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DDMK 2.7 Mary Nightly 14 February 2021

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@serpentiem serpentiem released this 14 Feb 16:41
· 55 commits to master since this release

lady

  • Refactored the Core module.
    While I prefer modular design, implementing all the changes would have required lots of small files, which sucks. So I merged most of the core into one file, created regions and it works out beautifully.

  • Added new Container structures.
    I wanted to do this for quite a while now since there were a lot of structs in the code that were very similar, but not exactly the same. So I merged and generalized the whole thing and made it more accessible.

  • Added Ignore to Costume option in the Actor module.
    If enabled the session's costume index will be used instead. If the index is out of range the character's default costume will be used. Basically, this allows you to change costumes in the mission select screen for custom actors as well.

  • Added Costume option to Force Files. Character costume and Force Files costume are treated separately now.

  • Fixed weapon switching only working for player 1.

  • Fixed 4 elusive memory leaks. Bah, it took 6 hours to find these; But this should take care of the last crashes.

  • Created Enemy module.

    create_enemy

    It allows you to spawn any enemy, anywhere. You can also mix and spawn multiple enemies - even automatically if you so desire. Basically the only limit is the amount of enemies.

    I theorize that the capacity for visual elements on screen is hardcoded somewhere deep in the engine. I searched extensively, but I couldn't find it. So I had to check the limits myself.

    I determined 30 to be relatively safe. In the debug room with all map textures disabled I tried to spawn as many Prides as possible and I couldn't get more than 39 Prides on screen without something breaking. Usually there are around 5 enemies on screen which leaves 34 possible enemies. Let's make that 30 so we have a safe buffer. Beware, bosses take up more resources.

    By default the main actor's position will be used, but you can also set the position manually. To see the main actor's current position you can enable the Main Overlay.

    You can also make señorita Lady fight with you.

    (Click on the image to open YouTube.)

    Select Lady as Enemy and set Variant to 1.

    There is a catch though. She is still technically an enemy.

    In some battles enemies appear in multiple waves and for the next wave to happen you have to kill all current enemies. In other words the enemy counter has to reach 0. So even if you've killed all enemies on screen, the next wave will not happen, because she counts as an enemy. In this case you have to kill her to proceed. Once all new enemies have spawned you can respawn her.

    Sound is not supported yet. I suggest you hop over to System and set the Enemy Channel Volume to 0 to avoid annoyances.

  • Added Royalguard Force Just Frame Release.

    (Click on the image to open YouTube.)

  • Updated File module with new enemy file requirements and improved containers.

  • GUI Updates.

  • Fixed Arbitrary Weapon Switcher texture settings not being saved.

  • Added Overlays Module.

    overlays