Update #3 (1.9.10) (6 August 2019)
- Sprite links and how they're handled on level load is now accurate,
- Earth zombie accuracy behaviour fix. They immediately go into search state when woken,
- Ghost sight check accuracy behaviour fix (does not use eye-height offset when calling hitscan),
- Napalm damage type accuracy fixed. Now uses hitscan type,
- Tommy Gun Alt-Fire attack now uses the correct vector type. Vector type 3 now identified as BV_BULLET_WIDE,
- Gillbeasts now take flare/fire damage on land,
- Speed optimizations when writing save games,
- Sounds now pre-cached on start-up,
- Correct logic for changing AI targets and kin (incorrect randomization weight),
- Miscellaneous General Engine Improvements,
- Explicitly check for link sprites when Z-Translating the sector,
- Support for tilenums beyond 4095 for SEQ files,
- Changed ActionScan interaction code,
- Support to make the object do a small 'boost' when snapping between different floor heights,
- Fixed Fat Zombie melee vector direction,
- Fixed player damage from being over-aggressive to network clients,
- Updated maphacks to include MLD offsets for Voxels,
- Fixed several floor link collision issues,
- Misc. sprite link fixes,
- Misc. respawn fixes,
- Misc. fixes.
Update #2.1 (1.9.6) (7 June 2019)
- Engine updates,
- Fixed a potential crash with OpenAL playback of Vorbis buffers,
- OpenAL32.dll updated,
- Missles now pass through breakable windows.
Update #2 (1.9.5) (4 June 2019)
- Gargoyle Statues can be moved and bleed when shot,
- Ecto Skull Projectile is now transparent,
- Reflection effect appears on player when picking up the reflection powerup,
- Fixed bug with pressing use on wall sprites very close to the wall (fixes some issues in Death Wish),
- Crash fix for Bloody Pulp Fiction mod,
- Phantasm bleeds when shot,
- Fixed bug with pressing use on wall sprites with flip-y flag set. Fixes issue in DWE3M6,
- Support for unused dude actor types,
- INI parsing system now replicates Monolith's implementation (fixes numerous issues with user INIs),
- Full rendering support for wall type 501,
- Bug fix with Fat Zombies not seeing the player at the beginning of DWE3M2,
- Sounds played by QAV animations now assigns to channel 16 and up - fixes some problems with them cutting off Caleb's speeches,
- Reverse search order for linked sprites to sector stacks. Fixes DWE1M3,
- Reversed CanSee ray direction for CheckProximity - fixes proximity behavior,
- Fixed incorrect impact fx on vector firing on mid-textures via overpicnum,
- Jump Boots now protects against pummel type damage,
- Fixed crash when dropping items not defined in definition system,
- Fixed issues when interacting with usable walls and sectors marked as ‘pushwall’,
- RFF system is no longer case-sensitive when looking up data entries,
- Dude sprite types now activates when receiving the TOUCH or PUSH command,
- Dude sprite types now applies BLOCKING/HITSCAN/INTERACT flags on spawn,
- Player can now interact with stone statues,
- Corrected the bounceDamage factor for Spiders (was 1200 instead of 1600) which result in premature fall damage when they fall near the end of e2m7,
- New actor flag for not dropping items/keys (Cerberus fix),
- Various misc. Fixes involving Hitscan and Vectorscan,
- Start/End parameters for the CanSee function has been reversed - fixes MANY behavior problems,
- Fixed damage sectors not immediately damaging player on land impact,
- Fixed scroll floors/ceilings in wrong direction in E2M6,
- Fixed code to determine if wall should have decals (using proper logic now). Fixes decals not showing up in many areas in E1M1,
- Fixed up A LOT of the Cultists behaviors. Only use a 2D hitscan vector for determining sightlight checks instead of 3D. Fixes several problems,
- Cultists now play Gib SEQ based on type,
- Cultists and Earth/Axe Zombies now ignore damaged based sectors (fixes AI issue in DWE1M1),
- Proximity range for prox mines is now correct,
- Fixed issue with gib objects and other types from spawning two of the same item,
- Fixed a typo with Exp_Dynamite_Wall, resulting in no SEQ from playing when invoked,
- Minor bug fix with the CanSee function. Fixes an issue in DWE3M2,
- Art tile animation is now randomized for oscil,
- Fixed mouse not working on main menu after loading lower saves,
- Audio velocity option is now saved to config,
- Player no longer falls while dead in water,
- Camera no longer toggle chasecam while in menu,
- Map markers now show with an exclusive cheat (new cheat code: OAKISLAND),
- Can now switch weapons during any point of the gun's state that isn't lowering or holstering,
- Fixed a bug where explosion objects would persist due to bad underflow of xSprite's data1 and data4 members,
- Fixed hitscan wall detection and wall UV mapping,
- Added scale console variable for the weapon wheel. Set g_weaponWheelScale in the console to change it (defaults to 1.0),
- Changed player jump boot height to 24.0. Makes it easier to reach the rooms in BB1,
- Bug fix with wall unlock commands sending a ON command,
- Support for padlock actor,
- Allowed loading of all old (day-0 public build or later) saves.
That's all for this patch! We're still investigating some issues and they will hopefully be addressed in the next update.
Update 1.8.8-5 (15 May 2019)
- Fix video crash when switching from OpenGL to other renderers,
- Fluidsynth now loads MIDI internally, resolving some instances of user crashes depending on the user's directory name,
- Fix CD audio music not being present when reloading a level,
- Fix MP monster settings not being respected,
- Change "Show Player Weapons" to "Show Player Weapons Overhead",
- Fix armour being affected by friendly fire if friendly fire was switched off,
- Remove the three extra recoil SFX for Cultists,
- Tesla blast projectile now renders as flat - adding custom definition entry for making it always pitch towards the viewer,
- Bug fix with TNT/Spray can disappearing when exploding in hands while on the last ammo,
- Removing the run glitch feature,
- Fixed incorrect negative shade for candles, causing the sprite effect to appear brighter,
- Removed the pre-fire animation for tesla weapon,
- Removed the morphing animation for gargoyle statues,
- Stone gargoyle now uses the correct recoil SFX,
- Lightly Broiled is now always the default selected menu item when entering the difficulty menu,
- Akimbo Napalm weapon now plays the correct firing animation as seen in DOS version 1.21 (was using the old 1.0 one),
- Fix taunting when killing enemies with TNT not working,
- Stop players using power ups when dead,
- Disallow Quickloading if no saves are available to load,
- Fix a bug that caused a crash at the start of Death Wish E2M1,
- Autorun state is now saved between sessions,
- Fix the FoV slider being uncapped when using the arrow keys or controller,
- Key sprites now default to full shade values,
- Importing updated extra voxels,
- Major revision to virtual vram system and shaders. Height is now only padded for wall textures now. Fixes tiling issues with non power of 2 texture widths,
- Padded textures and normal textures are now treated as separate virtual vram entries. Fixes issue with the monolith logo in the save game menu being distorted while in E3M2,
- Concussion damage is now scaled against tick scale, making gibbing to occur more easily,
- Changed jump height for getting out of water back to the original height. This broke E2M2,
- Shade value for walls with back wall swap flag is now accounted for,
- Proper shade and palette values are now inherited from sprite to voxels (they now appear correct in DWE3M1),
- Texture UV mapping fixed for E1M1, E1M2, E1M3, E3M2, E1M8,
- Fix a bug that would allow loading in multiplayer,
- Fix issue when moving between menus if the current selected menu entry is too high or low,
- Players are now always respawned with 100 health, regardless of what the level start has,
- Spraycan and HellHound missiles now deal correct damage type and burn time,
- Tesla weapon now fires one extra projectile at the end of its firing animation,
- All TNT/Prox/Remote/dynamite explosions now play the correct sprite if not colliding with the floor first,
- Fix players being able to cheat to acquire the E3M1 no-civilians-killed achievement,
- Add support for private and friend lobbies,
- Add missing Cerberus electrocution state,
- Jumping boots now negate all pummel (includes fall) damage,
- Make sure zombies are changed into dead actors on death, restores knockback force in the DOS version,
- Add load screen messages when loading fails; allow loading from specific older versions. If, in this case, you want to load saves from the previous Fresh Supply version please type
developer 1
in console, load, save over your old save, then type developer 0
in console.
- Fixing timing of burn damage,
- Enemies now correctly avoid water,
- Fixing DWE2M1 bug with player start spawns,
- Duplicate addon paths are now checked for,
- Key 7 is now defined,
- Remove a specific voxel on E2M2,
- Scale voxels at the same ratio as sprites,
- Show extra info in lobby list,
- Pressing use now performs a standard hitscan operation. This resolves some issues in DWE1M9.
We hope you enjoy the update!