Garry's Mod

Garry's Mod

DOOM ETERNAL: Demon Abilities
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Update: 23 Jul, 2023 @ 3:22pm

all (excluding pain elemental because noone likes him) viewmodels now have $detail, $phong and $ambientocclusion, they basically look alot better for the normies that dont understand

added an options menu that isnt really complete

more IsValid() checks

mancubus & revenant's fucked viewmodels have been fixed

archvile and dread knight use a new teleport system (lerp vector)

a majority of explosions no longer leave a decal on the ground

on entities that explode; collision rules are changed a frame after they collide instead of instantly to prevent crashes

archvile and marauder's viewmodels are now closer to the camera
marauder's shotgun shoot animation has been remade
marauder's axe has a red wavy effect
archvile has a new wall texture, slightly bigger wall and his attacks can actually go through it
archvile's lake of fire now sticks to ground
doom hunter's and tyrant's specific abilities have reasonable cooldowns
dread knight's quantum orb has a longer cooldown, his orb lasts longer and the cooldown is halved if it explodes before you teleport to it
if the dread knight's primary explodes, it will play a sound
doom hunter's melee has a longer range
revenant has an idle animation
using revenant's rocket barrage will temporarily slow your mouse sensitivity down in singleplayer as well as multiplayer
pain elemental has a shorter and slower dash
pain elemental's primary no longer explodes twice

there might be more changes but i honestly dont remember

Update: 18 Jun, 2023 @ 8:26am

[DOOM ETERNAL: Demon Abilities] lua/weapons/deternal_hellknight.lua:827: attempt to index global 'tr' (a nil value)
1. unknown - lua/weapons/deternal_hellknight.lua:827

Update: 15 Jun, 2023 @ 1:55am

dread knight has a cool effect on his blades in firstperson
added an unfinished version of the dark lord from ancient gods part 2, under the name of "deternal_darklord" with his sword & shield props

heres a list of unfinished weapons for the homies that use the console command "give"
datarnal_janjerknight
datarnal_shitvile
deternal_truemarauder
deternal_darklord

Update: 7 Jun, 2023 @ 4:05am

fixed marauder's axe printing bitcahss values in the console
dread knight has new energy wave animations for thirdperson
added a secret weapon meant for me :steamsunny:

Update: 5 Jun, 2023 @ 7:16am

i forgot that the revenant spams a number in the console and accidentally fucknig updated without changing aynthing god FUICKING DAMMIT

Update: 5 Jun, 2023 @ 7:12am

COMPLETE overhaul to the dread knight
dread knight jumps higher with his double and normal jump
dread knight's berserk works by slashing 5 times first, then a 6th slash that applies a 2 second cooldown
dread knight's primary has lower cooldown at the cost of weaker energy waves
revenant's R has instant spread
revenant's jetpack has the same duration in singleplayer & multiplayer now
tyrant's R shoots reduced rockets
archvile's and dread knight's teleports are now butter smooth in multiplayer & singleplayer
archvile's lake of fire has proper hitboxes now
archvile has glowing cracks on his arms, planning to add the fire effects as well but it seems to be pretty fucking hard for some reason lilkfe just ufjkcı this gmae
mancubus' primary has a longer delay but stronger cannonballs now
mancubus' "alt" attack doesnt spawn a billion orange circles but rather 1 medium sized circle and has lower cooldown
mancubus', dread knight's and revenant's primaries have new trails
marauder's axe has better hitboxes

a majority of the explosions in the mod doesnt cause tinnitus to hit players, doesnt spawn sparks and doesnt have the black smoke

custom archvile is gone D;

next update should fix the mancubus & revenant's viewmodels, should have a new model for the archvile's wall of fire and should have all the walking, flinching & jumping animations for all weapons, and ontoppa that, the ledge climbing mechanic and some changes to the pain elemental because hes the worst ufcking demon i ahte ethis ufjcking peiceo f shit

Update: 26 Apr, 2023 @ 2:11pm

fixed a critical error from the previous update that pretty much fucked the entire addon
any weapon that replaces shift has auto-run enabled now (marauder, revenant, dread knight)
and some other minor changes, more coming soon

Update: 26 Apr, 2023 @ 1:33am

a clueless update
this should fix the pain elemental's right click attack,
completely revamp the revenant's R attack,
and some more things that i have forgotten over the months because ufcjk rubat and garry give us x64 or just remake it because they lost the code or someting idont know GIVE UTS X64

Update: 10 Dec, 2022 @ 12:23pm

reworked Dread Knight:
his arms have normal maps now
new viewmodel animations
berserk gives more speed when activated
primary attack uses a different projectile and its nerfed & buffed
the slam has a bigger range and creates a red ring
the quantum orb will require the user to press SHIFT again to teleport to it, if it stays around for too long, it'll explode
rebound the slam & quantum orb

Marauder's axe goes further
most projectiles shouldn't explode more than once now
projectiles no longer deal prop damage
DOOM Hunter's secondary attack has a bigger explosion radius
changed Revenant's jetpack fuel amount
Revenant can dash

there might be more changes, but I don't remember at the moment

Update: 28 Nov, 2022 @ 9:51am

Archvile's fireball has been nerfed
Marauder's Axe & wolf has been nerfed
Marauder's dash fixed in multiplayer
Marauder's throw animation is re-done
most explosion sounds are changed (marauder's axe, archvile's fireball and tyrant's rockets)
Custom Archvile's primary shoots a few more fireballs now
Custom Archvile's summon re-done
Marauder's axe's "warning beep" is easier to hear
Marauder's secondary has a bit longer delay now