A high octane FPS cavalcade for the distinguished gamer. Doombringer is a first person action game predominantly inspired by old school shooters like Quake 1, Quake 3 and Doom.
While the new 0.19 version is bringing a fair bit of polish, with previously missing features such as follow killer and powerup for spectators and callvote kick for the odd time someone needs to be shown the door. The main new features to look out for is how the game changed how to deal with first spawn and respawning players in general as well as a few new powerups, to give a bit of color to deathmatch in general.
New in v0.19 2017-11-04
Batch files: Added command line options to batch files for sdl version.
Batch files: Improved batch files slightly.
Batch files: Added Linux dedicated server shell script file.
Game: Added follow killer to spectators.
Game: Added follow powerup to spectators.
Game: TDM, fixed issue with teamscores being sent wrong to the clients when they were outside the range of a bit.
Game: Fixed bug where after a duel was played, the game tried to send player data to the worldspawn, resulting in error messages and the world bleeding from rockets.
Game: Fixed issue where you could not pick up armors in single player.
Game: Fixed issue where you could not pick up armors in Quake 1 maps.
Game: Callvote kick added.
Game: Callvote pause added. (for testing)
Game: Removed a lot of WriteString functions and replaced them with WriteByte functions instead to make them less stressful for network traffic.
Game: Made players able to see and look around where they will spawn during countdown phase, letting them have a chance to plan ahead.
Game: Made players who are able to respawn able to see the POV of where they will spawn. Giving them a chance to plan their moment to respawn based on what they see.
Game: Made Berserker powerup more useful by having it be an exploding attack rather than the previous quadded fists.
Game: Added leach powerup - 100% vampiric damage, no upper limit on how much health you can leach. (probably overpowered, but fun)
Game: Added spread fire powerup - Fire 3 shots instead of 1 in a cone of 45 degrees from the player weapon.
Game: Completely removed residue of invisibility powerup.
Game: Made FFA wins also add to the player's win score. eventually to show up in the scoreboard too.
Client: Made player model show up in mirrors.
Client: Added player avatars (duel only so far).
Client: Added player country flags (duel only so far).
Client: Added a preamble for duel countdown, presenting the players of the match with their avatars.
Client: Made demos savenames be less abstract and easier to find specific demos.
Maps: Duel5 updated.
Maps: Duel4 updated, teleporter used to be a client model. Now they are static mesh to make sure they show up for players that have client models off.
Maps: Test_items updated to include all powerups and a mirror.
Physics: Made small adjustments to movement setup. Removed engine based client prediction that was causing issues when it was on.
GFX: Added another font for the HUD statusbar.
Effects: Added particle effects for the different powerups.
Models: Added placeholder ammo satchel.
Models: Powerup model skins.
Textures: Texture for new powerups.
Music: Added menu music by Primeval as a test.
HUD: Added adjustable alpha option to HUD.
HUD: Added adjustable color option to HUD.
HUD: Added and more pronounced effects around ammo bar.
HUD: Added option to move score summary around.
HUD: Added number alignment to HUD, now you can set a digit element to align left or right.
HUD: Added timelimit information on the HUD (below the timer).
HUD: Added optional HUD prefabs.
HUD: Added avatar and country flags to Duel scoreboard.
HUD: Adjusted TDM scoreboard to let the entire team names show.
HUD: Added avatar and score details to specHUD.
HUD: Added packet/net loss indicator to specHUD.
Menu: Added multiplayer menu sort keys to server browser. Sorts in the wrong direction atm it seem.