Commit graph

416 commits

Author SHA1 Message Date
TehRealSalt
e23da397e4 Remove most gameplay prints
A couple of the extraneous ones (karma interactions, bumper stealing, lap start notifications) have been removed outright. The rest that I could think of have been changed to use CON_LogMessage, so that they still go into log.txt when rereading a fun chat session but not showing themselves in gameplay. Necessary gameplay prints, such as players being defeated or coming back in Battle, have been kept until there's a suitable replacement for them in the future.
2018-10-14 17:45:28 -04:00
toaster
a1e1aa81b5 Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into nextmerge_plus_rain
# Conflicts:
#	src/d_netcmd.c
#	src/d_netcmd.h
#	src/g_game.c
#	src/p_floor.c
#	src/p_user.c
#	src/r_data.c
#	src/r_data.h
#	src/v_video.c
2018-10-14 21:52:05 +01:00
Monster Iestyn
fe2af34ee5 Merge branch 'master' into next 2018-10-14 20:49:35 +01:00
Monster Iestyn
9c464742b7 Remove "playerdeadview" variable; it's not been used for its stated purpose for who knows how long now
Besides rankings popping up when you die just sounds weird anyway, maybe I'm just used to SRB2 not doing it I guess
2018-10-11 20:00:45 +01:00
TehRealSalt
cf4adbd318 Merge branch 'master' into net-screen 2018-10-09 21:16:16 -04:00
TehRealSalt
bb3d01495a New engine sounds
9 unique engine classes with 13 sounds each, which smoothly change. Each character sounds distinct now!
2018-10-08 21:31:55 -04:00
TehRealSalt
42766db48c Merge branch 'master' into net-screen 2018-10-07 23:26:56 -04:00
Sal
b8d86bb096 Merge branch 'thinkerclean' into 'master'
Nuke a bunch of iteration things that have no purpose in SRB2Kart.

See merge request KartKrew/Kart!25
2018-10-07 23:14:53 -04:00
TehRealSalt
e5183523a5 Merge branch 'master' into net-screen 2018-10-07 18:54:22 -04:00
TehRealSalt
cc2af8a329 Merge branch 'master' into net-screen 2018-10-05 16:13:25 -04:00
Sal
5a80d036e7 Merge branch 'always-move-cam' into 'master'
Move camera less often

See merge request KartKrew/Kart!30
2018-10-05 11:47:55 -04:00
TehRealSalt
71efda2b20 Always move the camera
According to wolfs, this improves fps. Let's confirm, shall we?
2018-10-04 17:50:50 -04:00
toaster
cfd2b021a4 Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows.
p_inter.c -
	Everything to do with setting states for starposts
		In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state.
	Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example)
		These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them?
	Disable all mechanisms of damaging bosses or enemies with the player's physical contact
		With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out.
	Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects)
		NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled.
	Comment out Tag mechanisms
		Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily.
d_clisrv.c
	Comment out Tag mechanisms
		See p_inter.c
d_netcmd.c
	Disable several devmode commands which are irrelevant to SRB2Kart gameplay
		When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us.
	Comment out Tag mechanisms
		See p_inter.c
g_game.c
	Disable NiGHTS-related material
		See p_inter.c
	Disable some team-related material
		Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now.
	Everything to do with setting states for starposts
		See p_inter.c
m_cheat.c
	Disable several devmode commands which are irrelevant to SRB2Kart gameplay
		See d_netcmd.c
p_map.c
	Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example)
		See p_inter.c
	Disable NiGHTS-related material
		See p_inter.c
p_mobj.c
	Disable P_EmeraldManager
		Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required.
p_setup.c
	Everything to do with setting states for starposts
		See p_inter.c
p_spec.c
	Disable NiGHTS-related material
		See p_inter.c
	Everything to do with setting states for starposts
		See p_inter.c
p_telept.c
	Everything to do with setting states for starposts
		See p_inter.c
p_tick.c
	Disable some team-related material
		See g_game.c
	Disable P_EmeraldManager
		See p_mobj.c
	Do not run shields
		Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker.
	Do not run special stages
		SRB2Kart does not have special stages.
	Comment out Tag mechanisms
		See p_inter.c
y_inter.c
	Disable some team-related material
		See g_game.c
p_user.c
	Disable NiGHTS-related material
		See p_inter.c
	Disable 2d movement for players
		2D mode? In a kart racer? :nick:
2018-10-03 17:04:41 +01:00
TehRealSalt
7590153b67 Finish music in splitscreen now depends on the best player's rank
In offline splitscreen it should now always pick the win theme (the one that's timed with the signpost), and in online splitscreen it should now pick the best ranked local player (previously it'd always play the OK theme, unless if you time over'd)

Will also be extremely relevant for SMK-style cooperative grand prix!
2018-10-02 02:10:20 -04:00
toaster
d0e629a8e2 Correct some inconsistencies I missed in the previous commit. 2018-10-01 13:51:23 +01:00
toaster
379772e5aa Allow respawning spectators before starttime is up because they no longer spawn in a condition that allows them to get an unfair advantage (drop dash or its ghetto 2.0-esque predecessor)
Also, some camera tweaks:
* Force chasecam when exiting, just like it's forced when you're dead and not a spectator.
* Force a horizontal camera angle aiming when spectator and dead, to avoid skybox bugs.
2018-10-01 13:25:13 +01:00
Monster Iestyn
800b3bb240 Move player + player mobj existence checks to top of P_MoveChaseCamera. This is the only place it makes sense to even check them tbh.
While I'm at it, let's also use the "mo" variable instead of player->mo throughout the function (to be consistent)
2018-09-30 22:18:48 +01:00
TehRealSalt
3c567b39f1 Minor splitscreen+netgame fixes
Mainly related to drawing Battle arrows or Hyudoro
2018-09-30 01:23:59 -04:00
toaster
abfbde82f4 Here's my progress on making demoplayback camera less shit. I know what probably needs to be done to make it thorough is to replace all the consoleplayer stuff with displayplayer stuff in demoplayback, but don't feel like doing that right now. 2018-09-23 19:55:46 +01:00
Sal
8ff0e976c2 Merge branch 'new-voices' into 'master'
New voices

See merge request KartKrew/Kart!15
2018-09-22 20:22:59 -04:00
TehRealSalt
c63518e0b2 Doing this looks more appealing to me 2018-09-22 20:15:12 -04:00
TehRealSalt
8a06e78ab6 Quick fix for other player's win/lose not playing 2018-09-22 20:14:32 -04:00
TehRealSalt
487e114fee raceexittime var 2018-09-22 18:59:26 -04:00
TehRealSalt
7256e99b12 Merge branch 'master' into this-is-a-sign 2018-09-22 17:58:35 -04:00
TehRealSalt
e9d4fae5b9 Merge branch 'master' into new-voices 2018-09-21 21:13:46 -04:00
TehRealSalt
dd6b63f9da Different timings 2018-09-21 19:44:14 -04:00
toaster
084b99a5c9 Merge branch 'master' of https://git.magicalgirl.moe/KartKrew/Kart.git into encore
# Conflicts:
#	src/info.c
#	src/m_menu.c
#	src/y_inter.c
2018-09-21 20:54:38 +01:00
TehRealSalt
ce85c2b7bd Delay falling, longer exit timer 2018-09-13 19:13:43 -04:00
TehRealSalt
a8eb4af694 Camera fixes
- Fixed camera panning for higher distances.
- Because of this, re-enabled scaling the pan amount based on distance.
2018-09-10 02:24:21 -04:00
TehRealSalt
7a91398066 Drop Dash + alternate start boosts
New respawn boost behavior, where you just hold for long enough instead of timing it with hitting the ground. Also much weaker, just gives you enough boost to get going instead of being a free sneaker.

Start boosts have been severely changed. The perfect one has an extra tic on its timing window and gets Sneaker boosting special effects, but every other possible boost has been severely nerfed.
2018-09-10 01:47:23 -04:00
TehRealSalt
c1b9700e28 Revert pan speed
Old one was more exciting, and gave that feeling of "you're scraping against the walls" when you try to corner really hard
2018-09-09 18:04:35 -04:00
TehRealSalt
a9f34ce8ba Camera adjustments
- reverted boostcam timing, different max dist
- zooms out based on camera momz
- drift panning is twice as slow
2018-09-08 18:45:57 -04:00
TehRealSalt
1cdf5623db weaker 2018-09-08 16:32:39 -04:00
TehRealSalt
6317ae5996 Okay do this correctly by doing a reacharound to grab the actual sfx id 2018-09-07 16:56:34 -04:00
TehRealSalt
2cc07df3d2 Minor tweakings
- Win/lose quotes are only played for your player
- Win, lose, and gloat lines are played from farther away
2018-09-07 15:50:24 -04:00
TehRealSalt
7760c7030e Tweaked boost cam, again 2018-09-06 21:58:23 -04:00
TehRealSalt
bc15392514 Boost tweaks
Fix offroad not affecting you as soon as it did before, and tweaking boost cam to be stronger
2018-09-06 13:02:08 -04:00
TehRealSalt
36356f8a64 Boost cam 2018-09-05 11:19:00 -04:00
TehRealSalt
1548e59b2b Change a few cvar defaults 2018-09-04 21:18:20 -04:00
TehRealSalt
733207d197 Splitscreen fix
Just changed order of operations
2018-09-04 18:27:36 -04:00
TehRealSalt
d49099693d Alternate demo replay camera
Not good, but less bad than before :V
2018-09-04 18:21:55 -04:00
TehRealSalt
381883b747 Revert a few of the changes from last commit
Ended up not liking them
2018-09-04 17:07:53 -04:00
TehRealSalt
6e328a4e73 Misc camera fixes
- Fixed remaining instances where camera position would scale with the player instead of the level; the camera should almost 100% certainly not change now when you get Grown/Shrunk
- Reset camera when switching viewpoint, to make it not look *as* weird when switching after you've finished (needs tested)
2018-09-04 16:10:59 -04:00
TehRealSalt
2a20939617 Camera panning for drifts 2018-09-04 16:08:37 -04:00
TehRealSalt
9394179c12 Camera outrunning 2018-09-04 15:11:14 -04:00
TehRealSalt
fd16ece77c Z pos smoothing 2018-09-04 02:51:00 -04:00
TehRealSalt
12bbb04fb9 This was not meant to be commited 2018-09-03 21:21:40 -04:00
TehRealSalt
c1d92a45f8 Camera now sticks close behind you, only the angle is lagged 2018-09-03 20:40:46 -04:00
TehRealSalt
a745417a3f This doesn't work
1.) I mixed it up, so opponent win/lose quotes would play globally instead of your own
2.) You can't even play skin-specific sounds globally, so it'd always be Sonic
2018-08-28 22:50:53 -04:00
TehRealSalt
118d9caad1 New voices
- Following Oni's proposal. This means taunts are split into 2 types for offensive items and boost, 2 less hurt sounds, and there's another clip for using invincibility item (or whatever other powerful items we want to apply it to later; maybe size-down?)
- Win/lose quotes are played at full volume for the person who said it.
- A new sound effect plays when you hit someone with voices disabled.
- Reduce amount of RNG being called from the vanilla P_Play[whatever]Sound functions
- Added our skin sound constants to the dehacked list.
- Unrelated: finish line sfx plays in splitscreen
2018-08-28 16:29:50 -04:00
TehRealSalt
6fdb743a59 Correct remaining instances where step up/down scales with the object instead of the map 2018-08-27 01:07:44 -04:00
toaster
cdf5874ff5 * Exempt drop shadows from encore remapping.
* Make MT_GHOST's encoremapping depend on whether the source was encoremapped.
* Revamp how sector typegroup 2, type 15 inverts the encoremapping (so planes don't get awkwardly desynchronised).
2018-08-26 15:15:03 +01:00
toaster
000fbe8b52 Merge branch 'sonicitems' into encore 2018-08-11 22:52:24 +01:00
TehRealSalt
cc009aca4f Flashing tics length depends on speed stat
Change to speed-weight when the bump buff gets added
2018-08-11 00:12:41 -04:00
toaster
c190db903c Merge branch 'sonicitems' into encore
# Conflicts:
#	src/st_stuff.c
2018-08-10 15:35:00 +01:00
toaster
a6ca459164 Fix all actionable comments in my review of sonicitems. 2018-08-09 22:59:52 +01:00
toaster
7577d289c3 Encore mode is shippable, if still a tad incomplete!
* Turns out the Linedef Type 606 support WAS working and I just had a bad MAP01E lump.
* Ruby fade and ambience start track.
* Fix bad phrasing.
2018-08-08 15:03:02 +01:00
toaster
cfaaac78be Merge branch 'sonicitems' of https://git.magicalgirl.moe/KartKrew/Kart.git into encore 2018-08-07 17:09:25 +01:00
toaster
f2070ba6d1 Some tidbits for countdowns.
* Fix an inconsistency in timing re a time over that involves a single person (the number of tics exiting usually takes), versus a time over that involves multiple people (8*TICRATE).
* Barebones preparatory work for F-Zero explosion, since I was futzing around in this already.
2018-07-30 23:20:04 +01:00
toaster
65a956259b * Re-enable kartvoices controls for K_PlayTauntSound and K_PlayOvertakeSound.
* Make the three P_Play<?>Sounds from p_local.h actual functions that acknowledge the kartvoices cvar.
2018-07-29 23:51:08 +01:00
toaster
f125573048 Some minor things to help draw sonicitems to a close.
* "kartvoices" cvar. Possible values "Never", "Tasteful" (default), and "Meme".
* Added a way to move quickly through the credits, rather than skip them entirely (hold spacebar or down arrow).
* Fix a few mistakes in M_ChangeCvar, some of which I introduced and some of which were weird in the first place.
* Tweak the offset of the arrows that let you know you can modify a cvar by pressing left or right (some via a patch.kart change, but others via tweaking the drawing location).
2018-07-29 18:35:56 +01:00
TehRealSalt
22a87e5926 Experimental air speed cap
Made very easy to revert if needed. tbh I can hardly notice it unless if I pay attention, and it most definitely never happens without Grow
2018-07-27 17:08:45 -04:00
TehRealSalt
0dc2c43a67 Banana drag touches
- Banana drag timer resets when placing one, for x3 & x10 bananas
- Banana dragging spawns transulcent dust
- Dragging bananas make them twitch up & down
2018-07-25 12:49:30 -04:00
toaster
bd78c34b99 Encore mode - a fresh take on mirror mode!
* Palette remaps.
* Branding.

TODO:
* Doesn't work in GL. (Mostly.) I have SOME ideas on how to tackle this, but...
* Transmaps are broken in Encore for some reason.
* I tried to make in-level colormaps shimmy over, but it didn't quite work, so I commented it out and only semi-fixed it.
2018-07-23 23:50:41 +01:00
TehRealSalt
f820733d9b Orbinaut 2018-07-22 20:55:18 -04:00
TehRealSalt
6ddfc904da Merge branch 'bumpstuff' into sonicitems 2018-07-22 18:19:29 -04:00
toaster
7564aa466e * FREE PLAY! The necessary corollary to HERE COMES A NEW CHALLENGER...
* Activates when there are less than two non-spectators in a netgame.
	* Shows flashing text at the bottom of the screen.
	* Prevents drawing several UI elements that only make sense with multiple players.
	* Prevents matchesplayed being increased.
* Improve the mapreset timer's behaviour.
	* Now you get to see the HERE COMES A NEW CHALLENGER screen as the starting frame of the relevant map transition, since it happens on mapreset being 1 rather than 0.
	* Make a bunch of normal gameplay stuff that might've activated unnecessarily during mapreset now not able to.
	* Hide some other stuff that might've been visible for no good reason.
* Improve Mirror mode.
	* First person now works with it!
	* Tweaked the minimap player heads. Although the main section of the automap is mirrored, it feels... wrong to mirror the player head? IDK, you may wish to revert this, but given that everything else is the right way around except for the level itself...* Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
* Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
2018-07-22 16:16:03 +01:00
TehRealSalt
cac613f3ef Merge branch 'sonicitems' into bumpstuff 2018-07-22 00:32:11 -04:00
TehRealSalt
77165631c4 HERE COMES A NEW CHALLENGER 2018-07-22 00:31:02 -04:00
TehRealSalt
87cc2c28ce Merge branch 'sonicitems' of https://git.magicalgirl.moe/KartKrew/Kart into sonicitems 2018-07-21 17:45:25 -04:00
toaster
b818c8a2cf * Make cancelling a join work on the pause menu and console. (You need to write "changeteam spectator" to cancel a PF_WANTSTOJOIN.)
* Stop respawning spectators when their PF_WANTSTOJOIN request hasn't been processed yet.
* Handle PF_WANTSTOJOIN requests in GS_WAITINGPLAYERS.
* Refactor K_CheckSpectateStatus, and make it so PF_WANTSTOJOIN requests are processed if there's only one player in the server, even if they're on lap 2 or up.
* Make the player entry mechanism in P_SpawnPlayer use the PF_WANTSTOJOIN mechanism so that it can also take advantage of the level refresh mechanism with no extra code.
	* NOTE: This does a bad hack in order to not send multiple mapchanges while the joining timer is low! If you can think of a better way to do this, please let me know/commit it.
* Change the timer until you can hit ITEM again when a spectator who has to wait to join shorter.
* (controversial, but I think necessary) - flash the ITEM text when the above-mentioned timer is nonzero.
2018-07-21 16:45:08 +01:00
TehRealSalt
75f339f6c1 Spectator flashing tweak 2018-07-20 23:01:08 -04:00
TehRealSalt
a63b172351 Merge branch 'sonicitems' into bumpstuff 2018-07-20 19:13:04 -04:00
TehRealSalt
6eaed1ac7b Spectator overhaul
- New player flag, PF_WANTSTOJOIN, added for setting up a spectator queue. You are allowed to join as long as no one has started lap 2.
- Map resets when two people have entered the game, so matches can start naturally without the need of an admin.
2018-07-20 19:11:36 -04:00
TehRealSalt
584082882c More tweaking
- Getting wipeout bumped into offroad slows you down
- Orbinaut & Jawz are relative to your weight (Jawz is heavier), via new function K_GetMobjWeight
- Reorangized where K_KartBouncing is called so that wipeout changes don't affect Eggman Items
2018-07-20 16:13:02 -04:00
TehRealSalt
d25cb1aa56 Wipeout bumps
- You can bump other people during spinout.
- Bumping during spinout activates a "slow down" timer, which increases your friction after a few tics.
- You have a Smash-style dust effect after a spinout bump, indicating clearly if you'll slow down or not.
2018-07-19 22:37:32 -04:00
TehRealSalt
5e51c9b847 Enhance toaster's awesome intermission work a bit further
- Further divide the 2 screens' functionality; the first screen is purely for match results, the second screen is purely for rank results. (only time/score is on the first page, only rank and rank increase is on the second page, instead of time/score and rank increase being on the first page, then rank increase carries over to the rank page...)
- The page switch now happens at exactly the halfway point of the intermission timer
- It now uses a cool picture of the view buffer, like SRB2 SP, except faded, instead of the previous intermission tile.
- Fixed an issue with the previous commit.
2018-07-19 00:07:13 -04:00
TehRealSalt
b231421c80 I'll one-up your request, toaster
Just make P_EndingMusic not do anything for non-local players, since P_RestoreMusic wouldn't either.
2018-07-18 22:01:52 -04:00
toaster
7e0d5a479c Fix the egregrious bugs from our last testing netgame.
* Made Got_Teamchange's level-based stuff only happen in GS_LEVEL.
* If, by chance, DoTimeOver gets called on a player without an object, it won't crash either.
* Make ending music play when you get time overed.
* Make changing-to-spectators get removed from the intermission drawer.
2018-07-19 01:27:36 +01:00
toaster
a036e9cdc8 A bunch of little things.
* Fix both cv_timelimit and cv_pointlimit as "hidden options" for people to play with if they know about them via the console.
* Show GAME SPEED on the tab screen.
* Fix Invincibility and Grow's music changes being broken. (I didn't test them properly when making them P_RestoreMusic calls, sorry.)
* Stop showing the First Person Kart view in spectator mode, per Sal's request.
2018-07-18 21:40:04 +01:00
toaster
2b7298e959 *A biggie: two-tier intermission screen!
* Have the entire thing slide the fuck away a short while into the intermission.
	* The tab screen is modified to work off similar behaviour and presentation.
* To go with it, a revamp of how Battle's scoring is handled.
	* It's now considered "hits", and is stored in a reuse in one of the vanilla NiGHTS variables, allowing it to use exactly the same ranking mechanisms as race.
	* No more resetting of score between battle rounds.
* Minor, unrelated general code cleanup in places.
* Disable the YEEEAH in splitscreen, otherwise you'll hear it *all the time*.
2018-07-18 20:23:46 +01:00
toaster
69b6845029 * A bunch of intermission related stuff!
* Time overs now supported, see below.
	* Ties now supported!
	* Code cleaned up.
	* Play more sonicy tally sounds when counting your points.
* A bunch of time over related stuff!
	* Exitlevel time overs everyone, which means no points for you.
	* F-Zero-sorta-maybe style death if you're the last person on the course (and not the ONLY one) when someone crosses the finish line! (Or switches to spectator.)
* A bunch of music related stuff!
	* Functionally reverted many of my changes to splitscreen and ending music, although the major changes to simplify music code are still kept.
	* P_EndingMusic is genericised across gametypes, and only switches a single letter (and looping-ness) now!
	* Fix exitlevel in race causing whatever you're listening to to keep playing.
	* Make powerups call P_RestoreMusic.
	* Put a call to P_EndingMusic into P_RestoreMusic.
* Unrelated crap.
	* Make all palette swaps happen at the black point of fades, so they don't stick around awkwardly.
	* Huh, I thought I did more than that. Oh well!
2018-07-18 01:21:36 +01:00
toaster
1d88cdf40d Mammoth commit!
* Deaths in record attack no longer put you into a glitchy singleplayer game-over state that we somehow both kept around and also broke since we branched Kart off of Vanilla..
* Fix non-standard mapscales making the Death Egg respawn octagons dissasemble themselves.
* Allow for MULTIPLE TIME EMBLEMS PER MAP, at least in the emblem UI on the timer. It shows all completed emblems plus the uncompleted emblem up to a total of three.
* Major tweaks to the First Person HUD.
	* I know this was your baby, Sal, and some of the changes may prove controversial - so I've put the ones that are likely to cause the most fuss inside an ifndef block, so that you can toggle it as you please with minimal code changes.
	* Dontdraw-ness, transparency, and colorization match the player's object!
	* Moves around on the screen with respect to the direction of the player object's motion, to make drifting look nicer!
	* Flashes the colour of your drift sparks.
* Did a WHOLE bunch of things with respect to music. I'm not sure how to describe this, so I'll go through step-by-step.
	* Countdowns now play the drowning music again.
	* Removed/disabled extraenous P_RestoreMusics.
	* Made map-ending music called by its own function, P_EndingMusic(player_t *player).
	* Made the ending music play on the LAST player crossing the finishing line in splitscreen, rather than first.
* Make dead players spinout and clip through the floor, at least until we add the new death anims.
* Fix prior pogo spring usage making dead players fall faster.
* Make the time over countdown use the kart font when not splitscreen with 3 or 4 players.
* Removed a weird bonus HWR_DrawCroppedPatch function signature in the hardware header.
2018-07-16 20:19:30 +01:00
TehRealSalt
4032a14581 Change how battle music/patch is decided 2018-07-12 19:04:37 -04:00
TehRealSalt
fbcf566874 WANTED recalculates on hit, tons of spectator changes 2018-07-03 21:12:25 -04:00
SeventhSentinel
80c2b56927 Changed all instances of "balloon" to "bumper"
Also changed "It's you!" to "Select character & color..."
2018-07-03 15:14:47 -04:00
TehRealSalt
6698bb5772 Battle finish music, fixed double-wanted bug 2018-07-02 17:57:22 -04:00
TehRealSalt
5c7b66cc0f WANTED 2018-07-01 04:36:09 -04:00
TehRealSalt
4a9c3618c3 Reverted scoring back to what it was before, change order-of-operations to allow switcheroos from bombs. 2018-06-30 23:35:38 -04:00
toaster
cf6f85a72a Don't look at this commit too closely until after netgame, I want to surprise yalls!!
* Lots of menu changes!
	* Little arrows next to changeable cvars!
	* Show default value for sliders!
	* Pretty pretty pretty.
	* I don't know how to describe some of these changes.
* Effectively nuke MIDI music support!
* Skiddown at the start of a race is more interesting!
* Spinning in waterslides!
* Tiny bugfix in voting, plus a little celebration...
2018-06-30 23:18:13 +01:00
SeventhSentinel
25cd3cc093 A minor tweak 2018-06-28 21:19:58 -04:00
SeventhSentinel
c815e3b791 Fix player afterimages not using correct angle on bounce pads or spinout 2018-06-27 21:02:22 -04:00
SeventhSentinel
1305befcde Disable viewheight cvar and vanilla's irrelevant first person HUD stuff, move Viewpoint HUD to a nicer spot 2018-06-26 11:33:54 -04:00
SeventhSentinel
c0aa630c63 Fade-in intro
Also made flashing not-local, again.
2018-06-26 10:14:59 -04:00
SeventhSentinel
501bfae9ac Revert MT_FIREBALL to vanilla, remove MT_FIRETRAIL, MT_BALLHOG added, bigger Jawz explosions 2018-06-25 17:12:01 -04:00
SeventhSentinel
7fdc9c8035 Intro camera can noclip, fix several compile errors 2018-06-25 09:18:30 -04:00
SeventhSentinel
18b3d2d14c Spinout type is now passed through K_SpinPlayer
This means we don't have to reset spinouttype's value immediately after using it, which means no more wipeout timer garbage.
2018-06-25 06:58:23 -04:00
SeventhSentinel
aa4398f7b9 Noclip camera
It doesn't FEEL like it noclips, but...
2018-06-25 01:20:22 -04:00
SeventhSentinel
16e1569af1 Lakitu murder & countdown improvements
(I'm not SevenethSentienel! I just don't feel like logging out!)
2018-06-24 22:15:22 -04:00
TehRealSalt
a8aec0b9e1 Hundreds of tweaks
- SPB multiplier depending on 1st-2nd distance
- Removed the Battle-only k_poweritemtimer (hold over from when you could easily get invuln items all of the time), replaced it with a 2 invincibility item cap in ALL modes.
- Spinout is affected by boosters, *properly*
- Can no longer strafe while spinning out on speed bumps
- Messed with how other items interact with speed bumps, again.
- Old bounce code has been ported for non-players
- Fixed Karma players being able to do anything after the round has ended.
- Fixed sneaker and spinout timer weirdness
- Fixed Mines still being hold-use
- Fixed rubber-burn turn not working
- Removed redundant k_spinout and unused k_boosting variables
- Filled out the Color_Opposite table with Kart's new colors. Not really relevant right now (besides some extra Lua functionality) since nothing uses it, but will be nice for if we do the signpost from the sky idea.
2018-06-19 20:20:06 -04:00