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Devlog
Build 74: a fix for the major text box breakage introduced by GZDoom 4.11
November 07, 2023
by
JP LeBreton
5
Fixed nearly every text box in this mod breaking due to a GZDoom string formatting change introduced in 4.11 (specifically, zstrformat being replaced by stb_sprintf). Use a custom "left pad string" fu...
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Build 73: Small fixes and tiny additions
January 21, 2021
by
JP LeBreton
1
Fixed typo that broke variation in Find Texture quest dialog (thanks Stever1009) Renamed OPL2 versions of Doom & Doom II tracks so they don't stomp the default music in their levels (thanks Stever1009...
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Build 72: new tool, new writing, tuning changes
March 14, 2020
by
JP LeBreton
1
Added a new tool, the Door(?) Opener , which will pop open any wall + sector that has door-like qualities. Can be used to break into secrets, and open permanently sealed doors for backtracking. You ca...
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Build 71: rare crash fix and a few new bits of writing
June 11, 2019
by
JP LeBreton
1
fix a rare VM abort (crash) with the quest screen. small amount of new writing, monster names, soundtrack additions...
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Build 70: new font for Wandering Demon pages
April 12, 2019
by
JP LeBreton
use James "Jimmy" Paddock's "Apostasy" font for Wandering Demon journal pages...
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Build 69: player sprites, new tools
April 11, 2019
by
JP LeBreton
1
New player sprites by Skelegant! Finished implementing two new tools: The Warp Gem can be used to return to your starting point in a level. Using it again at this start point returns you to the last p...
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Build 68: fixes, small HUD enhancements
April 07, 2019
by
JP LeBreton
added options menu item to hide key bind legend HUD quest icon now shows X/Y quests completed tally so you don't have to open the quests screen fixed VM abort (crash) during map compatibility checks o...
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Build 67: added brief notes for modders
April 06, 2019
by
JP LeBreton
Added a file I wrote last year but forgot to add to the ZIP, modders.txt , which describes how to add Mr Friendly-compatible name and description strings for any custom or overridden objects you inclu...
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Build 66: several fixes, small bits of new content
April 05, 2019
by
JP LeBreton
1
don't consider objects in hidden sectors for item-related quests, eg the weapons in tiny DM-only rooms in TNT map18 when a fishing quest for a dopefish is active, first catch will be a dopefish, as wi...
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Build 65: a few stability and text fixes
March 11, 2019
by
JP LeBreton
1
Fixed: crash caused by not clearing sector tool's sector reference on level start Fixed: grid texture not showing up on blank walls exposed by sector tool added fly toggle to help screen a few new bit...
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Build 64: held item visibility and other fixes
March 07, 2019
by
JP LeBreton
1
Fixed: held items don't show up since GZDoom 3.7.0 release. Fixed: crafting UI goes away after completing a single crafting quest, leaving any subsequent crafting quests on the same level uncompleteab...
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Build 63: fixed crash after loading a new map with Sector Tool
June 07, 2018
by
JP LeBreton
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Build 62: fix for stuck items, option for pentagram-free UI
June 03, 2018
by
JP LeBreton
journal pages and photo spots shouldn't spawn stuck halfway in walls - let me know if you still see any though! a couple new sounds (fishing rod cast) and bits of writing menu option to swap out pent...
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Build 61: a few small fixes, soundtrack additions
April 27, 2018
by
JP LeBreton
fixed post-quest follow-up dialog being skipped fixed some typos added more MIDI Hitz and a few more bits of writing...
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Build 60: proper sector tool, randomness fix, crash fixes
April 27, 2018
by
JP LeBreton
1
sector tool now has non-prototype visuals and sound. still kind of a secret item but it's shippable fixed broken randomization logic, level-based randomness should be consistent again fixed multiple c...
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Build 59: tons of fixes, prototype sector tool
April 26, 2018
by
JP LeBreton
1
increase collision heights for short items so they're easier to focus roll back status for quests that become un-fulfilled, eg dropping an item fixed spawned-but-invisible crafted item being interacti...
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Build 58: crafting refactor, bugfixes
April 25, 2018
by
JP LeBreton
1
overhauled crafting code, fixing many longstanding bugs with this UI crafting quest screen pages show X/Y progress numbers crafting quest screen pages now reflect what's in both inventory (backpack) a...
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Build 57: Fixed "mislabeled fish" bug & others
April 24, 2018
by
JP LeBreton
1
Fixed "mislabeled fish" bug, fishing quests shouldn't get goofed up anymore Added "is monster" check to held/focused item swapping code. Works, but it was kinda humiliating being stuffed in Mr Friendl...
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Build 56: proper fish splash FX, more fish
April 23, 2018
by
JP LeBreton
2
finally ditched the placeholder fish splash FX, play them when a fish dives and when a bobber lands visual variations for the different liquid fishes a few more "quest completed" sounds...
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Build 55: several fixes and improvements
April 23, 2018
by
JP LeBreton
1
fixed crash when stashing a diving fish :O if player is holding something, "focused item" UI text should show that not focused item some new crafted item sprites, collect 'em all when holding and item...
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Build 54: new quest type randomization
April 21, 2018
by
JP LeBreton
1
Previously, on every new level load the quest system - the "QuestLord", as the source code reads - would shuffle the list of possible quests and pick one. This meant that sometimes, you'd get the same...
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