Devlogs
v2.4 release
- Updated GZDoom version to 4.8.2.
- Fixed intermissions unable to progress since GZDoom v4.8.0. (You can no longer ready up in multiplayer due to under-the-hood changes, unfortunately. A more intricate fix will be made for Episode 2.)
- Implemented automatic character animations, which shows your aiming, strafing, shooting, crouching, etc. This makes mirrors & multiplayer look much better! See the attached gif.
- Added a "damage reduced" sound while Super Shell is active.
- Added the option for thicker automap lines in the menu.
- Subtitles no longer go off the edges of the screen at 800x600 resolution.
- Improved the automap view. There is now a dark transparent BG, the player arrow was made more visible, and key fobs are shown. This requires a config reset.
- Cleaned up automaps for several levels.
- Improved directioning on the ending lift in E1M2.
- Fixed being able to stand on the edge of the cutscene pit in E1M1 by using strafe-running.
- Fixed a bug in E1M4 where a monster closet would not open in multiplayer.
- Fixed one specific menu sound being very loud.
- Custom maps now default to using the generic ending if a next level isn't set.