====================================================== v2.4.0b - "The Great Smoothening" - 1/28/22 ====================================================== - Demons - * General * Rebalanced some Doom 2 enemy health values (inspired by Noiser's 'DOOM 2 for DOOM 1') * Fixed issue with monster replacement that caused death specials to not work. (i.e. MAP07, E1M8, E2M8, etc.) * Fixed former humans not dropping soul ammo. (you'd think I would've noticed that the first time around ...) * Fixed the following enemies not properly replacing their stock counterparts: ~ Cacodemon ~ Former Commando ~ Archvile * Fixed scripted spawner doing things multiple times where it shouldn't have been * New Demon: The Gargoyle - These floating fellas frantically flap their wings through the air, firing a spread of ferocious fireballs. * Former Lieutenant - Fixed spawn logic bein a wee bit funky and potentially non-functional - Weapons - * General - Rewrote casing code to be a bit more flexible. - Added new smooth animations for all weapons, with a setting to disable them and go back to vanilla-style animations. - Fixed clip pickups not playing proper sound - Backpacks no longer give souls (but will still increase your soul storage capacity) * Chainsaw - Added new frames from the Press Release Beta. * Rifle - Fixed missing arm sprites for John. - Fixed bayonet letting blood from things that do not usually have blood. - Remade flash sprite. - Added thrusting sound. - Increased Lorelei's accuracy when using the rifle. - Adjusted Lorelei's firing speed. - Increased accuracy for Lorelei. * Shotgun - Remade flash sprite. * Super Shotgun - Updated sprites. - Remade flash sprite. - Decreased accuracy for Thi and Lorelei. * Machine Gun - Remade flash sprites. - Improved accuracy for Thi. * Chaingun - New sprites that match the bolted design from the Press Release Beta muzzleflashes. - Decreased accuracy for everyone except Dimitri. * Rocket Launcher - Adjusted timing to resemble the Press Release Beta. * Plasma Rifle - New(?) sprites from the Press Release Beta. - Remade flash sprites. * BFG 2704 - Firing animation will now stop if ammo runs out. - Moved to slot 6 * Dark Claw - Updated sprites. - Moved to slot 7 * Unmaker - Updated design. - Updated projectiles. - Moved to slot 7 - Powerups - * Megasphere - Fixed armor gained from the Megasphere appearing weird in the helmet HUD. * Invulnerability Sphere - Adjusted offsets to be more like the Soul Sphere. * Shields - Updated pickup sprites for all shields. - Recolored visual effects to match the color of each shield. - Typing 'give shields' into the console will give you every shield. (THAT IS CHEATING!!!!!) - Typing 'give all' in console will also give you every shield. (THAT IS ALSO CHEATING!!!!!) * Light Amp Goggles - Changed behavior to slightly increase the user's light level instead of using dynamic lights. Unique and innovative! Uncharted territory! - HUDs - * General - Refined shield icons. - Remade weapon icons. - Fixed aspect ratio detection stuff being stank as hell and inconsistent - Updated automap to use the same code as the minimap. * Helmet - Reworked weapon list into an ammo list with visible slot numbers. - Optimized automap code. - Locked doors and switches will display their color in the automap (based on Codename: Demolitionist's minimap stuff) - Reorganized bottom bar information. * Status Bar - Added more seperators to organize specific elements better. - Souls are now listed with the rest of the ammo types. - Misc. - * Menus - Brand new character portraits for the character select screen! - Menus now have a cool fading transition, similar to the transitions of Wolfenstein 3D. - Added some nifty icons for the quit messages, kinda like Rise of the Triad! - Known Issues - - Not every quit message has an icon yet. - Help menu isn't quite up to speed on the additions/changes. - added bubbies mode ================================================== ==== 2.3.0 - 2/22/2020 ================================================== - Major Changes - * The mod now starts up properly again! Again! * Fixed the HUD type setting not properly saving between launches. * Weapon spawns will now check for all players having a weapon instead of just one. - Characters - * Dimitri - Lowered view height a bit to match his listed height. I was pretty spot on with the other fellas, though! - Demons - * General - Much like MetaDoom, the monster replacement system has been rewritten to support mapsets that use DEHACKED. As a result, Doom Delta now supports Nihility better! * Former Human - Added 'Random' setting to appearance options. - Fixed helmet disappearing after being resurrected if the Helmet option was enabled. * The Blob - Rebuilt to use decals instead of models to restore compatibility with the software renderer. - Weapons - * Rifle - Buffed firing speed. - Remade sprites. - Merged with Bayonet. * Plasma Rifle - Switched around plasma balls so that they correspond with the correct muzzleflash. - Changed firing sound. * Dark Claw - Changed projectiles from smoke balls to blue clouds of demon magic. - Changed projectile spread. - Known Issues - * Dolls are currently dummied out, waiting for a small rework. * New Bayonet sprites don't have proper arms for John. * Most weapons don't have their DAM + RPS properly logged to the Helmet HUD yet. * Some weird random pixels remain on the bayonet sprites. ================================================== ==== 2.2.1 - 2/22/2020 ================================================== Fixes: - The game should no longer crash trying to spawn souls from a player in multiplayer - Made a lot of the weapon functions into action functions so that the game would start again - Fixed wrong version number on main menu ================================================== ==== 2.2 - 12/9/2019 ================================================== QoL Changes: - Added support for a new optional lump called NODELTA. * If a WAD or PK3 with a lump named NODELTA is loaded, Doom Delta's map modifiers will be disabled, including but not limited to: - Doom Delta's custom skies - Shield pickups spawning near certain items - The Blob spawning near certain actors * If you are making a custom mapset for Doom Delta, just plop a lump named NODELTA into your PK3 (or WAD!) - Added the DELTSOUL lump. * Monster pack authors can include this lump to allow certain monsters to spawn souls. * Each monster must be on their own seperate line, listed by their actor name (i.e. DoomImp). - Added shield support for Rampancy's damagetypes - Added fallback for levelnum (should fix compatibility with WadSmoosh and Compendium) - Doom 1 levels in WadSmoosh won't play as expected, but will work a little better with the spawning systems Characters: - Universal * Disabled blood puffs spawning if damage was 0 - Lorelei * Changed base speed to 115% of default. * Reset all firing speeds to default. * Increased firing speed for the Rifle. * Decreased firing speed for the Bayonet. * Decreased firing speed for the Chainsaw. - John * Increased firing speed and accuracy for the Shotgun and the Super Shotgun. * Decreased firing speed for the Rocket Launcher. - Dimitri * Changed base speed to 90% of default. * Increased firing speed for the Shotgun and the Super Shotgun. * Dimitri's sprint acts the same and everyone else's sprint again. Again. - Thi * Changed base speed to 130% of default. * Increased accuracy for the Machine Gun. * Increased firing speed and damage for the Bayonet. Weapons: - General * Updated weapon bob to match Doom 0.3 a litte more. * Casings now use the net arbitrator's CVars to prevent potential desyncs online. - Rifle * Base firing speed is now 2 tics faster. * Updated muzzleflash. - Shotgun * Added slight kickback to sprite animation - Super Shotgun * Added slight kickback to sprite animation - Chaingun * Third-person firing animation should be correct now. - Dark Claw * Damaged boosted from 5-25 to 5-30 - Unmaker * Damaged boosted from 5-25 to 10-35 Demons: - New Demon: The Blob * These are Lost Souls that hide inside walls. Once the player gets close enough and is in its line of sight, it'll burst out! - Imp * Changed damage type of projectile to 'Fire' - Cacodemon * Changed damage type of projectile to 'Plasma' - Baron of Hell * Changed damage type of projectile to 'Plasma' - Revenant * Changed damage type of projectile to 'Explosive' * Removed translucency on projectile - Mancubus * Changed damage type of projectile to 'Fire' * Removed translucency on projectile - Arachnotron * Changed damage type of projectile to 'Plasma' * Removed translucency on projectile - Arch-vile * Changed damage type of direct damage in flame attack to 'Fire' Items: - Armor bonuses will properly print their pickup text to the screen now. - Added Demon Armor! * Protects from 80% of incoming damage, lasts longer than normal armor, very rare - Added Shields! * These devices will protect from specific types of damage until they run out of batteries * Comes in 4 flavors; Heat, Gunfire, Melee, and Energy! - Keys * Keys will now be picked up for all players in multiplayer. - Chaos Field * Changed colors from blue to red. - Souls * Updated sprites with new ones * Should now spawn in multiplayer Menus: - Fixed the game taking a shit when you press right on a submenu option - Overhauled help menu to make it easier to navigate, and to include more detailed information HUD: - Universal - HUD type is now a user cvar, which allows players to have a different HUD selected in multiplayer. - Rewrote pickup message stuff to make use of ProcessNotify - Helmet HUD * Modified view margin so that the view is more centered. * Modified weapon offset to fit new view margin better. * Disabled other players on the minimap in deathmatch. * Redid pickup log to use full pickup messages (and chat!) * Moved pickup log to left side of screen. * Replaced old pickup log with information on your shield. Misc. Changes: - Retro Scaling will no longer crash when using the Vulkan renderer. - Retro Scaling now scales more accurately with other aspect ratios. - Added null check for death event when spawning souls. - Updated CREDITS.txt to be easier to read and navigate - Added new cheat ================================================== ==== 2.1 - 6/11/2019 ================================================== Major Changes: - The mod now starts up properly again! - Fixed script warnings on startup - Eviternity replaces the beta plasma balls with a monster, which caused a bunch of issues, such as making some maps end earlier than intended. In an effort to solve this, the plasma balls have been redone to no longer inherit from the beta plasma ball class. Characters: - Thi * Changed attack Z offset to match viewheight better. * Thi can now dodge projectiles easier. - Dimitri * Changed attack Z offset to match viewheight better. * Increased mass. * Messed with movespeed some more. Dimitri will now have a second-long speed burst that should be faster than the others, but will decay to a slower run speed. Give him a second to rest, and he'll be ready again. - Lorelei * Updated portrait Weapons: - General * Bullets now have a fleshy impact sound (that's for me.) * Maximum souls increased to 30 * Rewrote weapon offset stuff * Changed bob animation - Shotgun * Added recoil to firing animation * Changed flash animation - Super Shotgun * Added recoil to firing animation * Modified casings * Changed flash animation - Dark Claw * Damage buffed to 5-25 per hit * Added +FORCEPAIN on projectiles - Unmaker * Damage buffed to 5-25 per hit * Removed +SCREENSEEKER Demons: - Wolfenstein Guard * Added an option to disable the spawning of the Wolfenstein Guard, which allows for mapsets that modify the SS with DEHACKED to work properly. Menus: - Some settings now say if they're the default setting. - Fixed quit menu being broken when using the mouse - Menu code has been touched up a lot and improved a bit - Updated enemy options menu to look a little cleaner HUD: - Helmet HUD * Moved minimap code from an event handler to the HUD itself * Reduced CVar retrieval calls Misc. Changes: - Added Retro Scaling mode * This mode is meant to emulate the 320x200 scaling mode that used to be present in GZDoom. Try it out and let me know what you think! ================================================== ==== 2.0 - 9/15/2018 ================================================== 2.0 brings a lot of improvements and features to Doom Delta! Thanks to the power of ZScript, stuff like performance and flow issues have been resolved. Hacky code has been altered in favor of smoother feature implementations. Character Changes: - General * All classes have been converted to ZDoom's class system. * Characters are now selected before you enter the game, rather than in-game. * Character bios now include a blurb detailing their abilities. * All characters now have unique sprites! - Lorelei * Sprint speed slightly higher. * Firing speeds were rebalanced. - John * John's arm sprites are now properly colored. * Sprint speed slightly lower. - Dimitri * Increased durability against splash damage. * Shots are now less accurate. - Thi * Shots are now more accurate. - Doom Marine * Implementation improved across the board. Weapon Changes: - General * Weapons now properly activate their specials on pickup, improving compatibility with maps that use them. * Bullet puffs are no longer translucent to better match the style of the mod. * The casings system has been implemented directly into the weapons, making them more flexible to work with. * Casings will now be affected by the player swinging left to right. - Bayonet * Added unique inventory icon. - Rifle * Slightly more accurate * Fixed colors being different from the bayonet. - Super Shotgun * Fixed firing speed not matching that of the retail SSG * Now affected by the casings setting! - Added the Machine Gun! * Functions identically to the retail chaingun, speaking of which... - Chaingun * Starts off slow, but as you keep firing, it will speed up. * Fires out two bullets at once instead of one. * Damage increases with speed. - Rocket Launcher * Explosions are no longer translucent to better match the style of the mod. - BFG 2704 * Fixed the helmet HUD referring to it as the BFG 9000 (weapon tag was being defined twice!) * Buffed damage against non-boss enemies - Dark Claw * Updated sprites. * Shots now use up two souls. * Max souls carried changed to 16/28 (from 400/400.) * Minimal damage against humans, decreased damage against bosses. - Unmaker * Updated sprites. * Shots now use up four souls. * Max souls carried changed to 16/28 (from 400/400.) * Minimal damage against humans, decreased damage against bosses. Demon Changes: - Score rewards are now universal, allowing custom monsters to reward points. - Added the Former Lieutenant! * Will appear in place of Chaingunners at first, but will become progressively less frequent. * Drops a machine gun when killed. - Fixed the Former Human's firing sprite not being fullbright. - Changed Baron/Hell Knight's blood color to a darker green than before. Item Changes: - Added dolls! * Dolls will appear in supported levels. Collect them all! * Pick them up, and they will reward you with plenty of points. - Souls * Souls are now physical pickups, rather than automatically transfering from the enemy to you. - Chaos Field * Implementation was rewritten in ZScript. * Monsters caught in the field will seek out a friend to infight with. * 'Chaotic' monsters now have a visual indicator of their status. - Fixed score bonuses being too small to be picked up. Menu Changes: - New title screen! - 99% of menus now have a cool space background. - The Delta Options menu has been upgraded to include detailed descriptions of what each setting changes. - Added in-game credits (as well as CREDITS lump) - New help menu! * Provides a quick rundown of Doom Delta's weapons and pickups, along with information on the mod itself. HUD Changes: - The existing HUDs have been updated to use ZScript! - Pickup messages have been implemented! * In the helmet HUD, pickups print their names to the right of the key icons. * In the other HUDs, more traditional pickup messages are printed in the top-left. * Pickup messages have been rewritten to match the style of the beta messages. - "Picked up a stimpack." > "You pick up a stimpack." - "Picked up a red keycard." > "You pick up a red keycard." - Ammo pickup messages stay the same. - Helmet HUD * The minimap now has a much smaller impact on performance than before. * Linedefs without a back sector are drawn brighter on the minimap than linedefs with back sectors. (i.e. lifts will have darker lines) * Linedefs deliberately hidden by mappers and linedefs not yet 'discovered' on the automap will no longer be visible. * The minimap is now multiplayer ready, functioning properly and showing other players as green dots. * Added 16:10 support. - Status Bar HUD * Detached from fullscreen HUD, now available as its own HUD. - Added the status bar from the Doom 0.5 alpha. * A timer can be seen on the HUD showing how long you've been on a map, useful for those eternal switch hunts. - The default ZDoom fullscreen HUD is now available for use as a result of the ZScript implementation. - The intermission has been updated to use a ZScript implementation. * Score tally now appears alongside the other tallies. * Intermission now appears in 320x200 stretched to 4:3. Old-school gamers rise up Misc Changes: - Score is now modified by the difficulty setting. The higher you go, the more score you get! - The alpha skies can now be switched on and off for mapsets that supply new ones. - Hell lightning was reimplemented in ZScript, now only lighting up sectors exposed to the sky. - The Anti-BD/Anti-HDoom script was disabled due to it maliciously crashing the engine, and also due to my views on that kind of thing changing. However, they seem to crash with the mod anyway due to a few missing null checks. Whoops! - Tom is King