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Devlog
Build 76: 1.0 release
August 11, 2026
by
JP LeBreton
11
I finally got around to making proper title art for Mr. Friendly, which was the last bit of obvious missing content on my list. So I'm calling this mod 1.0 and "done enough for now". Other changes: Se...
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Build 75: a fix for a breakage introduced by GZDoom 4.14
December 21, 2024
by
JP LeBreton
5
GZDoom 4.14.0 did a security fix of sorts that broke several mods , including this one...
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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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