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Name

 DOOMBRINGER 

 

Developer

 Anomic Games 

 

Publisher

 Anomic Games 

 

Tags

 Indie 

 

Free to play 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

Release

 2021-06-04 

 

Steam

 € £ $ / % 

 

News

 13 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 n/a 

 

Steam Rating

 Positive 

Steam store

 https://store.steampowered.com/app/1156120 

 


LINUX STREAMERS (1)
yeahlinuxgames




Episode 2 trailer at Realms Deep 2023 and Version 1.3 released

Along with releasing version 1.3 of DOOMBRINGER, we've got a fair few bits of news to share.


  • Version 1.3 released - See below for a shortened list of what the new update brings.
  • Realms Deep 2023 - We once again are featured on Realms Deep with a new trailer. Episode 2 is finally going to be shown in more than just screenshots. Coming September 30th.
  • Realms Deep steam sale - We're participating in the Realms Deep steam sale also, so if you haven't already bought the single player, take this opportunity to do so. The sale will go on between 9/28 - 10/3
  • Community Duel Cup - One of our community members Fossil has taken it upon himself to host a one day duel cup this Sunday (October 1st). Sign up over at Challonge


Weapons
- QuakeC: Reorganized impulse list, YOUR WEAPON BINDS WILL NEED TO BE RESET.
- QuakeC: Tesla beam was rewritten for more reactive and predictable visuals on "Curved" and "Slightly Curved" settings.
- QuakeC: "Straight" beam now behaves more properly at all ranges
- QuakeC: Added new Tesla beam style cvar cl_tesla_skin (0 = default, 1 = wave, 2 = thin).

Loading Screens
- Engine: Added support for MenuQC loading screens (following FTE standard).
- QuakeC: Added new loading screen design, instead of still images.

Aim Assist
- QuakeC: Added aim-assist for controllers in singleplayer. This can be toggled with cvar cl_aimassist. This will only work against monsters, so there is no way it can be abused in multiplayer.

Netcode
- Engine: Changed viewangle networking from absolute to relative.
- QuakeC: Teleporters now use delta viewangles to prevent issues with desync on high ping.
- QuakeC: Fixed vibration on lifts caused by stairsmooth.

Monsters
- QuakeC: Moved monsters to CSQC. Should stop warping of monsters on stairs and around corners.
- QuakeC: Added velocity based knockback. Stops monsters from "building up" knockback and suddenly flying off in a direction once lifted off the ground.
- Engine: Fixed incorrect logic with trapezoid sound calculation.

Mapping
- QuakeC: Initial testing support of warpzonelib from Nehara. This is very incomplete.


[ 2023-09-27 00:24:02 CET ] [ Original post ]

Patch released 2023-03-04

[h2]Patch notes:[/h2]


  • E1M4 : Fixed issue where the player could exit the ending elevator softlocking them out of exiting the map.
  • E1M6 : Fixed issue where the player could exit the ending elevator softlocking them out of exiting the map.
  • E1M7 : Fixed issue where an enemy was misplaced from upcoming episode 2 content in episode 1 causing a missing resources issue.
  • Monster Troglodyte : Fixed missing gib model issue.


[ 2023-03-04 10:25:21 CET ] [ Original post ]

DOOMBRINGER WINTER UPDATE AND STEAM SALE

Welcome and Merry Juletide to you all. A lot has happened in the time since last winter sale and it is time we share a bit of information about the progress on DOOMBRINGER Episode 2.

We had hoped to be closer to a final release window by now. But alas real life has taken up a lot of focus for our main developer what with them changing their dayjob from a School teacher in Sweden to a game developer in Denmark. This has taken a lot of time from working on Doombringer and as a result, we are making up for lost time.


A Troglodyte pushing forth followed by a pack of Gorgers. An enemy that will have a surprise for the unwary traveler.

The Team
But before we get in to the progress we have done let us present the current team working on Doombringer's game directly. Not to take away anything from all the great people helping us wherever they can. We couldn't do it without their support. But this is the people who currently make the game for you.

[h2]Episode 2 developers:[/h2]
Kristian Kjll (Kristus) - Level design, Art, Modeling, Animation, Programming.
Sam Piper (Reki) - Lead Programmer.
Jeremy Sneep (RennyC) - AI and Entity programmer.
Matt Tropiano (Mtrop) - Sound effects, Linguist.
John S Weekley (Primeval) - Music.

On top of that Blaze Lightcap graciously helped us blocking out one of the maps for Episode 2.


Two Dreadnaughts standing guard. This new enemys Gotlung gun will not spare the hot lead they got racked up for you.

The Progress
We're going to go through this in three general blocks. General map progress, Monster progress and Boss progress. This so we can have a good idea of where each map is and where the finale of the episode is currently.

[h2]Maps[/h2]
E2M1 : 80% - Gameplay is being refined and has for most of the map been through an art pass.
E2M2 : 50% - Gameplay is being refined and is still mostly only in the blockout stage.
E2M3 : 75% - Gameplay is being balanced to be less unforgiving and most of the map has been through an art pass.
E2M4 : 50% - Gameplay is being refined and is still mostly only in the blockout stage.
E2M5 : 90% - Gameplay is being polished and the map has been through it's art pass.
E2M6 : 50% - Gameplay is being mostly done and the map is still mostly only in the blockout stage.
E2M7 : 40% - Map has been blocked out but game play is still pending.
E2M9 : 40% - Map has been blocked out but game play is still pending.

We left out the boss map in this roundup since that is a special case map. But as you can see all the maps are blocked out. Though game play is missing for a couple of them, and the art passes are missing for the majority. This may sound bad, but game play and blockout is what generally takes us the longest to do while the art pass can be done faster once we got the ball rolling and feel confident about the game play.


E2M2 - Example of a map in it's blockout stage.

[h2]Monsters[/h2]
What would new maps be without new monsters to fight. While you get a lot of new tools in the new maps like the Rocket launcher and Super Shotgun those weapons were already available to play around with in the multiplayer portion of the game or if you used weapon cheats in the campaign maps.

We're adding as many as 8 new enemies to this episode. These enemies range from variations based on the original episode enemies like the Aswang Matriarc, to completely new characters like the Vizier. The good news is that these are all more or less done and playable in game only requiring some polishing with their animations and presentation for the most part. Apart from the last enemy you will come upon in the episode the aformentioned Vizier, which still have some animation work to be done.


E2M5 - Example of area where recent art pass has been applied. The red square is a place holder switch waiting for it's decorate model representation.


Tesla Commanders are one of the new squishy types of enemies you will face. While their tesla coils pack quite a punch, just remember to keep moving so they don't get a lock on you.

[h2]The Boss[/h2]
This section is going to be a bit less exciting at the moment. The boss is treated differently since it is pretty much all original materials going into making it. This is also why it's been pushed to the back burner. While we have discussed it and got a basic idea what we want to do with it. Currently we don't have any resources produced for it. What we are planning is to put it last in the pipeline, so that once the general episode is done and we are doing final playtesting of the maps. Then we can put all our attention to making the boss rather than working on both at the same time.


[ 2022-12-20 22:03:07 CET ] [ Original post ]

DOOMBRINGER Version 1.2 released

As we unveil version 1.2 of Doombringer we want to point out the changes are many. But we will here highlight a shorthand list of improvements to the game since our last major patch.

We also want to take the opportunity to ensure you all that work continues daily on Episode 2. Any updates we have on that will be shared on our twitter, or discord. There you will be able to follow along as we release screenshots or talk to us about the game and so on.


A sneak peek from Episode 2 currently in development.

Changelog :
[h2]Maps :[/h2]
[h3]E1M5 [/h3]


  • Improved water effect
  • Made signposting to pump opening more pronounced


[h3]E1M6[/h3]

  • Improved water effect
  • Added water particles to cogwheels flowing the water


[h3]E1M7[/h3]

  • Fixed issue with framerate throughout the map
  • Improved water effect on water pipe before yellow door


[h3]duel3[/h3]

  • adjusted layout, improving the survivability for the player out of control


New paths has been added to Duel3 to make the map's game play even more eclectic.

[h3]duel4[/h3]

  • Fixed rocket ammo box giving double ammo
  • Fixed issues with wall details on top floor center room


[h3]duel5[/h3]

  • Changed layout adding extra path below Mega health
  • Changed layout around red armor
  • Switched place between shotgun pickup and red armor


[h2]Miscellaneous[/h2]
[h3]Textures[/h3]

  • Started revising textures on monsters, HUD weapons and assorted details

[h3]Gibs[/h3]

  • Made gibs spawn from relative position to where they are expected to come from, rather than the center of the emitter's body


[h2]Monsters[/h2]
[h3]Aswang[/h3]

  • Made the Aswang start slashing at you if it was charging in to the player, rather than just keep running against it



E1M7 now plays just as well as the rest of the maps.

[h2]Functions[/h2]

  • Made elevator buttons not activate if the lift is not available because the door is not open
  • Added ability to make entities travel with other entitires, for instance a door can follow a lift between floors
  • Warpzones
  • Made target_emitter more efficient


[h2]HUD[/h2]

  • Changed default digit font on HUD
  • Made the ammo bar be brighter and easier to read
  • Added Wales flag


[h2]Menu[/h2]

  • Changed SINGLEPLAYER menu to have clearer presentation of coming episodes on it
  • Minor improvements to demo player menu (LOAD FILE in menu)


[ 2022-08-17 00:45:03 CET ] [ Original post ]

DOOMBRINGER DUEL LEAGUE PLAYOFFS Saturday 19/3 (Postponed from 12/3)


We've been following the players over 10 weeks. We started with 19 players, and then they were whittled down to 13. Now this NEXT Saturday we will be left with the top shelf stuff. Four players remain to run a gauntlet set of matches towards the finish line!

Zorakwar has remained undefeated throughout the round robin stage while Respa, Reki and Signis each has dropped the odd map or match. Make no mistake, these are all top tier players. But can anyone of them topple this god emperor's reign in DOOMBRINGER? Respa Reki and Signis are all that still stand in his way to complete domination! And while they have the potential to beat Zorak, will anyone of them find that little bit extra to make it through in the end?



This Saturday (19/3, postponed from 12/3 due to illness) at 19:00 CET (Central European Time) we will find out. So join us at twitch.tv/timconlan and see the exciting finale of the DOOMBRINGER DUEL LEAGUE!

Watch at : twitch.tv/timconlan
Join Discord : DOOMBRINGER Discord
Twitter at: @DoombringerFPS


[ 2022-03-12 12:47:15 CET ] [ Original post ]

DOOMBRINGER DUEL LEAGUE PLAYOFFS Saturday 12/3


We've been following the players over 10 weeks. We started with 19 players, and then they were whittled down to 13. Now this Saturday we will be left with the top shelf stuff. 4 players remain to run a gauntlet set of matches towards the finish line!

Zorakwar has remained undefeated throughout the round robin stage while Respa, Reki and Signis each has dropped the odd map or match. Make no mistake, these are all top tier players. But can anyone of them topple this god emperor's reign in DOOMBRINGER? Respa Reki and Signis are all that still stand in his way to complete domination! And while they have the potential to beat Zorak, will anyone of them find that little bit extra to make it through in the end?



This Saturday (12/3) at 19:00 CET (Central European Time) we will find out. So join us at twitch.tv/timconlan and see the exciting finale of the DOOMBRINGER DUEL LEAGUE!

Watch at : twitch.tv/timconlan
Join Discord : DOOMBRINGER Discord
Twitter at: @DoombringerFPS


[ 2022-03-11 21:22:18 CET ] [ Original post ]

DOOMBRINGER Episode 2 preview.

As the holidays are upon us we have decided to share with you some of the upcoming Episode 2 of DOOMBRINGER, The Chaos World Of Hlavh'yzh'ahk which will plunge you down the rabbit hole into a disparate universe breaking at the seams. Will you learn to regret walking through that portal?



The Chaos World Of Hlavh'yzh'ahk
This is the working name of DOOMBRINGER's second episode, which we hope to have ready before the end of the next year. In Episode 2 you can expect to see a much wider array of themes and places than what you got to experience in Episode 1.

[h2]Where do we go?[/h2]
As you left the world behind, trying to find redemption for you and your people you get thrown into a cataclysm of worlds, observed by an indifferent lord. Death sometimes might be a blessing.

[h2]New enemies[/h2]
In your quest you will face off against at least eight new enemies. This include stronger, faster, more aggressive variations of enemies you faced in Episode 1, and a few all together new monstrosities that will challenge you in new ways.

[h2]More weapons[/h2]
You will finally be able to lay your hands on some of those wonderful weapons that people playing the Multiplayer has been enjoying. This episode will feature the Rocket Launcher, Super Shotgun and Railgun.

[h2]New powerups[/h2]
In episode one you got to play with a lot of fun powerups. Like the spread fire (Chaos Sphere), quad damage (Doom Sphere) and the ever so entertaining pugilistic Berserk Sphere to name some of the highlights. These will all of course make a come back here, along with the rest of the powerups you found through Episode 1. But on top of it you will also be able to play around with the Adrenaline Powerup which makes your weapon go twice as fast as well as the Arcane Health powerup which will make you a lot happier every time you find those green health bonuses.









[ 2021-12-22 19:00:46 CET ] [ Original post ]

Happy halloween! Update notes for October 30th

Changelog :
[h2]Maps :[/h2]
[h3]E1M9 [/h3]


  • Fixed minor polygon issue by yellow key.
  • Fixed issue where two soldiers would get spawn in the wall by the blue key.
  • Fixed issue with Aswang trap before blue key.


[h3]aduel3[/h3]

  • added aduel3 arena duel map


[h3]rekaduel1[/h3]

  • added rekaduel1 arena duel map


[h2]Netcode[/h2]

  • QuakeC: Massively refactored client prediction code
  • QuakeC: Unified SSQC and CSQC weapon code to a single shared file, instead of mirrored versions
  • QuakeC: Added QW-esque player extrapolation, so player models should no longer clip through walls when moving at high speeds
  • QuakeC: Readded spectator extrapolation with new error correction, so high PL or otherwise choppy clients should be smoother to spectate
  • QuakeC: Added new system for handling viewmodel animations
  • Engine: Added DB2 protocol as to not completely break compatibility


[h2]Monsters[/h2]
[h3]Aswang[/h3]

  • Fixed issues where Aswangs would get stuck in mid air at times.


[h2]Functions[/h2]

  • Added ability to make func_'s like buttons and doors etc follow another func_


[h2]Servers[/h2]
[h3]Options[/h3]

  • Added passworded servers option
  • Added Admin powers to servers


[h2]Miscellaneous[/h2]

  • Changed Competetive prefab slightly to not cause visual issues with Single player.
  • Improved bone rigging on monster models for Aswangs, Pawns, Soldiers, Enforcers and Golems.


[ 2021-10-30 18:05:00 CET ] [ Original post ]

Update notes for June 21st

Changelog :
[h2]Maps :[/h2]
[h3]E1M1 [/h3]


  • Moved bolter to Shotgun position.
  • Moved shotgun to top of spiral stairs.
  • Reduced monsters in start room and closets of second room.
  • Reduced cartridge ammo


[h3]E1M2[/h3]

  • Reduced cartridge ammo


[h3]E1M3[/h3]

  • Reduced cartridge ammo
  • Fixed clipping issues at the bottom of the slime pit


[h3]E1M4[/h3]

  • Reduced cartridge ammo
  • Replaced large cartridge boxes with armor shards


[h3]E1M5[/h3]

  • Made all switches to secret exit into valves
  • Reduced cartridge ammo
  • Fixed non clipping bug with metal girder over slime pit
  • Increased light radius of secret exit elevator


[h3]E1M6[/h3]

  • Increased size of trigger box around red key to make sure trap doors open
  • Added signposting for path from switch outside red room to lowering stairs
  • Added extra health potions to signpost for the continued path towards red key
  • Fixed two texture bugs around the area after the blue key


[h3]E1M7[/h3]

  • Fixed bug with skipping directly to Quad pavilion making monsters not spawn
  • Fixed monster spawning in wall by corner of room after first bridges


[h3]E1M8[/h3]

  • Added clipping on the outer walls of the inner sanctum. Making moving up stairs easier
  • Added clipping on the outer walls of the inner sanctum around portals making it less likely to make boss not able to reach you
  • Moved pile of bricks to be below stairs in front of portal, making them more visible for players
  • Made pile of bricks not clip against the boss
  • Made half broken pillars have clipping rim for the boss, to avoid it climbing up on the edge of them


[h3]E1M9[/h3]

  • Reduced cartridge ammo


[h3]DBDM1[/h3]

  • Fixed minor texture issue
  • Moved Rail over to quad platform
  • Added invulnerability powerup in former rail cubby
  • Added BFG in lava
  • Made lava flow push players


[h3]DBDM2[/h3]

  • Fixed ramp jump up to Quad


[h2]Weapons[/h2]

  • Some sound Frequency tweaking



[h2]Players[/h2]

  • Made pain sound of players travel further
  • Made players own footsteps play at a lower level
  • Added cvar to set your players footstep sounds specifically


[h2]Monsters[/h2]
[h3]Troglodyte[/h3]

  • Made pain sound only play when the monster flinch


[h3]Shotgunner[/h3]

  • Fixed issue where going in to pain state could make the monster seize up and stop reacting


[h2]Triggers[/h2]
[h3]Teleporters[/h3]

  • Fixed issue with teleporters where they would not work to turn on or off using the triggers activate/deactivate


[h2]Menu[/h2]
[h3]Options[/h3]

  • Replaced refresh rate slider in Video options with selection box for different refresh rate modes



[h2]Savegames[/h2]

  • Removed pause after savegames being loaded in multiplayer games



[h2]Miscellaneous[/h2]

  • Added g_nosavescum. Will make it so you can't save in the middle of a map without it putting you back at the start on reloading
  • Added slight respawn delay when dying in a single player game to avoid players respawning without meaning to
  • Particle effects improved almost across the board by Shpuld
  • Added Omnipotent award graphic and set correct award graphics for several others
  • Adjusted health on explosive barrels
  • Fixed issue where MP music wouldn't play
  • Fixed issue where dead players appeared to hold the weapon of the player that killed them
  • Item Ammo backpack added as an item in the end of map scoreboard


[h2]Launcher[/h2]

  • Updated link to 4netplayers.de in multiplayer menu - You can now use it to host your own Doombringer servers
  • Fixed score bug in Steam friends list


[ 2021-06-21 11:18:43 CET ] [ Original post ]

DOOMBRINGER LAUNCH SHOWCASE






DOOMBRINGER RELEASES JUNE 4TH
LAUNCH SHOWCASE JUNE 5TH

[h3]Following DOOMBRINGERs release[/h3] TastySpleen.tv will play host to the DOOMBRINGER Launch Showcase! It will be a celebration of all things DOOMBRINGER and a deep dive into newly added features. To top it off, there will be two showmatches. A duel between Gaiia and Signis, followed by a 2v2 TDM bout with Zorakwar, CixxyWuffie, Vig1lante and prod1G. Bring your friends, bring your enemies, come and revel in the glory that is DOOMBRINGER!

[h2]TWITCH.TV/TASTYSPLEENTV[/h2]
[h2]8PM CEST[/h2]
[h2]2PM EDT[/h2]
[h2]11AM PDT[/h2]


[ 2021-05-29 21:07:25 CET ] [ Original post ]

DOOMBRINGER Americas Cup #1

Bald Eagles. Freedom. DOOMBRINGER? Welcome, it's time to crown a new King. 1 double elimination bracket, literally some money and the best North America has to offer: this Sunday it's time to duel!

[h3]Where[/h3]
Join the DISCORDBRINGER
Streamed live on twitch.tv/TimConLAN
Sign up (and view full details) on Challonge

[h3]When[/h3]
May 2nd at 2:00PM Eastern Time
Check-in starts an hour prior

[h3]What[/h3]
Format
Double Elimination
Best of three Upper Bracket
Best of one Lower Bracket
LB Final Bo3
UB Final Bo5
Grand Final Bo7 (1 map advantage to winner's bracket)

Map Pool
Duel 1
Duel 2
Duel 3
Duel 5
GT4
Fata Morgana
Aggressor


[ 2021-04-30 20:23:11 CET ] [ Original post ]

Grenade Launcher Antilag & Other Improvements

Americas Cup #1
This Sunday (May 2nd) will see the first official DOOMBRINGER competition outside of Europe.
Sign up on Challonge. The event will be streamed with commentary on twitch.tv/TimConLAN.

Patch Notes

Netcode
- QuakeC: Grenade launcher now has antilag
- QuakeC: Knockback from projectiles is no-longer 0 if within antilag resim range
- QuakeC: Projectile prediction is now delayed appropriately if ping is above server's max projectile rewind (by default 110ms)
- QuakeC: Removed unnecessary extrapolation when spectating players
- Engine: Fixed movement prediction colliding with local player entity
- Engine: Added DB1 protocol as to not completely break compatibility

Weapons
- QuakeC: Fixed SSG, SG, and Rail out of ammo animations
- QuakeC: Fixed LG and Rail hum sticking in position instead of following players
- QuakeC: Fixed gotlung sound looping
- QuakeC: Potentially fixed ghost viewmodels showing when respawning

Nameplates
- QuakeC: cl_nameplate now acts as flags for what you want to display:
2 - shows name
4 - shows team color gear icon
16 - shows weapon
32 - shows health and armor bars
1024 - sticks to screen edge
2048 - spin, speed is based on stack

Other
- QuakeC: Added cl_tonedownslime to make slime glow less
- QuakeC: Re-added support for v_idlescale
- Maps: Duel3, fixed clipping issue with slope jump edge up to SSG.


[ 2021-04-28 21:00:28 CET ] [ Original post ]

Netcode Overhaul, Crosshair Customization, & Duel3 Art Pass

Summary
In anticipation of the DOOMBRINGER Americas Cup #1, Reki has overhauled the client prediction side of the netcode, as well as added some tweaks on the server side to make ping differentials feels more fair. Weapons are now predicted (with cl_weapon 1) which removes latency between input and seeing weapons fire.

Kristus has also been busy finishing the art pass for Duel3, featured in this update. The artstyle for Duel3 is similar to that of Duel5, with gothic architecture and brightly burning braziers. This style is planned to be explored further in the second campaign episode. He also slaved over creating a new crosshair system, with lots of customization options to choose from. This will be expanded even more in the future, and feedback is welcome in the Discord.

Primeval has cooked up some spicy new music tracks, some featured in the last update. Much more of his work will be featured in the first Singleplayer campaign episode, releasing on May 21st.


Patch Notes:
[h2]Duel3 Art Pass:[/h2]


Duel3 has received an art pass, exploring the style of Episode 2 and Duel5.


[h2]Netcode Changes / Overhaul:[/h2]
Antilag (Changes)
- QuakeC: Fixed a bug causing bolter/gotlung knockback to be lower than intended if sv_antilag was enabled
- QuakeC: You nolonger take knockback if shot after entering a teleporter by a laggy client
- QuakeC: Antilagged projectiles nolonger hit playerclip, this was causing problems on duel3's shootable grate

Projectile Rendering (Changes)
- QuakeC: Projectile rendering has been moved to CSQC, all physics remain serverside.
- QuakeC: Projectiles now visually come from the barrel of your viewmodel, this can be disabled in misc options or with 'cl_trueprojectiles 1'

Movement Prediction (Changes)
- Engine: Changed how input_timelength is calculated to help reduce warping and "low fps" stutter effect
- Engine: Solid SSQC entities are now collided with by CSQC traces
- Engine: Added csqcflags field to stop invisible (dead) players from causing collisions and warping
- QuakeC: Ported collision code from Engine into QuakeC, almost completely eliminating warping due to precise collisions
- QuakeC: Fixed a lot of issues related to jumping that were causing warping
- QuakeC: Redid how camera position is calculated, it's now using your true position instead of an approximation. This should make movement feel a lot tighter on high ping.

Weapon Prediction (New)
Added weapon prediction with 'cl_weapon 1', at pings over 30 this should eliminate latency for weapon effects and animations
- Engine: Added input_impulse so QuakeC can read what weapon swap was requested
- QuakeC: With antilag and weapon prediction enabled, projectiles are now predicted and should feel completely lagless at pings under sv_antilag_maxrewind_projectile

Hit Beeps (Changes)
- QuakeC: Added a flag to hitbeeps to mark if a frag was scored, this could be marked with a sound effect in the future

Known Issues
- Weapon prediction can misbehave if your ping bounces between 20 and 40, if you experience dropped weapon sounds please disable weapon prediction in the 'misc' options menu
- Weapon prediction causes railgun hum to play during reload
- Weapon prediction may sometimes cause sound loops to stick
- Movement prediction may still look stuttery at high refresh rates, feedback on this is appreciated


[h2]Crosshair/Hud:[/h2]


3 Part Crosshair System (New, thanks Forty for the idea)
- QuakeC: Crosshairs are now made of 3 parts: dot, edge, hitbeep
- QuakeC: Added lots of new crosshair* cvars for customization
- QuakeC: Overhauled menu to allow for most customization options

Hud (Changes)
- QuakeC: Images are now precached properly, which should reduce stuttering when hud elements are first shown.
- QuakeC: Some 2D assets are now mipmapped on map load, which should reduce aliasing on squished elements.
- QuakeC: Added flat background option for timer.
- QuakeC: Added option to set scale of simple items.
- Engine: Made drawpolygon unaffected by fog when drawing to the hud

[h2]Demos:[/h2]
Timestop (New, thanks jehar for the idea)
Added demo timestop feature, this can be enabled and adjusted with cl_demo_timestop_* commands
this creates an automatic slowmotion effect whenever the POV gets a frag

[h2]Spectators:[/h2]
- QuakeC: New function cl_followcaster. Makes spectators follow on another spectator. Helpful for casting games with another person. Needs to be tested more though.

[h2]Other Fixes[/h2]
- QuakeC: Fixed an exploit allowing you to suicide in warmup without losing frags, effectively being able to choose your spawn
- QuakeC: Fixed initial spawns facing you the wrong direction due to SENDFLAG_FIXANGLE misbehaving
- QuakeC: Hopefully fixed some cases of rocket sound looping with dropped packets
- Numerous other small fixes


[ 2021-04-10 18:52:29 CET ] [ Original post ]