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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.

Post news Report RSS Final update to Demo before FULL RELEASE May 21st

As we close in on our first official tournament in America, we finalize the last things before the upcoming Episode one Single player release.

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Americas Cup #1

This Sunday (May 2nd) will see the first official DOOMBRINGER competition outside of Europe.
Sign up on Challonge. The event will be streamed with commentary on twitch.tv/TimConLAN.

Patch Notes


Netcode
- QuakeC: Grenade launcher now has antilag
- QuakeC: Knockback from projectiles is no-longer 0 if within antilag resim range
- QuakeC: Projectile prediction is now delayed appropriately if ping is above server's max projectile rewind (by default 110ms)
- QuakeC: Removed unnecessary extrapolation when spectating players
- Engine: Fixed movement prediction colliding with local player entity
- Engine: Added DB1 protocol as to not completely break compatibility

Weapons
- QuakeC: Fixed SSG, SG, and Rail out of ammo animations
- QuakeC: Fixed LG and Rail hum sticking in position instead of following players
- QuakeC: Fixed gotlung sound looping
- QuakeC: Potentially fixed ghost viewmodels showing when respawning

Nameplates
- QuakeC: cl_nameplate now acts as flags for what you want to display:
2 - shows name
4 - shows team color gear icon
16 - shows weapon
32 - shows health and armor bars
1024 - sticks to screen edge
2048 - spin, speed is based on stack

Other
- QuakeC: Added cl_tonedownslime to make slime glow less
- QuakeC: Re-added support for v_idlescale
- Maps: Duel3, fixed clipping issue with slope jump edge up to SSG.

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