TehRealSalt
9d6563fcf7
Fix kartspeed/kartweight writes
2018-10-28 14:43:58 -04:00
toaster
75efd3e2c5
Ping offset fixed even more
2018-10-28 18:06:21 +00:00
TehRealSalt
a23c62e60e
Move lap animation up slightly
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(I'm not gonna remember to do this later either)
2018-10-28 13:52:25 -04:00
toaster
49e25abb60
fix ping drawing offset (this won't be in the exe I uploaded before I disappear for a bit)
2018-10-28 16:34:02 +00:00
toaster
fe00f34562
unused variable [screams]
2018-10-28 16:29:56 +00:00
toaster
a9b4a56d23
Stupidbad-big commit, but PLEASE don't ask me to re-do this on another branch, I swear to god. I know it makes things more difficult on you, and I'm sorry for that, but I'm definitely feeling the goddamn crunch right now and I wanna take a step back from this spaghetti nightmare and clear my head.
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* Do that thing where the character icons are ALWAYS 1x sized, through having two seperate lumps.
* Revamp the S_SKIN parameters to be `facerank` (rankings - equivalent of half-scale old face), `facewant` (WANTED - equivalent of old face), and `facemmap` (equivalent of old iconprefix).
* Do that thing Oni wanted where it shows two postions above and two positions below your current ranking (and you) to the left of the screen, instead of always the top 4, with some limits to avoid drawing outside of everything.
* Replace the last few shitty Mario numbers (for the left rankings) with cool, new Oni numbers.
* Change a bunch of offsets and things so the tab rankings and the intermission work nicer with 9+ players.
2018-10-28 16:27:55 +00:00
TehRealSalt
a885f340ae
Use V_ORANGEMAP for blinking WANTED text in Battle splitscreen
2018-10-28 01:50:27 -04:00
TehRealSalt
84c9dbfcce
Even better: base it off how much timer is left
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So instead of prioritizing a specific track, the person who activated their powerup the latest gets their music. That should be a nicer solution for when multiple players are activating their powerups at the same time.
2018-10-28 01:38:01 -04:00
TehRealSalt
67a8ee178d
More smoothly decide which invincibility music to use
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Less P_RestoreMusic conflicts in splitscreen, just see the Toxic Palace video for an example :V
2018-10-28 01:22:26 -04:00
TehRealSalt
b6d8c3ea7d
This didn't commit with for some reason...
2018-10-28 01:02:49 -04:00
TehRealSalt
93e989cf61
Fix invincibility item cap
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It was supposed to be capped at 2 invincibility items at a time, not 3. (may consider scaling with number of players, just not for R1)
2018-10-28 01:02:30 -04:00
TehRealSalt
5a719afbc1
Fix up respawning so that it takes respawning with Shrink into account
2018-10-28 00:58:49 -04:00
TehRealSalt
8d78ee7458
No more rescaling gfx for countdown/finish
2018-10-27 23:14:11 -04:00
TehRealSalt
e9515294e8
Show LOSE/COOL in splitscreen again
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Looked goofy offline, with 1 WIN and 3 LOSEs, but now that there's COOL and online splitscreen I thought it should come back
2018-10-27 22:43:57 -04:00
TehRealSalt
d0a50ae247
This bothers me, so I might as well do it while I'm in here.
2018-10-27 21:48:50 -04:00
TehRealSalt
dc5a738f7f
"if !splitscreen" instances that SHOULD be "if netgame"
2018-10-27 21:45:04 -04:00
TehRealSalt
f1f8f91aea
Higher default scale, WANTED indicator scales properly
2018-10-27 20:56:11 -04:00
TehRealSalt
339a857cba
Reduce camspeed in splitscreen
2018-10-27 20:44:05 -04:00
toaster
4c7f083d13
toaster: not good at stuff (signpost z offset fix)
2018-10-27 22:23:44 +01:00
toaster
e8410b2575
Fix and then subsequently disable the zoom tube angle setting stuff.
2018-10-27 22:05:15 +01:00
toaster
3d760271e3
Fix the issue with sliding I identified this morning.
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Also, apply it to being in a zoom tube, too! For extra forwards compatibility with all the terrible SRB2 Riders ports that are almost an inevitability.
2018-10-27 21:41:45 +01:00
toaster
119c9f34ae
Minor correction - Jeck initially got it wrong, but informed me after lots of testin's.
2018-10-27 21:30:41 +01:00
toaster
8b382d2e40
As requested by Jeck:
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* gr_md2 on the menu.
* Disable interpolerated model option completely for now.
Also, tweaked the GL menus a bit to suck less, since I was ferreting around in that area.
2018-10-27 21:16:19 +01:00
toaster
68da56671e
Make it so hitting enter on the ipv4 option doesn't close all menus with the warning, only if you start trying to connect.
2018-10-27 20:44:18 +01:00
toaster
88b6e9e1bd
Minor things that annoyed me to NO GOOD END.
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* Tweak the demo info layout (holding tab while demoplayback) to better match the Viewpoint text in MP.
* Make the tab rankings view support widescreen better, including the spectator ticker (but not the player name layout).
* Make the tab rankings view always have a darkened background, to get around the fact we can't darken it based on player state for battle.
* Remove FREE PLAY from tab rankings.
2018-10-27 20:43:33 +01:00
toaster
564cfb33b4
Fade stuff!
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* Make the white intro fade always drawn, rather than potentially disable-able through tab or HUD disable.
* Slightly increase the darkness of the intermission fade, since its current value had a negative effect on SKINCOLOR_SAPPHIRE.
2018-10-27 20:39:41 +01:00
Monster Iestyn
32077897b6
Removed all remaining traces of VID_X11 code in hw_drv.h and hw_data.h, the macro is no longer used by Linux etc versions of SRB2.
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Unlike the rest of the commits in this branch (as of writing), I didn't make this commit between 1 and 2 years ago, I made it right now ;)
2018-10-27 19:58:51 +01:00
Monster Iestyn
aebcf3520b
Remove pointless drawtextured variable and redundant fake planes checks (R_FakeFlat would already have made gr_frontsector/backsector something else if they were)
2018-10-27 19:32:55 +01:00
Monster Iestyn
3d88ee9d55
Added missing checks in HWR_AddLine from the software version, move v** vars to the top since R_PointToAngle calls use the same values anyway
2018-10-27 19:31:24 +01:00
Monster Iestyn
09eecd36b4
Hack to make sure even (extra)subsectors without planepolys have segs adjusted
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this fixes a crash in (old) GFZ2 at the ramp as a result of creating pv1/pv2. This probably means before pv1/pv2 there could have been some silly typecasting from vertex_t to polyvertex_t to get fixed vertex coords and such...
2018-10-27 19:29:45 +01:00
Monster Iestyn
90cfa5ef16
Make new pv1/pv2 seg pointers, so AdjustSeg doesn't modify the v1/v2 pointers directly anymore
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Yes I know they're void * in r_defs.h's seg_t definition, it's quicker than trying to figure out if including hardware/hw_glob.h is a good idea or not
2018-10-27 19:29:31 +01:00
Monster Iestyn
1cf2ce63c0
More optimising and otherwise fixing bizarre formatting in hw_trick.c
2018-10-27 18:58:05 +01:00
Monster Iestyn
2107aab666
Moved my added slope checks in hw_trick.c to isCeilingFloating/isFloorFloating
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I also optimised those two functions while I was there (why keep a "floating" variable when setting it to false guarantees the functions return false?)
2018-10-27 18:57:28 +01:00
Monster Iestyn
787d5b598d
gr_correcttricks fix: don't check if top/bottom textures are missing for sloped sectors, just ignore and cancel the hack
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This fixes GFZ2's mysterious flying flats at the ramp to the big room
2018-10-27 18:56:38 +01:00
Monster Iestyn
67a2922558
Ensure file is closed whenever MD2 reading errors happen
2018-10-27 18:53:38 +01:00
Monster Iestyn
b150e842fc
Add MD2_INDENT and MD2_VERSION so we can cleanly check that it's a valid MD2 from magic number/version
2018-10-27 18:53:18 +01:00
Monster Iestyn
29d8e34d03
Call V_DoPostProcessor only in software mode (it cancels itself in OGL anyway)
2018-10-27 18:52:34 +01:00
Monster Iestyn
9fb301ecb5
don't bother with inlining the function, on second thoughts
2018-10-27 16:47:56 +01:00
Monster Iestyn
bb3d850bbf
static the buffer, forgot to do this earlier
2018-10-27 16:27:00 +01:00
toaster
bd36816b39
dumbass who forgot to stage most of the actual changes because she actually deleted all the changes and then remade them by accident
2018-10-27 16:25:25 +01:00
Monster Iestyn
e4e76f83c3
Use temporary buffer with a max size of 255 bytes instead of having Microsoft's FormatMessageA alloc one for us. Also, provide a fallback message in case no message was available for some reason
2018-10-27 16:09:14 +01:00
Monster Iestyn
3b39a25ade
Save the result of errno (aka WSAGetLastError() for WinSock) as soon as possible, to prevent anything in SOCK_GetNodeAddress resetting the value to 0 while trying to print the message for the error itself!
2018-10-27 15:49:04 +01:00
toaster
d78368d4d2
Felt like cleaning up the character frame list. Definitely won't merge conflict with anything else.
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Requires charscleanup.kart. Ezo, if you want me to, I can fix up bonuschars for this tweaked system.
2018-10-27 15:43:33 +01:00
Monster Iestyn
ab38e6cebb
Creating a quick get_WSAErrorStr function to act as a wrapper for FormatMessageA so we can string-ify Winsock errors properly
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Untested!
2018-10-27 15:36:15 +01:00
TehRealSalt
a8dfd45d9c
Merge branch 'master' into div-sounds
2018-10-26 01:15:10 -04:00
TehRealSalt
8058b77743
Combine spinout & wipeout timers
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Turns out they were only 1 tic apart originally, sooo
2018-10-26 01:07:54 -04:00
TehRealSalt
6dd7718d6e
More consistent face-forward
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Needs it to still land in a close ballpark, so the timer changes are still needed, but this makes it less prone to error
2018-10-26 01:07:14 -04:00
TehRealSalt
240d7a44c1
CRITICAL BUGFIX
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Make sure flashing tics don't go down WHILE you're in a hit animation (wipeout, squished)
2018-10-26 00:56:02 -04:00
TehRealSalt
27f118a06c
Adjust spinout times to face your forward about 90% of the time
2018-10-26 00:55:20 -04:00
TehRealSalt
555fbbe2f5
Speed up spinout based on timer left
2018-10-26 00:51:58 -04:00