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Releases: ToxicFrog/doom-mods

gzArchipelago 0.3.2

13 Mar 12:16
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This is a bugfix release.

This release changes the map scanner. Existing logic files don't need to be
regenerated, but if the WAD they were generated from uses compatibility flags,
it is recommended that you do so.

  • New:
    • Some alternate Firemace spawn locations added to Heretic logic.
    • Collected checks will ghost out in the world rather than disappearing. (They
      will still vanish from the automap, for now.)
  • Fix:
    • Checks are no longer destroyable by crushers.
    • Support for many more MAPINFO flags, most of them compat_ flags used to
      re-enable various bugs that some maps require. GZD automatically enables
      these flags as needed for the original IWADs, but this fixes issues with
      some PWADs as well as Wadfusion.
    • Fix for generation failures in wads where certain keys only exist on some
      difficulties, first reported on DIY.WAD. As a workaround, the keys will
      appear on all difficulties rather than just the ones they were originally
      specified for.
    • The logic/tuning parser will now report the line number and offending line
      when it fails to parse a line.
    • The logic scanner now forces a newline before emitting a map block, as a
      workaround for some IPK3s that emit garbage into the log without trailing
      newlines.

gzArchipelago 0.3.1

09 Mar 17:11
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0.3.1

This is a bugfix release.

  • Fix:
    • Records of which locations have been checked were not always properly sent
      to gzdoom from AP.
    • Weapon drop suppression did not properly handle WeaponGivers.
    • Receiving weapons from AP did not always work.
    • Moving from a level where you have a key to one where you don't need that key
      could leave the key in your inventory (which didn't affect anything but did
      look untidy).

gzArchipelago 0.3.0

09 Mar 12:32
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0.3.0

⚠️ The IPC structure has changed. Double check the gzdoom command line options
that Archipelago tells you and update your launcher config or shell scripts.

  • New:
    • Animated icons for progression and unreachable checks
    • Integrated hint support (multiplayer only):
      • Request hints from the level select screen with →
      • Received hints for your items are displayed on the level select screen
      • Received hints for the contents of your locations likewise
    • YAML options:
      • Don't place progression items in secrets
      • Disable respawn on death, require resuming from save instead
      • Make all levels persistent as if they were connected to a hub
    • In-game option to suppress weapon drops from enemies. Suppressed weapons will
      be replaced with the same quantity of ammo you would have gotten from them.
    • Tuning for FreeDoom 2 [by @frozenLake]
    • Tuning now understands any-of access requirements, so it is possible to
      express things like "this check requires either the red key or the blue key"
    • Warning displayed on game entry if the WAD or difficulty don't match the
      YAML settings.
  • Change:
    • Improvements to Scythe logic
    • GZD<->AP interface files are now stored in $AP/gzdoom, which has multiple
      subdirectories
    • $GZAP_EXTRA_LOGIC envar removed
    • External logic files can now be placed in $AP/gzdoom/logic and
      $AP/gzdoom/tuning and will be loaded automatically
    • The event handlers needed for gameplay are not loaded when only scanning
    • skill yaml setting replaced with spawn_filter. The difficulty selection
      in-game now actually functions again.
  • Fix:
    • If an item bank limit was exceeded while you were between levels, the excess
      items would vanish. You will now receive them when you next enter a level.
    • The code for loading tuning files did not properly handle locations accessible
      with some, but not all, keys. (The files themselves are fine.)
    • ap_scan_unreachable 2 was not triggering when you exited the level via the
      level select menu.
    • With persistence on, levels were sometimes not properly registered as complete.
    • The AP client could end up processing leftover messages from a previous game
      when first started.
    • Collecting a check in multiplayer while disconnected from the server could
      result in it getting lost forever.

gzArchipelago 0.2.0

01 Mar 17:02
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This is a feature release.

⚠️ The logic file format has changed. v0.1 logic files are not compatible.

  • New:
    • Support for scanning DEHACKED-modified pickups.
    • Logic and tuning for Chex Quest 3 [by @frozenLake]
    • Tuning for Doom 1 E1 [by @chriscj]
    • Configurable limits for the item bank
    • Configurable limits for how many copies of each weapon go into the item pool
    • Partial tuning of the first few Doom 2 levels should mean it's less eager to
      send you to Dead Simple all the time
    • Support for levelport specials in the scanner, as used in e.g. Faithless
      and Hexen. EXPERIMENTAL, and does not imply support for those wads.
    • Logic and partial tuning for Scythe
  • Change:
    • AP client is now called "GZDoom Client" rather than "Text Client"
    • A message displays in gzDoom when the connection to AP is established
  • Fix:
    • Crash on game startup in certain rando configurations that exclude levels
    • gzdoom launch arguments emitted by client are now copy-pasteable even in
      the GUI
    • Command line flags reported by the client should hopefully work on Windows
    • Crash when loading tuning files that contained certain messages
    • Collected checks could respawn as their original items when revisiting a level
    • useplayerstartz flag support in MAPINFO (fixes Alfonzone, among others)
    • Potential wrongness when generating games on ITYTD or NM! difficulty
    • Unreachable item in MAP07 now properly marked as such
    • Level difficulty is now inferred from how far away that level is from any
      starting map, rather than its index in the WAD. In particular this means
      that episode starts are now correctly guessed as easier than episode bosses.

gzArchipelago 0.1.0

26 Feb 02:58
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Initial release of gzArchipelago. See the README for full information, but in short: it's an implementation of Archipelago Multiworld Randomizer for gzDoom.

This initial release supports Doom 1/2, TNT, Plutonia, FreeDoom 1/2, Heretic, Demonfear, and MAYhem 2048.

Indestructable 0.3.1

03 Jan 19:53
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This is a bugfix release.

  • New:
    • Screenflash when lives are gained, configurable in settings.
  • Fix:
    • Current lifecount is now properly reported after respawning in co-op
    • Timestop should no longer cause sound to break after it triggers.
    • Compatibility with other timestop effects should be improved, especially Gearbox.

Gun Bonsai 0.10.6

03 Jan 19:55
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This is a bugfix release.

  • Change:
    • Scavenge Steel and Scavenge Blood drops are now fullbrights rather than dynamic light sources.
    • Screenflash when gaining extra lives via Indestructable is now configured in that mod, rather than hard-coded in GB.
  • Fix:
    • Swiftness should no longer cause sound to break after it triggers.
    • Swiftness compatibility with other timestop effects should be improved.
    • Crash in menu code after learning Juggler, Intuition, or other upgrades without tooltips

Indestructable 0.3.0

25 Dec 20:09
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0.3.0

⚠ This update breaks save, setting, and netevent compatibility! ⚠

This brings a number of new features, including pistol start compatibility, LANGUAGE support, better Gun Bonsai integration, and completionist options, as well as a lot of small fixes and an RPC service to make it easier to integrate with other mods. However, the CVAR configuration has been rearranged, the netevents have been renamed, and several internal structures have been changed. For this reason, you should finish any games in progress before updating, and check your settings to make sure they are as expected after updating.

If you use Gun Bonsai/Indestructable integration, you will now need to explicitly turn that on in the settings, and update to GB 0.10.5.

  • New:
    • Menu strings and in-game messages are now stored in a LANGUAGE lump and can be translated.
    • Optional compatibility with death exits and pistol start mods (see the Compatibility section in the options menu).
    • Awarding of extra lives on level clear can now be made contingent on 100% kills, 100% secrets, either, or both.
    • Optional granting of bonus lives based on damage survived, similar to how the Gun Bonsai upgrade Indestructable works.
    • Gun Bonsai integration is now explicitly turned on with a configuration option rather than implicitly turned on based on your other settings. See the Compatibility section.
    • A Service is now included to make it easier to write integrations with other mods. It supports RPCs for adjusting and querying the player's lifecount. See the "Mod Integration" chapter in the README for details.
  • Changed:
    • Min lives on boss kill setting removed
    • Max lives on boss kill and max lives on level clear settings combined into one max lives setting
    • Lives on new game and min lives on entering level settings ignore max lives
    • indestructable_report_lives netevent renamed indestructable-report-lives
    • New indestructable-clamp-lives and indestructable-set-lives netevents, for debugging (use the RPC service instead for mod interop)
    • Dying (for real) and respawning in a co-op game now starts you with the starting life count rather than however many you had (typically 0) when you died
  • Fix:
    • Indestructable buff timer no longer counts down when the player has the TOTALLYFROZEN flag set. In particular, this means that it won't expire while the player is frozen by mods like Gearbox.
    • Extra lives are not consumed if the player is using god mode or has the buddha-nature, even if it looks like they are about to die.
    • Softlocks should no longer happen when Indestructable triggers at the same time as Gun Bonsai's Swiftness upgrade.
    • Multiplayer games with more than 8 players are now (theoretically) supported, if the underlying engine supports that.
    • Players joining a multiplayer game partway through a level should get some extra lives as if they had started a new game.
    • Lives for clearing a level are now assigned as you exit the cleared level, not as you enter the new one, fixing some weird edge cases.
    • Improved detection for return visits to the same level, so that it doesn't award level-clear lives multiple times in games like Hexen.
    • Tooltips now display on the left side of the screen rather than the bottom, so that they no longer cover the last few options.
    • Time stop effect could permanently make sounds stop playing
    • Potential desync when handling netevents

Gun Bonsai 0.10.5

25 Dec 20:18
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0.10.5

This is a bugfix release.

  • New:
    • A Service is now included to make it easier to write integrations with other mods. It supports RPCs for adding XP or upgrades to players and weapons. See MODDING.md for details.
    • You can now change the effective level of an upgrade by pressing left and right on the status screen, to any level between 1 and its max level. (You cannot set an upgrade to level 0; to turn it off, press enter). The tooltip will update to show the current effects of the upgrade. The level change may not take effect immediately for all upgrades, e.g. new elemental debuffs you inflict will use the new level but existing ones will use the old level.
  • Change:
    • Indestructable integration updated to support Indestructable 0.3.x. If you use the integration, you must update both mods for it to function properly.
    • Deprecated bonsai_choose_level_up_option netevent finally removed.
    • Bandoliers is now disabled when DRLA is loaded, as it conflicts with the DRLA backpacks.
  • Fix:
    • Multiplayer games with more than 8 players are now (theoretically) supported, if the underlying engine supports that.
    • Softlock when Swiftness upgrade and Indestructable trigger at the same time should no longer occur.
    • AutoAutoSave integration is now properly documented in the README.
    • Samsara Reincarnation compatibility settings (automatically applied via BONSAIRC), thanks to cubebert.
    • BONSAIRC prefixes now match * against one or more characters, as they were always meant to, rather than zero or more. If you want to match "all classes starting with Foo, including Foo itself", use Foo Foo*.
    • BONSAIRC unregister directives now always take precedence over register directives, regardless of order. In particular, this means that a mod can now include a BONSAIRC that unregisters incompatible upgrades and this will work regardless of load order.
    • Compatibility restored with lzDoom and Hedon Bloodrite (broken since 0.10.0)
    • Hedon Axe and Bearzerker Axe are now properly flagged as MELEE
    • Swiftness upgrade or opening the menu could permanently make sounds stop playing (in Hedon and possibly some other wads)
    • Setting the level-up flash to white (255,255,255) would result in a black flash instead of a white one.
    • All randomness sinks moved from the global RNG to individual RNGs in a desperate and probably futile attempt to stop desyncs in co-op.
    • Typo in the description for Aggressive Defence.

Gun Bonsai 0.10.4

20 Aug 19:57
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0.10.4

This update breaks configuration compatibility. If you have set either of the "upgrade choices per level" options to "all upgrades", you will need to open the options screen and fix them.

It also includes fixes from 0.10.3, which never got a proper release.

  • New:
    • Screen flash colour on level up can be customized
    • AutoAutoSave support
  • Balance:
    • Infernal Kiln:
      • softcap at 10 seconds, +5/level
      • hardcap at 20 seconds, +10/level
      • charges 2x as fast
      • adds 1-3 damage/level depending on how charged it is, rather than a flat 2/level
      • still blocks 2/level, but cannot reduce damage below 1
      • blocking damage reduces duration by 1 second per 10 damage blocked
      • These changes are meant to make it more useful at low levels, while also making it impossible to rack up tens of minutes of duration and get effectively permanent damage/armour bonuses and complete immunity to scratch damage.
  • Change:
    • If you have multiple pending upgrades, you will be prompted for all of them in succession rather than neding to open the menu for each one
    • bonsai_upgrades_per_gun_level can now be set to 0 to let you gain levels without actually gaining upgrades
    • bonsai_upgrades_per_player_level likewise
    • Check your settings: if you previously had these set to 0 for "all upgrades", you will need to go into the menu and change them to -1.
    • Screen flashes are shorter overall; weapon level-up flashes are shorter than player level-up.
  • Fix:
    • A few additional option strings are now defined in LANGUAGE and can be localized
    • Leveling up while somehow having no upgrades available no longer crashes the game
    • Bandoliers upgrade is disabled when Trailblazer or Dehacked Defence is loaded
    • Upgrades no longer tick (and buffs no longer count down) when the player has
      the TOTALLYFROZEN flag set. In particular, this fixes some weirdness (and
      a potential softlock) when using the Gearbox weapon selector in "freeze" mode.
    • Some upgrade tooltips were incorrect or incomplete.

0.10.3

  • Fix:
    • Crash when hallucinating monster receives sourceless damage
    • [speculative] Crash in Sweep and Cleave when monsters vanish in mid-attack
    • Clear target when Revivified minion blinks in, preventing it from remaining obsessed with enemies elsewhere in the map