Rejoice multiplayer gamers, for Zandronum compatibility has returned! Several other bug fixes have been added, but this is one of the big ones. Unfortunately, there are drawbacks for Zandronum users, which is explained in the changelog below:
v15a:
- reduced range of bloodsplashing
- changed shotgun ADS to one that looks better. Created by Lord Lothar. (Will probably change this in the future)
v15:
- blood splashing on the screen now does not hurt player (finally!). It is because of this that the screen can now turn red exactly as it did in BDv21, without it turning red for too long. This is the same with both green and blue blood as well
- added more bloodsplash for curbstomping zombieman
- added more bloodsplash for some dead zombieman states
- added more bloodsplash to DeadRippedOffMarine and DeadRippedOffMarineRight
- turning screen effects off will now also turn off blue blood splashing and green blood splashing, as well as blood from curbstomps (fatalities may have some blood splashing). Blood speckles will also be gone as well
- turning screen effects off will also turn off scratches and cracks from imps, explosions, e.t.c
- after curbstomping a zombieman, the corpse will no longer jump away
- fixed bug where when destroying a dead shotgun sergeant without a leg, the dead shotgun sergeant without both legs does not spawn
- fixed bug where dying zombieman without a leg wouldn't walk
around until you touched it
- fixed bug where running out of ammo for the unmaker and it switches to another weapon while firing, the unmaker firing sound effect continues to play
- Zandronum compatible addon works once again (but you cannot see your weapon while kicking, and classic weapon switching is back to default speed. This was done for compatability reasons)
- brought back enemy scouter (off by default)
- added an HD fonts addon
Cover art by Frinfrosk
feature request: ability to instantly stop reloading of the pump shotgun via actions like firing the shotgun or weapon switching
player is just a sitting duck when performing a full reload with enemies suddenly spawned around
Well, you can already do that by firing, but switching is something ill have to add in. Ill do it
Thanks for the mod. It is nice to be able to use the classic chainsaw again. I noticed a few things:
1. A small bug where if in pistol start and picking up the rifle you have to reload the rifle for first use.
2. I am just wondering if it is intended for the grenades to be so powerful and have quite a large blast radius.
3. When using the chaingun alternate fire your aim will move up only on the y axis. It is possible to add x and y movement so the aim movement looks scattered.
4. Just checking if it is intended for the rocket launcher to use the BD21 zoom and infrared vision.
5. just checking again if it is intended for the railgun and grenade launcher replacement drops to still be present in the mod.
1. I'll get right on it
2. I did not change the grenades from BDv21.
3. It is possible, but People seem to really hate it. I suppose I could make it move a little.
4. It is intended.
5. it is intended.
If you like BDv21 and the classic chainsaw, check out this mod that I created for BDv21: Moddb.com
Thanks. It has been a while since I last played BD21. I've forgotten how powered the grenades are.
Noticed bugs related to fatality:
when player gets the "demon strength" pickup from enemies and switch to fist to attack enemies to perform fatality, doomguy may end up getting stuck.
Sometimes player can simply jump around to trigger the fatality to be re-performed again (yeah, the dead enemy simply rise from the corpse to be killed via fatality again...) and get away from the stuck.
Most of the time though, player will remain in third person view with invincible status forever, while jumping around just trigger the fatality again, with the demon corpse still "stick" to doomguy's feet, causing the stuck.
This happens on performing fatality on Revenant & the Pinky demon.
I'll take a look