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Releases: BLOODWOLF333/Brutal-Doom-Community-Expansion

v21.15.3 Development

10 Nov 03:58
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v21.15.3 Development Pre-release
Pre-release
  • All actors: Changed any A_NoBlocking or Goto Death calls outside of death states to A_Die
    Added a -1 ending frame to all monsters so they respawn in nightmare
  • brightmaps/Monsters/Demon: Blacked-out teeth on demon brightmap
  • Sprites/Gore_Generic/Carbon...: Changed burning monster sprites to blackened instead of orange
  • All weapons: Adjusted sprinting code for online play
  • Baron.txt: Adjust spawn height of throwedbarrel missile
  • BFG10K.txt: Set projectile height and radius to 10
  • BlueGore.txt: Fix dyingblood decals
  • Burn.txt: Cleaned-up all burning actor code
  • Demons.txt: Fix armless pinky turning into an intact pinky
  • DYNAMICLEV.txt: Removed WOODMET2 and 4 texture replacements on Doom 2 Map15
  • Fire.txt: Randomize fire sparks
  • Footsteps.txt: Added Player.SideMove 1.0, 0.5 to tactical class
  • GreenGore.txt: Fix dyingblood decals
  • Grenades.txt: Add +NODAMAGETHRUST to GrenadeAlerter
  • Knight.txt: Adjust spawn height of throwedbarrel missile
  • Limbs.txt: Added missing Death.Desintegrate state to GreenLimbBase
  • MapDetection.txt: Added a z height check to green torch D2Map16
  • Marines.txt: Remove ScriptedMarine replacement
  • Plasma.txt: Make plasmarifle fire as fast as vanilla
  • PlasmagunMarine.txt: Increase firerate to match vanilla
  • Revenant.txt: Fix pain states and make ExplodedInHalf call A_Die
  • Smoke.txt: Remove +NOINTERACTION so smoke will move with sector
  • Spectre.txt: Fix armless specter turning into an intact specter
  • Torches.txt: Make BurningBarrelTopFIre behave like torch flames
  • Unmaker.txt: Removed RGF_CenterZ from railattacks

v21.15.2 Development

10 Aug 19:20
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v21.15.2 Development Pre-release
Pre-release
  • brightmaps/Weapons/BFG10K: New BFG10K brightmaps
  • SPRITES/WEAPONS/SKULLTAG: New BFG10K firing sprites
  • All meatshield weapons: Make the meatshield pistol operate exactly like the brutalpistol
  • All monster files: Make monsters take the same amount of damage from extremepunches as from fatality
  • ArtilleryTank.txt: Made only the seekermissiles shootable
  • BLOODSPLASH.TXT: Modified liquids on screen FX
  • DemonMorph.txt: Add UnMorphActor(0,0) to level change unmorph
  • DemonRuneRevenant.txt: Made only the seekermissiles shootable
  • Demons.txt: Removed Species "Marines" from demon corpse
  • Explosives.txt: Removed the ability to shoot down normal rockets
  • HellishMissile.txt: Made only the seekermissiles shootable
  • Limbs.txt: Make GibHalfSkeleton spawn HMLSpawner on death
  • Melee.txt: Fix barrels unable to be picked up when targetted
  • Player.txt: Made blood on visor actors execute bloodonvisor effects
  • Revenant.txt: Made only the seekermissiles shootable
  • Revolver.txt: Fix revolver gaining magnum rounds on ammo change
  • Saw.txt: Fix incorrect frames in blood checksprint states
  • Tracers.txt: removed +THRUGHOST from tracers
  • Water.txt: Made large liquid splashes cause liquid on visor effects

v21.15.1 Development

08 Jun 16:34
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v21.15.1 Development Pre-release
Pre-release
  • Baron.txt: Change ReplaceForBoss states to stop and not go to Special666
  • Doom1Remap.txt: Fixed CacodemonSpawn on E2M3
  • Dynamiclev.txt: Created a Tag666SMastermind script for Sigil II
  • FistMarine.txt: Change grunt/pain to imp/pain in FatalityImp3
  • Furniture.txt: Adjust MarkForDeletion checks so that they are more reliable
  • Lamps.txt: Adjust MarkForDeletion checks so that they are more reliable
  • Mastermind.txt: Created a check for Sigil II positioning that will spawn a SigilMastermind
  • RocketLauncherMarine.txt: Change grunt/pain to imp/pain in FatalityImp3
  • SpecialDoom1Bosses.txt: Created SigilMastermind with 9000 hitpoints for Sigil II
  • Torches.txt: Adjust MarkForDeletion checks so that they are more reliable
  • WeaponSpawners.txt: Fix PlasmagunReplacer with Purist class
    Give the BFGReplacer enough time for the NaziVerification script to run

v21.15.0 Stable

20 May 03:30
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  • Sprites/Weapons/Casings: Changed pistol casings to v22
  • All Monster Files: Add -COUNTKILL and Thing_Remove to monsters when they are replaced to not effect the killcount
  • All Weapon Files: Fixed the sprinting delay for tactical class
  • Ammo.txt: Removed all fake sprite actors and made each spawner drop a brutal and purist version of each pickup
  • AssaultShotgun2.txt: Reduce ShotPuff range from 300 to 128
  • Axe.txt: PR#447 Cutting Weapon token
  • BDControls.txt: PR#449 Eliminated separate Plasma decharge ACS script, merged with BDControls ACS script
  • BFG.txt: Lessened pitch recoil and a_recoil when firing
  • BFG10K.txt: Lessened pitch recoil and a_recoil when firing
  • BossBrain.txt: Removed non-vanilla jumps for other megawads (moved into specific compat patches)
  • CapturedMarine.txt: Add +ALWAYSTELEFRAG to capturedmarinebase
  • CGuyShield.txt: PR#448 Meat shield stuff
  • ClassicWeapons.txt: Restricted all classic weapons to only be visible to and picked up by purist playerclass
  • Commando.txt: Touched-up the slumped actor
  • COMMANDS.txt: PR#444 Plasma Rifle cancel now works with the GZDoom Reload key
    PR#449 Eliminated separate Plasma decharge ACS script, merged with BDControls ACS script
    Created Map07CheckFatso and Map07CheckArachnotron scripts
  • Dead.txt: Add Thing_Remove when actors are replaced and reenabled deadlivestick marines
    Adjusted delay between maggot spawns in dead actors
    Add +ALWAYSTELEFRAG to parent actors so they will not block teleports
  • DEFAULTWEAPON.txt: Restricted all brutal weapons to only be visible to and picked up by brutal playerclasses
  • Demons.txt: Adjusted attack states and projectile lifetime making demons better in combat
  • EEEVILLL.txt: Removed +DROPOFF from evilmarines
  • EvilMarineShield.txt: PR#448 Meat shield stuff
  • Explosives.txt: Add +NOTELEPORT to Rocket2
  • Fireworks.txt: Added -COUNTKILL and Thing_Remove when the barrel is replaced
  • Flamecannon.txt: Removed recoil
  • FootSteps.txt: Remove LargeMassWaterImpact from FootStepStrong actor
  • Furniture.txt: Add Thing_Remove when actors are replaced
  • Imps.txt: Touched-up the slumped actor
  • ImpShield.txt: PR#448 Meat shield stuff
  • Lamps.txt: Add Thing_Remove when actors are replaced
  • Limbs.txt: Add +ALWAYSTELEFRAG to parent actors so they will not block teleports
  • Mancubus.txt: Fixed ReplaceVanilla and ReplaceVolcabus states to correct Map07 breaking
  • MapSpecificDec.txt: Adjust burn: and extinguish: states of vegetation actors
  • Mastermind.txt: Set radius to the vanilla value of 128
  • Melee.txt: PR#448 Meat shield stuff
  • Natural.txt: Adjust burn: and extinguish: states of vegetation actors
    Add Thing_Remove when actors are replaced
  • NaziShield.txt: PR#448 Meat shield stuff
  • NukeLauncher.txt: Removed recoil
  • Plasma.txt: PR#444 Plasma Rifle cancel now works with the GZDoom Reload key
    PR#449 Eliminated separate Plasma decharge ACS script, merged with BDControls ACS script
  • Railgun.txt: Lessened pitch recoil and a_recoil when firing
  • Rocketlauncher.txt: Removed recoil
  • SawMarine.txt: Fix sawmarine giving the player a rifle magazine
  • Sergeants.txt: Touched-up the slumped actor
  • SGuyShield.txt: PR#448 Meat shield stuff
  • Shotgun2.txt: Reduce ShotPuff range from 300 to 128
  • Spiders.txt: Fix-up Burns and Smokes states
    Fixed ReplaceVanilla and ReplaceSpiders2 states to correct Map07 breaking
  • Spiders2.txt: Fix-up Burns and Smokes states
    Change the purpleplasmaball to only spawn purple fire puffs
  • SSG.txt: Reduce ShotPuff range from 300 to 128
  • SSG2.txt: Reduce ShotPuff range from 300 to 128
  • Teleports.txt: Notated out BrutalTeleportDest, causes too many problems
  • Tokens.txt: Change +NONETID to +CLIENTSIDEONLY for all tokens
  • Torches.txt: Optimized the torch spawns so that only the fire sparks will be spawning every 30 tics
    Add Thing_Remove when actors are replaced
  • Unmaker.txt: Removed recoil
  • WeaponSpawners.txt: Removed all fake sprite actors and made each spawner drop a brutal and purist version of each pickup
  • Weather.txt: Changed the rain and blood drop Live: states to checkfloor and then goto "Death"
    Add +RANDOMIZE flag
  • ZmanShield.txt: PR#448 Meat shield stuff
  • ZombieCivilianShield.txt: PR#448 Meat shield stuff
  • Zombieman.txt: Touched-up the slumped actor

v21.14.2 Development

16 Dec 20:37
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  • DECALDEF.Bloodsplatters: Organized file and added missing Giant blue, green, and old blood decals
  • DEAD.txt: Make GoreFlies and Maggots move with sector
  • Demons.txt: Changed speed to 10 and fastspeed to 15 so they will teleport in on Doom2 Map13
  • Dropables.txt: Added missing frame to DropedRifle2 animation
  • MapSpecificDec.txt: Fix experiment tanks not actuallying dying
  • Tokens.txt: Added +NONETID to every token so that the server will not track them and go over the actor limit

v21.14.1 Development

17 Sep 18:42
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v21.14.1 Development Pre-release
Pre-release
  • All Monster Files: Increased the slaughterwad detection threshold to 15 monsters within a radius of 128
  • All Rocket Projectiles: Made all rockets (player and enemy) shootable
  • Blood.txt: Created Brutal_OldBloodSpot, MediumOldBloodSpot, WallOldBlood, and SuperWallOldBlood actors
  • Burn.txt: Created Expire states and fixed-up burning actors
  • DEAD.txt: Changed the dead bodies to throw out old blood actors
  • DECALDEF.BloodSpatters.txt: Created BrutalOldBloodSmear, BrutalOldBloodSplat, and BrutalOldBloodSuper decalgroups
  • Doom2Remap.txt: Fixed duplicate lamp spawn on Map05
  • Doomwalls.bm: Changed SW1STONE & SW2STONE to use the BRCOM brightmaps (STRTN doesnt align with STONE)
  • Executions.txt: Changed the zombie executions to leave behind the stomped corpses
  • GLDEFS.txt: Removed glow from Flat22, added glow to CEIL1_2, 1_3, 3_4, and 3_6
  • MapSpecificDec.txt: Changed BDECLargeBlood to throw out SuperWallOldBlood missiles
  • modeldef.blood.txt: Created Old variants of blood decals

v21.14.0 Stable

14 Jul 01:56
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  • GRAPHICS/MISC folder: Adjusted offsets of DM medals
  • SPRITES/MONSTERS/Zombie Sci...: PR#428 A little detail for Zombie Scientists
  • SPRITES/VEHICLES folder: Created rotations for TKFLA sprite
  • All Files: Adjusted Radius_Quake values to make things less ridiculous like the Mastermind
  • All Friendly Marine Files: Added A_ChangeFlag("NOPAIN",1) to Active: states
  • All Meatshield actors: Removed +THRUSPECIES and Species "Marines"
  • All Monster files: Implemented a slaughterwad detection system like Mark has planned for v22 (I asked if ok to do this beforehand)
  • Baron.txt: Removed the See2 state, Changed See4 to SeeContinue and moved fatality checks to end of Melee state
  • Bike.txt: Added +NOTELEPORT to the playerclass
  • Cyberdemon.txt: Added a check to forget target if cyberdemon is trying to stomp another cyberdemon
  • EnemyTanks.txt: Removed +NOTIMEFREEZE flag from actors
  • Explosives.txt: Remove unused actors
    Change the TankFireEffect to behave like the PlayerMuzzle flashes
  • FlameCannon.txt: Added +NOINTERACTION to all fake weapon sprite actors
  • GLDEFS.txt: Added dynamic light to TankFireEffect
    Added vanilla light defintions to VanillaLostSoul actor
  • Grenades.txt: PR#426 Create NoAmmo states for grenade weapon
  • Imps.txt: Raised height of the body hitbox to that of the sprite's shoulders
  • LABGUY.txt: PR#428 A little detail for Zombie Scientists
  • LostSoul.txt: Now can spawn a VanillaLostSoul if classicmonsters is enabled
  • Machinegun.txt: PR#427 allow executions in noammo or unloaded states
  • Mancubus.txt: Now can spawn a VanillaFatso if classicmonsters is enabled
  • Minigun.txt: PR#427 allow executions in noammo or unloaded states
  • MP40.txt: PR#427 allow executions in noammo or unloaded states
  • NukeLauncher.txt: Added +NOINTERACTION to all fake weapon sprite actors
  • PainElemental.txt: Now can spawn a VanillaPainElemental that spawns VanillaLostSouls if classicmonsters is enabled
  • Player.txt: Added a headkicker spawn to the end of each See state so that it is spawned every 6 tics
  • Railgun.txt: PR#427 allow executions in noammo or unloaded states
  • Spiders.txt: Now can spawn a VanillaArachnotron if classicmonsters is enabled
  • Tank.txt: Added +NOTELEPORT to the playerclass
  • Tokens.txt: Removed TypeSergeant and Zombieman tokens
    Created a "SlaughterToken" actor
  • VanillaMonsters.txt: Created Vanilla Arachnotron, PainElemental, and LostSoul actors
    Made the Cacodemon, Bruisers, Revenant and LostSoul use their BrutalDoom bloodtypes
  • WeaponSpawners.txt: Removed +NOINTERACTION from BasicWeaponPickup
    Added +NOINTERACTION to all fake weapon sprite actors
  • Zombieman.txt: PR#429 Fixing another imperfection
    Set MaxStepHeight for ZombiemanTorso to 12 so that slumped actors won't "jump" ontop of so many things

v21.13.3 Development

05 May 17:47
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  • GRAPHICS/HUDS: Added padding to the edges of the helmet top and bottom images to make it fit every resolution
  • SPRITES/MONSTERS/SHOTGUNGUY: Renamed sprites SPOSS0:SPOSZ0 to SPDHF0:SPDHM0 to fix XDeath animation of the VanillaShotgunGuy
  • LastStandMonsters.txt: PR#422 Using the right effects for last standers
  • Melee.txt: Make the player drop a zombiehead or cacoeye before picking up a barrel
  • modeldef.blood.txt: Added missing definitions for bloodspots
  • modeldef.blueblood.txt: Added missing definitions for bloodspots
  • modeldef.greenblood.txt: Added missing definitions for bloodspots
  • Railgun.txt: Fixed-up RailgunProjectile so that it will bounce once off walls/floors/ceilings
  • SBARINFO.txt: Added the grenade counter to full helmet HUD
  • Sergeants.txt: Changed frames for Death.HeadMinor, DeadShotgunGuy_NoBrain, DyingShotgunguyHitInEye, and DeadShotgunguySPOSZ to DeadShotgunguySPDHM
  • Smoke.txt: Removed -NOINTERACTION from MicroSmokeColumn, added +NOBLOCKMAP
  • VanillaMonsters.txt: Added DamageFactor "TeleportRemover", 0.0 to all vanilla monsters
    Added A_GiveToTarget("SoulAmmo", 10) to death states of all former humans for the Unmaker

v21.13.2 Development

06 Mar 05:06
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  • All Weapons: Replaced A_Refire with A_JumpIfInventory("FiredPrimary",1,"Fire") where applicable
  • Ammo.txt: Removed +NOGRAVITY & added +MOVEWITHSECTOR flags to BasicAmmoPickup
  • Archvile.txt: PR#414 Attempting to fix some of these
  • Baron.txt PR#414 Attempting to fix some of these
  • BDControls.txt: BDCamera is disabled when entering a vehicle and RollLeft/Right tokens are removed on exit
  • Blood.txt: Moved in player blood actors from Player.txt
    Alphabetized the file and fixed underwater blood spawns
  • BlueGore.txt: Alphabetized the file and fixed underwater blood spawns
  • BossBrain.txt: Added a y pos check to the Doom2Reloaded spawn state (Requiem bossbrain also has a x pos of -64)
  • BossHealth.txt: Created a BDCheckPort script to give the inventory token "zandronum" if the player is not playing GZDoom
  • Cacodemon.txt: PR#414 Attempting to fix some of these
  • CapturedMarine.txt: Removed KillMe spawns from CapturedMarineBase (causing water to splash)
  • CGuyShield.txt: PR#411 added a headless variant for the thrown actor
  • ClassicWeapons.txt: PR#414 Attempting to fix some of these
  • Commando.txt: Alphabetized all actors after moving in additions from DyingGuys
    PR#414 Attempting to fix some of these
  • CVARS.txt: Changed BDSpawnMarines to use a For loop
  • Cyberdemon.txt: Removed +THRUACTORS flag from CyberStomp
  • DEAD.txt: PR#411 Added a headless actor variant for DeadNazi
    Move VeryFuckedUpRevenant into Revenant.txt
    Move DeadNazi and DeadNazi_NoHead into Nazis.txt
    Moved in MarineEattenByDemon and PlayerChaingunguyVictim actors from Player.txt
  • DECORATE.txt: Remove #include ZombiemanVariations.txt and DyingGuys.txt
  • DEFAULTWEAPON.txt: PR#414 Attempting to fix some of these
  • Demons.txt: Alphabetized all actors after moving in additions from DyingGuys
    PR#413 Some more fixes and corrections
    PR#414 Attempting to fix some of these
  • -DyingGuys.txt: Add missing Death.Shotgun: states(with no head spawn) to dying imp actors with no head
    Removed DeadZombieman_Half spawn from ZombieManDyingAfterFatality
    Fix dying sergeants with one leg gore spawns and death frames
    Fix brutalized commando states, spawns, and frames
    PR#409 A few correction and adding missing actors
    Moved all zombieman actors into Zombieman.txt
    Moved all shotgunguy actors into Sergeants.txt
    Moved all chaingunguy actors into Commando.txt
    Moved all demon actors into Demons.txt
    Moved all imp actors into Imps.txt
    Moved all labguy actors into LabGuy.txt
    Moved all spectre actors into Spectre.txt
    Deleted file
  • DYNAMICLEV.txt: Removed the Delay(35) line for Plutonia map02
  • Executions.txt: PR#408 Fix shotgun guy's head effect for first person execution
    PR#409 A few correction and adding missing actors
  • EvilMarineShield.txt: PR#411 Improvements and now uses MarineXDeath instead of SargeXDeath
    Add missing XDeath: states to throwed actors
  • Flamecannon.txt: Removed +NOGRAVITY & added +MOVEWITHSECTOR flags to fake sprites
  • GOREGROUPS.txt: PR#415 Changes to zombies and their head gib
  • GreenGore.txt: Alphabetized the file and fixed underwater blood spawns
  • Head_Sys.txt: Made MeatShield pain states more granular
  • HellishMissile.txt: Removed +NOGRAVITY & added +MOVEWITHSECTOR flags to fake sprites
  • IconofSin.txt: Created a ZHellLaser attack with zandronum's inverted pitch for the customrailgun attack
  • Imps.txt: Fix HeadShotActor spawn heights
    Alphabetized all actors after moving in additions from DyingGuys
    PR#414 Attempting to fix some of these
    PR#417 Changes to brutalized zombies and imps
    PR#418 Fix dying beheaded imps
  • ImpShield.txt: PR#411 added a headless variant for the thrown actor
  • Knight.xt: PR#414 Attempting to fix some of these
  • Labguy.txt: Fix dead actor states and spawns
    PR#410 Recorrected the decapitated one-leg sergeant
    Alphabetized all actors after moving in additions from DyingGuys
    PR#414 Attempting to fix some of these
  • Limbs.txt: Add missing pain state to Gib_ChainArm
    PR#415 Changes to zombies and their head gib
  • LostSoul.txt: PR#414 Attempting to fix some of these
  • Mancubus.txt: PR#414 Attempting to fix some of these
  • MapDetection.txt: Fixed TNTMAP24DecorationSpawn failing to trigger
  • Marines.txt: Added Damagefactor "Falling", 0.0 to friendly marines so they won't die from falling damage
  • Melee.txt: Change Steady state to Goto Ready3
    Updated all Pick states to the new meatshield code
  • Minigun.txt: Adjust minigun operation when spinning-down for tactical class
  • Nazis.txt: Touch-up Missile states and remove See2 and MissileWalkingFrontward(this isn't a word) state
    PR#411 Fixes and improvements
    PR#414 Attempting to fix some of these
  • NaziShield.txt: PR#411 added a headless variant for the thrown actor
    Add missing XDeath: states to throwed actors
  • NukeLauncher.txt: Removed +NOGRAVITY & added +MOVEWITHSECTOR flags to fake sprites
  • Player.txt: Move GoFatality check before BDDisableCamera in RollLeft/Right states
  • Revenant.txt: PR#414 Attempting to fix some of these
    Alphabetized actors and moved MarineEattenByDemon and PlayerChaingunguyVictim to Dead.txt
    Moved player blood actors to Blood.txt
    Moved ChainguyguyContinue and ComeEatMeDemon actors to Tokens.txt
    Made the footsteps less sensitive to the player's velocity
  • Rifle.txt: Fix rifle shooting a nonexistent round when empty and firing after ADS
  • Sergeants.txt: PR#409 A few correction and adding missing actors
    PR#410 Recorrected the decapitated one-leg sergeant
    PR#411 Added a gibbable headless berserk punched dead body variant
    Alphabetized actors after moving in additions from DyingGuys
    PR#414 Attempting to fix some of these
    PR#415 Changes to zombies and their head gib
    PR#417 Changes to brutalized zombies and imps
  • SGuyShield.txt: PR#411 added a headless variant for the thrown actor
    Add missing XDeath: states to throwed actors
  • Spectre.txt: Alphabetized all actors after moving in additions from DyingGuys
  • Spiders.txt: PR#414 Attempting to fix some of these
  • Spiders2.txt: PR#414 Attempting to fix some of these
  • SNDINFO.BD.txt: Notated-out dsbarex6 sound effect
  • Tokens.txt: Moved in ChainguyguyContinue and ComeEatMeDemon actors from Player.txt
  • Volcabus.txt: PR#414 Attempting to fix some of these
  • WeaponSpawners.txt: Removed +NOGRAVITY & added +MOVEWITHSECTOR flags to BasicWeaponPickup
  • ZmanShield.txt: PR#411 added a headless variant for the thrown actor
  • ZombieCivilianShield.txt: PR#411 added a headless variant for the thrown actor
    Add missing XDeath: states to throwed actors
  • Zombieman.txt: Removed DeadZombieman_Half spawn from Death.Cut state and removed the DeadZombieman_Half actor
    PR#409 A few correction and adding missing actors
    PR#411 Added a gibbable headless berserk punched dead body variant
    Alphabetized all actors after moving in additions from DyingGuys and ZombiemanVariations
    PR#413 Some more fixes and corrections
    PR#414 Attempting to fix some of these
    PR#415 Changes to zombies and their head gib
    PR#417 Changes to brutalized zombies and imps
  • -ZombiemanVariations.txt: Moved PistolZombie actor into Zombieman.txt and deleted file

v21.13.1 Development

28 Dec 05:21
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  • MAPS Folder: Moved maps into their own individual wads and into a new MAPS/ directory
    Moved the deepwater effect sector off the map on testmap (you could see it underwater)
  • Textures/Liquids folder: Replaced all brutal doom liquids with hidef versions from ProjectRemap's Liquid Texture Pack v4.0
  • All Friendly Marines Files: Fixed-up the guarding versions.
  • All Monster Files: Removed all Crush states so that XDeath will be used instead to reduce FPS drops
  • Archvile.txt: Removed A_Jump()'s from Death.Explosive and Death.SSG states
  • Axe.txt: Added +MTHRUSPECIES to AxeAttack (pass through marines)
  • BFG.txt: Added +MTHRUSPECIES to SuperBFGExtra (pass through marines)
  • Dead.txt: Added +NOBLOCKMAP and +MOVEWITHSECTOR to a few gorespawns (they were blocking teleport destinations)
    Added DamageFactor "TeleportRemover", 1000.0 back to curbstompedmarine
  • Doom1Remap.txt: Change "BDECSpecimenTankDestroyed" calls to "BDECSpecimenTanks4"
  • DyingGuys.txt: Removed Monster property and add +SHOOTABLE so they dont disappear when spawned over water
  • Fire.txt: Added +MTHRUSPECIES to FlameThrowerMissile (pass through marines)
  • Health2.txt: Removed +INVENTORY.NEVERRESPAWN from health and armor bonus actors
  • HellishMissile.txt: Added +MTHRUSPECIES to revenantseekermissiles2 (pass through marines)
  • Knight.txt: Removed Monster property from Dyinghellknight1 and added +SHOOTABLE flag
  • Limbs.txt: Added DamageFactor "TeleportRemover", 1000.0 back to BigGibBase
  • MapSpecificDec.txt: Change BDECSpecimenTanks height to 72
    Create a BDECSpecimenTanks4 actor that takes the place of the old BDECSpecimenTankDestroyed
    Fix BDECSpecimenTank and BDECSpecimenTankHasSpecimen death states which spawn BDECSpecimenTankDestroyed after A_Noblocking
    Move blood squirting animations into BDECSpecimenTankDestroyed that will be spawned on BDECSpecimenTank death
  • Puff.txt: Added +MTHRUSPEICES to HitPuff (hitscans pass through marines)
  • Railgun.txt: Changed +THRUACTORS to +MTHRUSPECIES on RailgunProjectile
  • Saw.txt: Added +MTHRUSPECIES to SawDamageHorizontal (pass through marines)
  • Teleports.txt: Added the BrutalTeleportDest actor back in (to clear destinations for monsters to teleport in)
  • Tracers.txt: Added +MTHRUSPECIES to Alerter and Taunter (pass through marines)