic lumps.
        • Front post sights on shotguns and pistols were clipping out of view inappropriately.
        • Death viewheight now starts relative to your height at death rather than fullheight.
        • Boners would keep beating the corpse of their target indefinitely.
        • D.E.R.P. infinite-cheat ammo was set to SMG mags rather than pistol mags.
        • H.E.R.P.s now do a (real, game-engine) sight check before firing.
        • HUD will now correctly show the sprite for the top spare weapon for SMG, pistol, shotguns and autorifles, instead of using the selected weapon's properties for everything.
        • Liberator help text now suggests you hit Use first before hitting Unload to start reloading rounds.
    • Added:
      • New hd_strength user cvar! Default cranks things all the way up to 11. 8 is still a viable fighter; 5 is seriously out of shape; at very low levels a person is effectively struggling to move their own weight.
        • New hd_minstrength and hd_maxstrength host cvars now let the host make sure everybody's above or below a certain threshold. See how far you can get when everyone's maxed out at strength 6 and no armour!
      • New item: the shield core. This is replaced in id with the old spiritual armour (which is exclusive to id now) and under normal circumstances you will not see both in the same game.
      • Recasted 7.76mm bullets are now distinct from regular, being softer, heavier and rounder. They seem to penetrate a bit better but do less damage to unarmoured targets.
      • If the player is looking up while jumping forwards, they will jump upwards more.
      • Customizable reticles now use the player's crosshaircolor setting.
      • You can now mantle while crouched. No more awkward jumping around those windows on Freedoom Map01!
      • You can now use the movement direction keys to turn the *.E.R.P.s around. Vertical aim H.E.R.P. only though.
      • Insurgent randomizer can now be called using item code ???.
      • When you look directly at a friendly operator, they may send you a message.
      • Descending platforms activated by crossing lines are now subject to a short delay to let the activator finish moving onto the platform.
      • Some random-string stuff now uses Caligari's randomized string builder: https://gist.github.com/caligari87/595c8fb513e1d476b1467b90a9175715
      • HDFireballTail now uses its parent projectile's missileheight property.
    • Changed:
      • Total overhaul of the blursphere behaviour. No offensive capabilities now that detection can be fine-tuned. The gaze now merely misdirects an oncoming attacker's memory of your last location. No levelups or corruption - in fact you're lucky if it doesn't just randomly get bored of you and escape, or disappear in fright at the first sign of danger.
      • Stims, blues, zerk and second flesh are all now tracked as separate inventory items rather than variables baked into HDPlayerPawn. This should allow some more modding-friendly stuff in the future.
      • Berserk packs no longer let you do as much additional damage on each punch, but do now affect everything else more consistently.
      • Mantling is ignored in favour of a simple vertical leap if the player is on the ground.
      • The old kick limiting timer is now also applied to jumping.
      • Slides are also limited with this new jump timer.
      • Pain effects overhauled. More flinching, HD's blackout used instead of painflash.
      • Bandaged wounds are now harder to open back up by accident, but the recovery time without medikits is longer.
      • Removed the old globus cruciger armour bonus sprite.
      • Toned down or removed some homing on projectiles.
      • Combat slug fireballs no longer do constant area damage as they travel, but travel much faster. They also leave smoke trails (which do not do damage).
      • IdleDummy actors now all have custom tick overrides skipping almost all physics checks. Immolation should be somewhat less CPU-destroying now. (Please do not use this as a pretext to immolate your CPU.)
      • HUD element bobbing calculation now depends on movement input instead of XY velocity.
      • Combat slug no longer always does the triple attack.
      • Some loadouts cut down for mobility reasons.
    Downloads
     
  • Stable v4.7.0a a5d27c907e

    4.7.0a

    mc776 released this 12 months ago | 1031 commits to main since this release

    • Broke:
      • All riflsit* images must be renamed to rret* instead.
      • hd_lowspeed is no more. The lower speed that setting provided is now the regular speed.
    • Fixed:
      • Crashes/VM aborts:
        • CTD with either co-op lives mode that gave 4 or fewer lives, upon any person spectating, apparently caused by the morphed spectator actor not inheriting from HDPlayerPawn.
        • Null pointer when lost soul was replaced.
      • Glitches:
        • Numerous fixes and balance adjustments for the poorly-tested hd_height feature:
          • Player radius was resetting to zero.
          • Player scale needed to be updated on skin change.
          • Tall players could not brace their weapon by crouching.
          • Incap height change needed to be updated to consider heightmult.
          • Player acceleration is now inversely proportional to size.
          • Numerous "height-x" offsets replaced with multipliers.
        • Monsters tagged +AVOIDMELEE were never checking if their path was blocked.
        • Rangefinder ray origin was coming from the wrong height.
        • Weapons would disappear when you threw them into the sky.
        • H.E.R.P. direct manual fire was not alerting monsters.
      • Annoyances:
        • Some constants were incorrectly implicitly typed as integers, messing with the precision of some calculations.
        • Height option in menu wasn't showing decimal places.
        • Id SSG sprite was cut off again.
        • New reticle system can now handle numbers over 9, to a maximum of 9999.
        • Low-encumbrance still allowed unlimited weapons, letting players circumvent ammo limits by simply carrying entire weapons instead. Low encumbrance now restricts you to one weapon of each class.
        • Purge useless ammo command was needlessly biased in its throw angles.
        • Angle grinder/chainsaw was not inheriting from the cell weapon item.
        • The ammo resupply in infinite ammo mode was messing with the mag manager.
        • Assault tripod gun smoke now comes out of the right spot.
        • At some point the old "front part of the scope moves with bob" function had been lost. It has been restored, but only at the cost of re-establishing the old cliprect method of constraining the view.
        • Added a check to keep the player from jumping horizontally if there is no space to jump into.
    • Added:
      • Holding Zoom while firing a rocket/grenade will let you keep the airburst setting.
      • The range now has a script that moves all the targets into their set ranges, calculated based on how HDCONST_ONEMETRE is defined.
      • Freedoom hatchling and matribite! They have a different attack!
      • All monsters and players now have a slight visual effect for landing on things.
      • Used medikit now looks bloody in inventory selector.
      • Liberator now has a lefty setting (default true in id, false in free) that determines non-bullpup brass direction.
    • Changed:
      • hd_height can now be set in centimetres.
      • Reduced gravity so that after one second of falling your falling speed is equivalent to 9.8m/s. Numerous player movement and other things tweaked accordingly.
      • Redefined metre and speed of sound to be proportional to the player's height.
        • Adjusted numerous projectile speeds accordingly, but also taking them even further down to levels more typical for modern firearms.
        • Increased bullet damage accordingly.
      • Changed output on 7.76mm rifle bullet drop adjust. A setting of 300 now roughly corresponds with 300m.
      • Airburst displays are now measured in centimetres. (ab command still uses metres.)
      • hd_crosshairscale default size increased by about 30%, up to the size that I always set it as. You can set it back to something smaller if you want, but this is now reflective of the target size that I work and test everything with.
      • Smoke controller now deletes older actors rather than aborting new ones, avoiding awkward breaks where smoke just stops appearing for a while.
      • New actor flags for modding:
        • +hdpickup.bodycoverage (default true) replaces +hdpickup.nocoverage (default false).
        • +hdpickup.facecoverage (default false) can now be checked independently of +hdpickup.fullcoverage.
        • +hdweapon.hinderlegs (default false) replaces the hard-coded check for backpack, BFG or Vulcanette as player readyweapon.
      • Spiritual armour now uses the game tips section instead of PrintBold.
      • ZM66 interruption string is no longer words attributed to the player, but merely an error message from the interface that is summarily ignored.
      • Trilobite updated to use the hatchling's randomized arc lightning.
      • ZScript files that were in subfolders now have prefixes instead, to minimize room for stupid mistakes and needless multiplicity of commits when I have to use the Web interface.
      • Teams are now Denim (blue), Leather (brown), Camo (green) and Lace (pink).
    Downloads
     
  • Pre-Release v4.6.1b e1ed270c4b

    4.6.1b

    mc776 released this 1 year ago | 1326 commits to main since this release

    • Broke:
      • Removed hd_3speed. It wasn't really helping anything.
      • General reminder to modders: if you need to use the weaponstatus slots, while nothing is ever really future-proof it is advisable to go with the ones towards the end (e.g., by defining your constants like HDWEP_STATUSSLOTS-x) instead of trying to use the first one that isn't already being used by HD. Anyway, a bunch of weapons just got a use case for the next status slot.
    • Fixed:
      • Crashes/VM aborts:
        • Null check added to A_HDChase when Thing_SetGoal is processed.
        • Babuin could latch onto zero-height targets, triggering a divide by zero error.
        • Backpack briefly checked for a non-existent mag item if you dropped armour with it open.
      • Glitches:
        • Patrol points actually work now!
        • Blursphere was not clearing +SPECIALFIREDAMAGE when dropped, leaving the player permanently invisible to monsters.
        • Healers would not randomly change direction or stay close to friendly players.
        • Bloodpack was spawning in backpacks and could be interacted with in the mag manager.
        • Player corpses using the crouching death sprites would pass on the crouchsprite to the raised actor, leaving them using the crouched sprite while having the hitbox, reach and speed of a normal standing character.
      • Annoyances:
        • Grenade explosion abstracted fragments would always do the maximum number of checks. The explosion now uses the correct number and this maximum is now only used to prevent further checks if the victim would no longer be affected by further damage.
        • A_SpawnChunks() no longer as aggressively favours moving away from the floor or ceiling. Previously it would skew things so much that a player could escape a grenade almost completely unscathed by letting it go off while it was resting on top of their head.
        • Undid a previous "fix" of blood splatters that left no lasting wounds, as there was clearly actual piercing damage being done at that point.
        • Bullets no longer miss entirely if only the head is missed and the bullet hit at a steeper pitch than 70 degrees.
        • Shellshade no longer dramatically shakes the earth while not screaming when bleeding to death.
        • Loadoutcode giving now handles backpacks and related storage items and gives numbers of stored mags instead of every mag's ammo count.
        • An "uwu"-ing NPC will only uwuify one "u" in their username, not every single one.
    • Added:
      • New reflexreticle/rret console command and dot parameter in Liberator, Vulcanette, ZM66 and SMG. These take the same values as hd_crosshair and are not capped.
      • Skins can now define custom gibbing sounds.
      • New cvar hd_height (default 1). Ranges from 0.8 to 1.2.
      • New flag +hdweapon/hdpickup.nobackpackspawn that removes the class from the potential candidates for things to be found in random backpacks.
    • Changed:
      • Item maxamounts now scale with hd_encumbrance.
      • Backpack capacity no longer scales with hd_encumbrance, any more than magazines do. You now need to have the fist out to use the zoom-info.
      • The random-syllable critter names are now weighted to something your typical English speaker might be just a little less totally unable to parse as anything but a keymash.
      • Bullet sound trail effects are now calculated instead of relying on presets.
      • Playerpawns without players will take damage like normal GZDoom actors.
    Downloads
     
  • Stable v4.6.1a 732050dc93

    4.6.1a

    mc776 released this 1 year ago | 1453 commits to main since this release

    • Broke:
      • hd_xhscale now renamed to hd_crosshairscale.
      • You can no longer throw down your mouse during a crouch-slide to do a roll. Instead, hold forwards or backwards and not sideways while crouched and hit jump.
      • hd_noslide can now be used to disable this. Set it to 1 to disable slides only, 2 to disable rolls only, and 3 to disable both.
      • HDMarine class name is no longer used. HDOperator is now the class name for the generic NPC who is working to secure, escape or destabilize the situation.
      • Tango is similarly replaced with HDGoon. Related actor names have Tango replaced with Goon accordingly. The translation in TRNSLATE now says Redshirt.
      • Some of the zombie generator classes plus VulcanetteGuy (now VulcanetteZombie) have been renamed to more gender-neutral terms. No DoomEdNums have been changed.
      • Some weapons may be disproportionately more powerful now that a bug has been fixed that had been keeping monsters alive much longer than they should.
      • Freedoom pistol zombie redrawn to match the latest unstable version. Get a recent build at http://freedoom.soulsphere.org/
      • 4.5.0 compatibility is no more. As it should be, but just making a note that you can upgrade now if you've been delaying for the sake of this. LZDoom 3.88 remains supported.
    • Fixed:
      • Crashes/VM aborts:
        • Null-self checks have been added after each OnHitActor and HitGeometry calls, in case mods call for the bullet to be destroyed during these.
      • Glitches:
        • Weapon collision placed the vertical detection backwards at steep angles, and aborted prematurely when they should have proceeded to the next check.
        • Player corpses' reliance on the master pointer was having odd side effects, and thus they are given their own pointer for the originating player.
        • Item overlays were being cleared when the wearer was revived in PoF mode.
        • Monsters were attacking grenades.
        • Bodydamage-inflicted death was not guaranteed when the underlying cause of damage was subject to damage resistance, with ping damage getting rounded down to zero.
        • Player extreme death would always spawn a gibbed rifleman to replace a gibbed playercorpse.
        • Upside-down view while rolling would be overridden by Immerse. An additional override has been added to counter this.
        • Hunter replacing the Slayer in D1/Phase1 is now correctly selected for loadouts that are set to start with the Slayer selected.
        • Ninja pirate and babuin were able to grapple through walls.
        • Armour was not converting damage to bashing.
        • Radsuit:
          • was converting slime damage into too much heat, effectively incapacitating the player when they should have been protected.
          • was being given twice on wear-on-pickup.
      • Annoyances:
        • Massive cleanup to the turning input.
        • Ladder sideways movement allowed player to move out of grip range while on the ladder without actually disengaging, resulting in many accidental falls.
        • You can now mantle over solid actors.
        • D.E.R.P.s no longer react to sound.
        • Monsters now target bot replacers.
        • Cyberdemon can no longer be passed through while it is staggering dead but unexploded.
        • BFG final lightning bolts were still green in Freedoom.
        • Backpack would not update while selected when you dropped an item.
        • The old NPC username generation being based on David's mighty warriors resulted in names that were needlessly gendered and potentially misinterpretable as an endorsement of the State of Israel. The base list has been replaced with fearsome critters and cryptids.
    • Added:
      • DoomEdNum 23039 for rifle goons.
      • Negative meleethreshold means the monster will try to get outside of that range before doing a ranged attack. (It may forget sometimes.)
      • Tossing items now respects pitch and velocity.
      • You can now crouch in midair. This helps you get a rolling land after a long fall.
      • Finally added Emmy's circular scopes.
      • Flame and technospider walking sounds.
      • Pistol aiming now affected by loaded rounds.
      • Punching Nazis is good.
    • Changed:
      • Fire/altfire while holding zoom in the item manager now increments/decrements the drop amount by 1.
      • hd_debug is no longer archived.
      • Massive overhaul of the monster look/chase/wander and attack decisionmaking process. Monsters should behave and move more naturally, or at least a little more analogously to the playerpawn. It's like public server PvP, but with all the misogyny, homophobia and racism replaced with inarticulate grunting!
      • Moved the rolling check to the ticker instead of move thinker.
      • All items now have a DrawHudStuff() function for things like the armour display and confirming that you have the radsuit on.
      • Changed the archvile hellfire attack again.
      • Thunder Buster rangefinder is now always on.
      • Rocket launcher zoomed view also has a rangefinder. The airburst counter is now white.
    Downloads
     
  • Stable v4.5.0d 6e93d949a1

    4.5.0d

    mc776 released this 1 year ago | 2053 commits to main since this release

    Added Emmy's polyobject busting code.

    Downloads
     
  • Stable v4.5.0c 546d66ebaf

    4.5.0c

    mc776 released this 1 year ago | 2057 commits to main since this release

    • Broke:
      • Anything relying on HDPlayerPawn.CheckStrip(). The new version uses the individual inventory actor being checked against instead of the target tier number. If you want the caller to strip down to as little as possible, refer to the caller in this parameter instead of an item.
      • Yes, this is four point five point oh see. 4.6.0 has an issue that I'm not sure how it will ultimately be resolved. So thanks to this camera issue I'm leaving us totally stuck in the retro zone. Sadface. (To clarify, it'll run just fine on 4.6.0, I just haven't fixed this bug nor taken any advantage of features not found in 4.5.0.)
    • Fixed:
      • Crashes:
        • No crashes were fixed this release that hadn't introduced after the last.
      • Glitches:
        • Backpack loadout code would ignore all subsequent items if an invalid item code was specified.
        • SMG had no option to specify an all-modes switch. It is now set to 4.
        • An unsealed, refilled mag loaded into then unloaded from a ZM66 would be counted as empty.
        • NPC marines got some much-needed maintenance.
          • Riflemen were firing even after their bursts were over and they should have been aborting their shots.
          • Similarly, riflemen's spent mag logic was not being updated correctly resulting in additional mags being dropped.
          • Voice type selection was based on the old he/she/it system and no it option allowed. A full set of sound definitions is now available for all four genders.
        • Thrown weapons did not clear their tracer, damaging a victim again even after bouncing off of only wall geometry.
        • Holding Jump while crouched caused an endless loop of rapid half-squatting instead of just standing up like in regular GZDoom.
        • Killer barrels weren't aiming vertically and didn't have a valid pain sound in Doom1.
        • Massive overhaul of the ladder system from Emmy which should take care of more hovering-player cases.
        • H.E.R.P.s weren't registering dirty mags as dirty.
        • Player can now slide (and roll) while berserk.
        • Numerous fixes to the backpack refactor.
      • Annoyances:
        • The id zombie/shotgunguy/player standing/shooting sprites are now aligned with the head.
        • Boss HUD now shows loose rounds as well as clips.
        • Medikit readings of NPCs now cap health percentages based on body damage.
        • Respawning with a weapon in hand flagged +wimpy_weapon will now cause you to immediately switch to fist.
        • Finally got weapon smoke to follow player pitch.
        • D.E.R.P. in any mode would continue shooting automatically if you shot at a valid target while remote piloting it. This behaviour is now disabled in ambush mode.
    • Added:
      • New user command netevent herp/derphack. Set up an active remote connection by deploying your own *ERP robot and bring up the control interface. (If you're doing this with HERPs the selected HERP must be shut off.) Get within range of the target robot(s) and type the relevant herp/derp command into the console. After a few tries you should be able to connect to and control the captured device.
      • New user cvar hd_monstervoicepitch (true): This enables the individualized vocal pitches for the monsters; set to false to play all monster sounds consistently.
      • New user commands hd_rollforward and hd_rollbackward (or give forwardroll <number>) for rolling.
      • New incapacitation ability: if you're facing a wall, object or teammate high enough to climb and lean on, you can get back up even if you're ostensibly incapacitated.
      • New falling damage ability: if your horizontal movement is sufficient on impact, you will mitigate your fall damage by rolling forwards.
        • You can roll voluntarily as well, by using the above commands or by looking down and moving your view downwards just as you start doing a crouch-dive forwards (or looking up/moving upwards/diving backwards - either way, look, then move the mouse and hit the crouch button at the same time).
      • Some very limited walljumping, mostly to let you kick off a wall you're falling off the side of in order to do a roll.
      • Spiritual armour now causes damage inflictors to bleed.
      • If you overload a backpack in your loadout, the excess items will begin spilling out when you open it.
      • New penetration effects for the H.E.A.T. rocket.
      • Lumberjack now displays a bar showing the integrity of any destructible wall geometry you're attacking.
      • New sound definition for dropping a blursphere.
      • Individually varied voice pitches for some monsters.
    • Changed:
      • You can now put on a radsuit despite full pockets, just like armour. (NB: if you want to try this out, please keep in mind IDFA and "give ammo" also give you the backpack which will get in the way.)
      • Skill levels no longer affect encumbrance.
      • Fire duration once set is also no longer affected, but the lowest skill setting still doubles your cooldown rate.
      • Modularized the armour system. Now you can create custom armours with unique ways of handling damage!
        • The consequential changes needed to get shields working under this new system have resulted in a significant rebalancing (read: unbalancing). No guarantee that anything's good or bad.
      • Modularized the wearable item layer system. This should have no perceptible difference outside of modding.
      • Modularized the item overlay system. Again, this should have no perceptible difference outside of modding.
      • Added a BeforePockets virtual to HDPickup which happens just before you are about to put an item in your backpack or inventory. If it returns true, the pocketing/backpacking part of the pickup is aborted. This replaces the hard-coded behaviour of putting on the armour and radsuit.
      • Backpack interface item icons now use the inventory actor's scale property.
      • Created generic method of alerting while chasing. It can be enabled with the +HDMMOBBASE.CHASEALERT flag. It is skipped when there are 1024 or more monsters on the map.
      • "Jointlock" damage type can now be used to bypass shields and armour.
      • Narrowed the headshot part of the humanoid hitbox slightly.
      • Some aesthetic changes to the blursphere.
      • The mortal remains of François Alcasan, copied in quadriplicate, are now the thing you shoot to get out of Doom2 Map32.
    Downloads
     
  • Stable v4.5.0b 29bbdac7d7

    4.5.0b

    mc776 released this 2 years ago | 2472 commits to main since this release

    • Broke:
      • Going forward all code is GPL, in order to comply with the terms of GZDoom's own ZScript on which a lot of HD stuff is based. Everything else, including all documentation that's meant to be read by players who have no intention of modding, is as before.
      • HDPickup.ActualPickup() now has a "silent" parameter that will need to be added in overrides.
      • Shields are redone. Instead of a "shields" stat everything uses an "HDMagicShield" item.
    • Fixed:
      • Crashes:
        • Rare null pointer in blursphere levelup where a victim could be destroyed and then selected again for additional damage.
      • Glitches:
        • HDWeapon DisplayAmount() needed to use the actualamount variable rather than the literal amount which should always be 1.
        • Many items were still not triggering specials on pickup. All inventory/HDUPK special triggering is now consolidated under the grabber function.
        • The stuck-wander safeguard now temporarily also gives the actor +float so that a non-flyer can unstick itself even if it's not on the ground.
        • GrabThinker did not properly check for HDUPKs when checking for the +ALWAYSPICKUP flag.
        • Calling GrabThinker.Grab() on a key directly would destroy it.
        • Bullets in the sky ignored terminal velocity.
        • Various monsters would not check for body damage on raise. This check is now centralized in HDMobBase rather than requiring each monster raise state to do it explicitly.
        • Monsters destroyed by telefrag now receive an appropriate amount of body damage.
        • Bullet "realpos" variable was being changed during trajectory calculations without a corresponding update to the literal real position, causing collision check failures at certain angles after passing too many lines.
        • Slayer alt reload didn't work if the gun had been manually unloaded and not reloaded since.
        • Trilobite balls were zapping anything within XY range without regard for height.
      • Annoyances:
        • Injectors were showing both internal actor name and tag in their help text.
    • Added:
      • Host-only hd_resetlives command to reset all death counts.
      • loadoutconfigure() virtual for HDPickup analogous to weapons. Currently unused by anything in vanilla HD.
    • Changed:
      • Added Accensus' backpack refactor.
      • Refactor of the entire shield system to be an inventory item, like heat, rather than a property of HDMobBase.
      • Elimination mode now allows lives limits above 99. This brings the actual game into harmony with the manual which has always just said "fraglimit less 100".
      • Persistent lives count now resets when you change the fraglimit.
      • Armour carry limit now subject to encumbrance multiplier.
    Downloads