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- Update #1 (1.8.8)
- • 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.
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