The third update has arrived. A few good major changes are present in this version such as the addition of reverb effects (can be disabled) as well as a bunch of tiny tweaks and improvements. Version 1.3 contains all the fixes from 1.1 and 1.2, so please do not use either of them any more.
CHANGELOG:
Version 1.3 (5/22/17) [current]
GENERAL:
- Externalized music into LANGUAGE strings so individual maps can have their music changed independently, this means that any music packs will need to have new names to reflect the new MIDI names in the main WAD
- Added an option to always or never show map names upon map load (option in Doom 64 Features Menu)
- Added TEXTCOLO lump to fix wrong red colors from BIGFONT generated text (ZDoom menu titles, HUD, etc.)
- Added standard player death sound replacement for the higher pitched and rarer death sound (DSPDIEHI)
- Fixed incorrect Doom II gib sprites if player was gibbed by being crushed
- Player gravity increased from 0.6 to 0.7 to feel closer to Doom 64's gravity
- Player speeds increased from 0.65 (walking) and 0.85 (running) to 0.7 (walking) and 0.9 (running)
- Armor HUD label position in standard Doom 64 HUD adjusted to be more centered above armor value
- Map arrow for player in automap is now a triangle instead of the normal classic Doom arrow
- Radiation shielding suit now counts as an item towards item percentage
- Barrel explosion sprites with the barrel are no longer fullbright
- Barrel explosion radius increased from 128 to 136 (16 more to total diameter)
- Rocket explosion radius increased from 128 to 136 (16 more to total diameter)
- Fixed an issue where hitscan enemies would not have dynamic lights when firing
- Adjusted the dynamic light behavior of weapon firing to look better and flicker more
- Adjusted dynamic lights of Demon Keys so the light comes from the center of the sprite and adjusted the pulse interval and sizes so that they better match with the size and animation of the sprites
- Rocket dynamic lights are now red to match the rocket projectile and Rocket Launcher flash as well as being adjusted to appear to come from the back end of the rocket sprite
- Chainsaw will now auto switch when picked up if the player has switch on pickup turned on
- Increased radius of Hell Knight and Baron of Hell from 24 to 26
- Hell Knight and Baron of Hell will now infight with each other
- Chaingun will now only play the fire sound once if there isn't enough ammo to fire two bullets
- Adjusted the attenuation of the BFG projectile explosion so it can be heard from farther away
- Unmaker will now switch away automatically if you reach 0 ammo and don't hold the fire button
- Adjusted gravity of extra blood so it doesn't instantly fall to the floor
- Adjusted offsets for teleport fog to be a bit higher off the ground
- Adjusted offsets for Pain Elemental death animation to look more fluid
MAPS:
- The Story so Far: Fixed a minor issue which could cause the music to play for one tic if the always skip intro CVAR was enabled and sound backend was set to OpenAL
- Finale Text Screen: Adjusted timings so THE END line appears after a longer delay like the original
- MAP04 Holding Area: First Hell Knight in hallways will now spawn when taking platform Chaingun outside
- MAP04 Holding Area: Fixed an issue where it was possible to break the switch sequence if fast enough
- MAP04 Holding Area: Improved code for solving puzzle, switches now behave like the original
- MAP07 Research Lab: Stimpacks in slime tunnel moved onto side edges as to not be in the nukage
- MAP14 Eye of the Storm: Lightning and thunder effect is now less aggressive like the others
- MAP17 Watch Your Step: Sergeants in the elevator hallway will now fade in instead of teleport
- MAP22 Burnt Offerings: Adjusted the timings of the Soulsphere secret to be closer to the original
- MAP22 Burnt Offerings: Recoded and fixed the Hell Knight pillar room to behave like the original
- MAP22 Burnt Offerings: Improved coop compatibility of the red key wall trap and fixed an issue which could cause the red key wall trap walls to sink into the floor or stay lowered, will now kill anything in the way
- MAP24 No Escape: Opening the doors at the start will no longer be extremely loud
- MAP24 No Escape: Mancubi will now fade in after taking Soulsphere instead of teleport
- MAP28 The Absolution: Mother Demon will now fade in when starting the final fight instead of teleport
- MAP29 Outpost Omega: Added switch height check flag to switch beside green armor (can still item grab though)
- MAP30 The Lair: Fixed an issue where the player could get stuck under the two side switches that lower outside
- MAP31 In the Void: Fixed a sightline where the map geometry could start to disappear on the way to blue key
- MAP34 Test Facility: Hologram Zombiemen in weapon range will now appear when spawning instead of teleport
- MAP34 Test Facility: Added glass ceiling windows to the props room above torches
- MAP34 Test Facility: You will now always get 100% on all stats when exiting the map
- Textures in various areas of various maps cleaned up and properly aligned
- Code for fading in things removed from all individual maps (sans MAP34) and made into a universal library
- All maps now utilize reverbs and can be disabled through the features menu (mid-map changes require game restart)
- All map exits now freeze the game world when the screen blends like the original
- Removed useless empty DIALOGUE lumps from each group of map lumps
It won't let me download it
I've had the same problem, but I've tried other mirrors and it worked out
YES! Love me some reverb effects.
AWWWWWWWWWWWWWWWWWWESOMMMMMMMMMME DOWNLOADING NOW!!!!!! thank you for the update!
Does anybody know if it's possible to use saves from earlier versions in newer versions? I don't much feel like losing all my progress...
Any time a level is changed at all, the save becomes incompatible unfortunately. You will lose progress, but it's easy to get back using console commands. If you were on Watch Me Die and you had all weapons, 40 shells, 250 ammo, and two Unmaker upgrades, you could do "give weapons", "give shell 40", "give clip 250", "give UnmakerUpgrade1" and "give UnmakerUpgrade2" to get it all back.
And. ...ehm it works with my port in android which is Doom touch ..I only ask for that cause it's pain to download a 100+ mb file into a low storage space phone... Liked this mod so much :p
Yep, one reason I went with the MIDI versions of the music, saves on about 80 MB just for music.
Yeah I'll check it out :D
Damn.... I tried it with BDmonstersv20fix.pk3 and it works,mostly the weapons only ! Thanks m8.
(I should've known goddamnit):D
Is it possible to install the soundfont if im on Doom Touch?
I don't think it's possible on Doom Touch, since it requires the DLL beside the executable and DLLs are a Windows thing.
The OGG pack will work however.
Amazing mod
I downloaded and it worked
I hope it works lol.
I had played Brutal Doom 64 but since I discovered this, I rather like this one better!
I dunno bout you guys but the download worked fine for me.
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