Zagemod v1.3.4 Changelog -- General Changes -- * Set FLOORCLIP flag on RPG. * Unmaker lasers now inherit from FastProjectile. * Unmaker laser trail behavior more closely mimics the behavior in Doom 64. * Tightened Unmaker spread. * Set a proper MissileType for Nailgun projectiles. * Set a proper MissileType for Lava Nails. * Changed the tagline for the BFG2704. * Renamed lt_enable CVAR to gp_loot. * Renamed cs_enable CVAR to gp_ammo. * Renamed bexp_enable CVAR to gp_bexp. * Renamed fs_enable CVAR to fx_step. * Renamed sl_enable CVAR to fx_lowhp_sg. * Disabled READ THIS! menu when running Ultimate Doom. Come on. The game's been out since 1993. I think we know how it works. * Mjolnir now discharges when using primary fire underwater. * Set a proper MissileType for Shotgun Slugs. * Split Combat Shotgun behavior into two weapons: Combat Shotgun (SlayerGuy) and Breach Shotgun (MarineGuy). * Gave Combat Shotgun a new cocking sound. * Halved damage of EMG pistol while firing with a partial charge. It was doing *WAY* too much damage. * Replaced sprites for the Pulse Rifle. (Credit: zrrion the insect) * Changed Pulse Rifle's altfire sound. * Arc Cannon now plays its up sound when ready to fire. * Improved Gauss Cannon ammo depleted sprite. * Changed fire sound for Plasma Bolter. * Changed MarineGuy's fire sound on the ending cast call screen. * Updated Gunnery Sergeant's sprites. * Powerups now play their wear-off sounds three seconds before wearing off. (Coding: XTerra, ThatBlindGuy) * Unloaded HUDAMMO ACS module from memory. (NC HUD handles this anyway, no need to keep track of ammo twice.) * Standard Trooper with a rifle is back. * Painsaw no longer plays its up sound when throwing grenades or hitting the Melee key. * Removed ten corpses from Dead Sergeant. They were all just recolors of the same thing. * Moved ShotgunSpawner and ChaingunSpawner to Filter folder. * Armor Bonuses are capped at 199 while wearing green Armor. * Glass shards from destroyable lamps now lay around for ten seconds before disappearing. * Glass shards from destroyable lamps now bounce half as much. * Removed explosive death filters from all player classes. They didn't work anyway. * Set NoDamageThrust flag for poison gas. * Removed Explosive damage type from all direct-hit projectiles. * Added Explosive damage type to A_Explode calls for future implementation. I may or may not get to this. Haven't decided. * Incendiary Launcher has been renamed to Hellfire Launcher. * Updated fist sprites. (Credit: TheAdamantArchvile) * Increased kickback for quick melee by 4x. * Changed idle sounds for barrels. -- Additions -- * Added new lighting definitions for the Railgun. * Added new option that disables Railgun lighting. * Added new alerts to notify the player of achieving 100% kills, items, or secrets. * Added new option that disables map stat reporting. * Added new option that toggles bonuses counting as items. Also affects whether or not they are always picked up. * Implemented the NC HUD into Zagemod. Replaces old HUD. * New weapon: Breach Shotgun! Security-issue shotgun with a shortened barrel specifically for breaching doors in Mars City. Comes with armor piercing slugs. For MarineGuy. (Sprites: TorridGristle, Eriance) * Added new option that disables zombie randomization (only classic zombies). * Added new sounds for slug impacts (world). * Added idle sounds to the following weapons: - Pulse Rifle - BFG9000 - Added idle sound to Railgun - Arc Cannon - Plasma Bolter - S3 Plasma Rifle - Plasma Rifle - Plasma Prototype - BFG2704 - BFG10K - XBFG - Plasma Rifle Mk4 - Gauss Cannon - BFG-2016 * Added some new quit messages, with addon recommendations. * Added two new Imp variants. (Sprites: Vader, ItsNatureToDie) * Added new CVAR to toggles Imp variation spawns. * Added new Pinky variants. (Sprites: IMX, HorrorMovieGuy) * Added new CVAR to control Pinky variation spawns. * Added new Spectre variant. (Sprites: HorrorMovieGuy) * Added new Trooper variant, the Lance Corporal. Rapid Fire Trooper behavior. (Sprites: Marty Kirra; Sounds: Marty Kirra, Blue Vertigo) * Added new Sergeant variant. (Sprites: Taggart) * Added spawner to replace stealth Sergeants. * Added Staff Sergeant (Rifle Trooper) to stealth Sergeant spawner. * Added Gunnery Sergeant (SSG Zombie) to stealth Sergeant spawner. * Added two new Trooper corpses. * Added eight new Demon corpses. * Added Sergeant Major to stealth Sergeant spawner. * New Weapon: Accelerator Rifle! Man-portable particle accelerator, converted into a rifle by HikariTek. This'll liquify a few things. For ZoraGal. * Added option that allows SSG to spawn in Ultimate Doom. Disabled by default. * Added option to disable decorative sound loops. * Added new player class selection menu, with custom player portraits. (Code: Kinsie; Graphics: Kinsie, TheDOOMGuy, Derrick Drysdale) * Added option to force vanilla damage fomulas. Disabled by default. -- Bug Fixes -- * Changed keycards and skullkeys back to Keys instead of CustomInventory. * Fixed Berserk timer not resetting when picking up a second Berserk pack. * Added minimum rip level to Baron of Hell. * Added TIF_NOTAKEINFINTE flag to all A_TakeInventory calls relating to ammo consumption. * Fixed Pulse Rifle going fullbright in some circumstances. * Fixed Thunderbolt negating damage amplification sounds. * Fixed muzzle flash on S3 Plasma Rifle's altfire. * Fixed some gibs attempting to display nonexistent frames upon stopping. * Fixed QuakeGuy death animation. * Correctly assigned Scattergun to do Buckshot damage. * Correctly assigned Riot Shotgun's altfire to do Buckshot damage.