![]() ![]() Removed the option for accurate waypoint following. "Use Waypoints" no longer needs to be enabled for "learn the map from player". This improves their ability to learn larger maps and also makes them learn Minute, update again at 1 minute 30 seconds, and one last time at 2 minutes. The info 30 seconds into the match, and will update their knowledge when at 1 Bot learning is better now, they will begin to use an incomplete version of Proerd888 at TSPG a while ago, but I did not find out until recently when I wasĭigging around in TSPG. ![]() Added a compatibility patch for Armageddon Invasion, this patch was made by ![]() With that out of the way, most of the changelog is as follows: And I'll also try to provide some support for cooperative gameplay in ZDoom, becauseĪt least that is worth fixing (i.e ZDoom provides a bit better experience in co-op than what Zandronum does). If you can prove theīug also happens in Zandronum, I'll gladly listen to your bug report. ![]() I'm not gonna take any bug reports for deathmatches in ZDoom for those reasons, as most bugs are outside of my reach to fix. Issues in Zandronum as the built-in AI can be easily disabled and thus there's no interference with the TDBot AI. Of waypoints, inability to fire consistently well at an opponent, the inaccuracy flag having the exact opposite effect and even more. The built-in ZCajun bot AI interfering with the TDBot AI, various unfixable bugs have arised in ZDoom only, which include extremely poor following gzdoom-.Updated! This update improves the map learning feature significantly.īefore I go into the changelog details, I want to point out that deathmatches with the TDBots in ZDoom are unsupported. Open gzdoom ini file, it will also contain the name of your PC profile. Fixed blood pools appearing instantly right after kills Fixed mastermind not using smooth frames Fixed blood pools from certain monsters duplicating in the same spot causing z-fighting Reduced amount of green and blue decals when using normal blood amount setting Added blood effects for fast demons from Smooth Doom Added blood pools for green and blue blood Added more gibs for bigger monsters and improved timing Fixed a smooth doom bug that caused missing cacodemon death animation on the final frames Removed green brains gibs from cacodemons when they are crushed Fixed reverent using duplicated gib sounds and incorrect pain animations Specters now have visible gore and blood splatters when gibbed Demons previously used both which caused some performance issues and inconsistent gore effects Changed pinky demon gib animation to use Smooth Doom and blood splatters to use Ketchup. Added blood pools to gibbed mid-tier monsters Changed archvile gib animation to Smooth Doom instead of the generic one from Ketchup Removed green brains from cacodemons when they are crushed (again) Menu compatible with gzdoom 3.1.0 and will not override default menu or other mod options Added version for Zandronum source port (New versions of smooth doom may not work with zand) Created 4 additional wall blood decals to increased variance and blood spray coverage Fixed dynamic lighting not working for hit scanners and archviles caused by the name change from this patch Updated Smooth Doom's OpenGL lighting settings to match gzdoom 3.2.0 You can disable them in the Smooth doom mod options Smooth doom's blood splats are very performance heavy. I have uploaded an stable version of the mod here if you want to use a version with the correct blood colors: 2-1-2017.zip?dl=0 The current version of Smooth Doom has a number of bugs and glitches related to the mod itself and blood colors. Ketchup has a lack of content for blue and green blood types, so there will be no sticky wall gibs or ceiling blood drops. Created green and blue blood splatter effects and blood pools that weren't present in Ketchup Combines Smooth Doom's new animation frames and gore effects with Ketchup's blood effects Requires Smooth Doom to be loaded before this mod. ![]()
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