This is a page for users who have already installed the full version of this MOD to quickly download the bug-fixed file. All you have to do is overwrite the downloaded modified version.
Update and bug fix information
1.0.3 - Bug fixes & Feature Improvements (NEW)
A new "Random Weapon Mode" has been added.
In this mode, players start the game with one random weapon.
Additionally, by installing the "Weapon Reset add-on(created by DevilBlackDeath)" included with the patch, players will be able to reset their weapons and equipment every time they move to the next map.
While players may start in Underhalls with the PKM LMG, it's also possible they'll start in Icon of Sin with just the Makarov pistol.
This mode is for those looking for a new challenge.
Fixed a bug that caused the game to crash when trying to switch to another weapon between firing the last AT4 and discarding it.
However, if players perform the same action after applying the patch, the game will not crash, but the out-of-ammo AT4 will remain in the inventory. (Until a smarter technical solution is found)
This update does not affect your DOOM save data.
1.0.2 - Feature Improvements
I have added name tags to items to help you properly use the very useful and innovative add-ons "Gearbox(Inventory Management)" and "Use To Pickup".
This change allows players to see accurate information about items even when using these add-ons. I think it will also be easier to collect ammo pouches.
1.0.1 - Bug fixes
Fixed a bug where the game would freeze when pressing "Fire mode select" and then aiming while using a revolver weapon.
Additionally, there was a possibility that some weapons that did not have full-auto functionality would have slight glitches due to the non-existent Fire Select being used, so we made some changes to the program.
Does anyone know if there's a way to get this working with DoomRPG Rebalance?
I found a bug before I saw this update... If you exit the level while the flashlight is on, you can't turn it back on till you go to the next level or you use the other flashlight mode.
I have tested the SD & HD flashlight, night vision functions and did not find any issues with it.
In map 1 of DOOM2, I tried leaving the map with the SDFL on, leaving the map with the HDFL on, and leaving the map with both on at the same time. No problems were found there.
The SD flashlight and night vision will be reset each time you exit a map, and can be turned on again by pressing the ON button when you start the next map. Only the HD Flashlight can remain lit in the next map even after escaping the map (due to the more advanced scripting used).
If this isn't the feature you're talking about then it's probably something else you're using along with the COD mod that's causing the issue.
COD MOD players have a built-in program that resets the switches so that they can use the SD flashlight and night vision again when they start a new map and the engine forces them to be removed.
This means that if you have an add-on running that changes this COD mod player into a different nice guy, or an advanced custom map mod running, they may ignore the reset function of this switch.
If this is the cause of the bug, then there needs to be a simple but advanced script that will force a check for the flashlight switch no matter what custom mod character is being used as the player.
At the moment, I don't know of a perfect solution (it's impossible to check the compatibility of all existing mods completely).
For now, all you can do is be considerate of the environment and turn off your flashlights diligently, even though it's a hassle.
If it isn't doing that for you, then it might be GZDoom. What version does this use?
Both new game modes in the patch are cool!