v1.1.1 is a minor update to the previous update from last week, improving on what's already been established, as well as a sneak peek at what's to be coming in the future.
This is the main file for GamingMarine in Doom. Written below is the changelog for this release.
NOTE: Please view the readme file included in the zip for instructions, Q&A, and notes.
CHANGELOG:
=Gameplay=
-An options menu is now present! It's rather barebones as of right now, with just one option tailored specifically to the mod, but the skeletal work is in place.
-The GMBot now shoots Rev-X bolts instead of bullets for its primary attack, making it WAY less infuriating to fight against.
=Graphics=
-Fixed a gap in the gloves on the Bare Hands and Rev-X sprites.
-Added a HUD animation for getting gibbed (I was originally going to make this exclusive to the upcoming level pack, but I have decided against that).
-Fixed some missing bits on the Blaster Soldier's brightmaps.
=Audio=
-Switches have been given a complete do-over. They're now more varied, more consistent, and more fitting in some cases (i.e. the eye switch).
-New sounds have been added for Mancubus and Advanced Hellhound fireballs.
-A new sound effect was added for the Arch-Vile replacement reviving an enemy.
-Some more enemy sounds were re-converted to improve their encoding. Now all enemies should be fully audible in Zandronum.
=Code=
-The automap-specific HUD has been removed from the mod. This should fix the issue of ammo counters turning yellow and the duplicate K/I/S counter.
-The GMID HUD is now available for users who have their screen size set to 11.
-Decreased the intensity of Quad Damage flashes, so you can actually see what you're shooting at when the powerup is active.
What we've all been waiting for.
finally
He fixed the bullet casings!!! Woooooo!
This comment is currently awaiting admin approval, join now to view.
Make it so you can kill furrys