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Gameplay changes
Evghenii Olenciuc edited this page Nov 28, 2024
·
18 revisions
NOTE: Keep in mind that below changes are relative to Zandronum 3.0
- Added OpenAL sound backend support, which is enabled by default on fresh install.
- Player FOV no longer resets on respawn. Also server can no longer enforce FOV for players.
- Added
fov_change_cooldown_tics
cvar to limit fov change in multiplayer games. - Made mouse input more responsive. You can use
cl_useskulltagmouse
to restore old interpolated behavior. - Jump and crouch keys now also act as move up and down keys respectively. That can be controlled via
cl_jumptoflyup
cvar. - Projectiles now go thru 3d floors with inverted shootability rules. Previously only hitscan attacks could do that.
- Added a
nextmap
console command. People can alsocallvote
for it in multiplayer games. - Added a
sv_accuratecrosshair
flag that enables shooting exactly where the crosshair points at. - Added a
sv_disablewallfriction
flag that disables friction when sliding along a wall. - Added a
sv_enableprojectilehitboxfix
flag that fixes projectile vertical hitbox offset. Keep in mind that this can break some mods. Also it is not recommended when playing vanilla Doom, Heretic, Hexen and Strife games. - Added a
sv_quakethrust
flag that makes explosion and other attack thrusts act like in Quake games. - Added a
sv_headbob
cvar to configure head bobbing separately from weaponmovebob
. This is a server side cvar to avoid bobbing desyncs between server and client sides - Autoaim is disabled by default.
- Added a
sv_spawnfarthest
cvar. When players respawn in PvP gamemodes, the game will choose three spawn points farthest from everyone and spawn the player at one of them. - Added a
sv_respawntime
cvar to configure player respawn delay. - Added
sv_elevatedspecialfix
cvar to fix cases when the player is standing on a ledge of an elevator sector with a special and the special doesn't trigger. - Added
sv_ringouttics
cvar to grant the player a frag if his victim dies from environment in less thatsv_ringouttics
tics after taking damage from the player. - Added a
sv_terminatorfragaward
cvar to configure how much score to give to player who killed the terminator in terminator gamemode. - Added a warmup stage for deathmatch, lms and duel gamemodes. All three can be controlled using
sv_deathmatchwarmup
,sv_lmswarmup
andsv_duelwarmup
cvars respectively. Server administrators can also force start the match usingstart_match
console command. - When playing Invasion gamemode, the game will respawn all players when a new wave starts. This can be controlled using
sv_respawnonnewwave
cvar. - Monsters can now infight in Invasion gamemode.
- Actors now inherit gravity from 3d floors.
- Added a
cl_spykiller
cmd to toggle "follow killer" featureON
andOFF
. When it'sON
and you spectate someone, the game will automatically spectate the player who killed the one you were spectating. - Added a Source-style spectator that can also noclip thru walls. It is enabled by default and is controlled by
cl_spectsource
cvar. - When flight effect ends, players will keep their pitch instead of looking straight.
- Throwing Hexen Maulotaur doll now is affected by player pitch.
- Added Quake movement that modders can enable to replace original Doom movement. Refer to Movement changes page for details.
- Calling
maplist
cmd now works on multiplayer clients. - Added a
reportlumps [playername]
server command that will ask players to report their loaded wads and pk3s to the server. The server will then compare it with wads it loaded and report if something is different. - Increased maximum teams in team gamemodes from 4 to 16.
- Bots don't fire their weapons when in warmup state.
- You can no longer switch to spectator in singleplayer campaign unless
sv_cheats
is ON.