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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 also callvote 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 weapon movebob. 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 that sv_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 and sv_duelwarmup cvars respectively. Server administrators can also force start the match using start_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" feature ON and OFF. When it's ON 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.
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