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DDMK 2.6 Beta

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@serpentiem serpentiem released this 29 Dec 14:10
· 425 commits to master since this release

Devil May Cry 3

  • Large refactor: Rewritten, extended, clarified and cleaned up most of the System modules.
  • Fixed many Doppelganger-related issues.
  • Fixed a heap corruption and overflow bug which would lead to a crash.
  • Fixed many thread-related crashes. Also learned that threads which use variables you don't always have total control of are bad, lol.
  • Removed some options, because I think they're actually fixes and less is sometimes more.
    • Weapon models are now updated instantly.
    • Actor and clone will now be human when Doppelganger is activated. Devil Trigger for Doppelganger can be enabled in the Game tab. I think this should become a fix in the future as well, but I have to think about it some more.
  • All required System modules are now enabled.
  • Added an option to force a single actor at all times. If you don't use Doppelganger or Multiplayer, enable this to greatly reduce cache pressure. To view the current cache object count, enable the Overlay tool and make sure Heap Frame is selected. If the number next to "Heap Frame" goes over 1000, you're dangerously close to a crash and can expect glitches.
  • The Camera's Invert X option will now also apply to the fast camera.
  • Fixed all missing sound issues for Dante's styles and weapons.
  • Solved all dependency chain issues and eliminated the need to restart entirely. You can even enable Multiplayer while the game is running now.
  • Fixed the flashing style icon when changing styles while the HUD is hidden.
  • Some minor Style Switcher fixes.
  • Magic points will now be fully replenished when Infinite Magic Points is enabled.
  • GUI and Locale updates.
  • Fixed Beowulf weapon model update glitches.
  • Added Doppelganger color options.
  • Entering the credits in mission 20 no longer crashes the game. Entering the second part of the Arkham boss battle in mission 19 still results in a crash though. To resolve this, disable the mod temporarily. I already have a few ideas how to fix this.

Mary is now nearly feature-complete!