Commit graph

49 commits

Author SHA1 Message Date
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
toaster
e76c328129 Sorry, Sal! In my defense, you don't need to recompile from scratch for any of this, despite what it may look like, as the skincolour name lists are walled off from the rest of the dehacked lists...
More menu/highlight things:
* Rename "Default" to "Game type", to make clearer what it's doing.
* Tweak race colouring slightly.
* Put a highlight around the level select icon, and make it consistent with voting.
* Allow setting the highlight colour to affect the intermissions.
* Fix bug with gametype colour getting for record attack.

A handful of skincolour things:
* Rename Turqouise to Aqua, because it resembles one of my fav 2.2 colours with that name.
* Fix incomplete Steel Blue -> Steel rename.
* Merge the very similar Blueberry and Sapphire...
* ... so Sapphire can be backported!
* And Ruby too.
2018-07-02 13:20:04 +01:00
toaster
776c66514d Menu stuff!
* Bar of levels.
* Colourisation!
* New V_SKYMAP, which hasn't been put in dehacked lists but is otherwise valid!
* New single page statistics screen!
* V_DrawFixedPatch now works at the edge of the screen!

Ghost fixes!
* On minimaps!
* Free memory after use!
* Don't spawn in midair on slopes!
2018-07-01 19:29:13 +01:00
toaster
ba779c6657 * Completely revamp a bunch of menu stuff!
* Improve control menus significantly - a more layout-neutral, gameplay importance based order, with spacing, and less depth to get to the important stuff.
	* Port over the improved MP main menu from internal, including flattening the IP connect onto its level.
	* Allow for selecting the number of splitscreen players using a menu option, rather than three seperate menu choices.
	* Improve the layout of all of the level/gametype select menus slightly.
* (unrelated) Make fourth player area in 3p splitscreen use the tiling background instead of a pure black area.
* (unrelated) Tweak minimap ordering slightly.
2018-06-30 16:01:03 +01:00
toaster
d2a8414dee * Properly handle gametype changes when a different-gametype level pops up on the voting screen.
* Defer the change until you're actually modifying the map, in service of the following.
	* Reset score.
	* Call that gametype change function.
* Collary of the above: Don't reset score if you're `map mapxx`ing in the console, unless it's `force`'d.
* Fix the basic, obvious issues that'd prevent us shipping with the new level title system.
	* Correct the non-green resolution support, which was ALMOST there but which I accidentially fucked up one of the signs on.
	* Adjust the subttl position if it'd get overwritten.
	* Draw the gametype with the subttl.
* Adjust the gametype constants for easier gametype_cons_t array access.
2018-06-29 15:14:43 +01:00
toaster
a50a67b273 * Modified, maybe-improved title. May need to be selectively reverted, but...
* To go with this, have the HUD fade in as the title goes away.
* After complaints, only do dogear gametype indicators on the voting screen for levels which don't match the prevailing gametype, and use thin font to intrude on the level pic less.
* Make the voting screen background a different graphic in battle.
* Improve behaviour of DrawDiag in GL.
2018-06-28 19:07:04 +01:00
SeventhSentinel
920ce3807f Some fun sound changes
- Peelout sound for sneaker boosts
- Flicky grab sound for stealing balloons
- Adaptive sounds for start boosts (drift boost for sub-optimal boosts, sneaker boost for good boosts, super transform sound for the frame perfect boost)
- Orbinaut rollling sound
2018-06-26 12:02:14 -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
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
0fc113e6dd actnum is now a 2 character long string
For Cloud Cradle Zone, Act K
2018-06-05 01:34:05 -04:00
TehRealSalt
dd05edfcc0 Merge remote-tracking branch 'srb2public/next' 2018-06-04 16:58:35 -04:00
Sryder
092e709235 OpenGL Map Specific palettes working
This makes OpenGL stop using a specific function that doesn't really do anything for it anymore. It looks like it was used for a hack that would change the colour of polygons for the flashpal equivalent in DOOM.
I made it so ST_DoPaletteStuff doesn't set the flashpal in OpenGL as it already does its own hacky overlay and doing that would cause all the textures to be flushed more mid-level, it could be enabled for more correct flashpals, but they still wouldn't effect fog or lighting.
This means the palette will be set when going to the title screen, and twice when starting a map, (causing the OpenGL cached textures to also be flushed at those times)
2018-05-17 22:17:20 +01:00
TehRealSalt
85a81ed087 Minor adjustments in hopes that I fixed the resynch bomb on gametype switch? 2018-02-08 17:13:06 -05:00
TehRealSalt
8b88a2ebd8 Spectating is properly implemented now
- Spectate button works
- Spectating & objectplace controls are usable now
- New spectator HUD
2018-01-22 22:18:57 -05:00
TehRealSalt
ab010f91b0 Last few finishing touches for the HUD
Battle Mode cards & Race countdown timers display properly
2017-12-25 10:05:36 -05:00
TehRealSalt
5db276173e Merge remote-tracking branch 'origin/quads' into quads
# Conflicts:
#	src/k_kart.c
2017-12-18 21:11:59 -05:00
TehRealSalt
349b27e0de Change splitscreen into UINT8, fix HUD slightly more 2017-12-18 20:59:04 -05:00
Wolfy
36439da320 Resurrect the minimap
Still kinda broken.
2017-12-18 18:07:38 -06:00
TehRealSalt
66a9a6bdd4 Fixed local sync fail, among a bunch of other splitscreen check fixes in other files
I don't know how many of the changes in d_clisrv were really necessary,
I was just franticly trying to figure out the source of the local sync
fail
2017-12-17 14:17:07 -05:00
TehRealSalt
fc9d426660 More stuuuuff 2017-12-17 01:21:24 -05:00
TehRealSalt
0393e24fa6 A lot lol
The importants:
- Fixed compiling
- Combined G_BuildTiccmd for all players, no more need for a function
for each
- You can actually start 3p/4p mode
2017-12-16 22:32:43 -05:00
TehRealSalt
a9c1b3e747 Everything.
- Player arrows now show if a player is in the item roulette
- Boo has been improved, and added back to Battle's item roulette
- The CHECK HUD item is now more accurate, and should appear more often
- Early comeback mechanic. Functional, but really unpolished
- Attempted (again) to make the first player to join in a netgame spawn
with balloons
- No longer shows respawn text on death
2017-11-05 01:43:47 -05:00
ZTsukei
ee7ea5f6cb Fixed the word "ZONE" not appearing in the title 2017-09-01 18:58:12 -04:00
ZTsukei
a1f2f5b675 New level tag "ZONETITLE" can be set to replace the word "ZONE" in a level. "NOZONE" overrides it and forces no display at all. 2017-09-01 13:01:59 -04:00
Sean Ryder
be3acfff0b Fix warnings
Possibly fix some whitespace problems
2017-03-04 22:13:19 +00:00
ZTsukei
0a782bf79e Fixed thwomp sectors, Added Magnet Item. 2017-02-18 13:39:50 -05:00
Sryder
68d439a783 Merge branch 'upstream/next' into zarrotsu_vanillamerge
# Conflicts:
#	src/Makefile
#	src/doomdef.h
#	src/hardware/hw_main.c
#	src/p_mobj.c
#	src/p_user.c
#	src/r_segs.c
#	src/sdl/i_video.c
#	src/win32/win_sys.c
2017-02-17 20:14:55 +00:00
Wolfy
58df0e76c3 Merge branch 'nights_bugfixes_i_almost_put_in_internal' into 'next'
Last-minute NiGHTS exiting bugfix

One single-line fix concerning the end of NiGHTS maps. Extremely small, literally zero side effects here, the only reason I'm not committing directly to master (aside from ettiquette) is that I don't have the ability to do so.

* The NiGHTS drone had a single tic of visibility when you hit the goal, which is evident stepping frame by frame through http://gfycat.com/ComplicatedComposedAoudad (the contents of which may or may not make it into 2.2). This is no longer the case.

See merge request !100
2016-09-04 19:27:12 -04:00
toasterbabe
3d9fe7c899 The ability to disable weapon rings, as heavily requested by Lat and Speedwagon for their high effort character .wads and selfishly also desired to make thokker less hacky. 2016-08-19 00:06:12 +01:00
ZTsukei
d631d0ef04 S_PLAY states, HUD stuff 2016-08-14 23:51:25 -04:00
toasterbabe
104fc8ba98 Partially reverted on Inu's reccomendation. 2016-08-12 16:01:03 +01:00
toasterbabe
7795e146fa Two seperate single-line fixes, both concerning the end of NiGHTS maps.
* The NiGHTS drone had a single tic of visibility when you hit the goal, which is evident stepping frame by frame through http://gfycat.com/ComplicatedComposedAoudad (the contents of which may or may not make it into 2.2).
* When completing a NiGHTS stage with a non-zero link, the link could flash up in the final few tics before the fade to black. This just checks for player->exiting to make sure it shouldn't be shown.
2016-08-12 15:56:07 +01:00
ZTsukei
e4a970f894 Starting from scratch. SRB2 v2.1.15 2016-07-06 00:10:19 -04:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
ZTsukei
d909f25cf6 r_things.c, and connective stuff for face graphic loading. Cobbled a quick-fix together for the minimap icons, may or may not work. 2016-04-24 15:59:26 -04:00
Monster Iestyn
c833f3845f Merge branch 'next' into bp_random2 2016-04-20 18:18:28 +01:00
Inuyasha
5aea82ec91 Some drawing code cleanup
Fixed mashing buttons during fades causing crashes,
messed up behavior, record attack anywhere,
all the damn stupid bugs that it caused, basically
2016-04-06 18:01:01 -07:00
Inuyasha
ce2c2de58a P_Random now using a variant of xorshift
This actually passes most diehard tests, as opposed to the old RNG.
It's also similarly fast.

Internally the PRNG generates a fixed point number from [0,1) now,
which makes P_RandomKey and P_RandomRange much easier to
calculate. P_Random is just a simple shift, as well.

Also, the lack of floating point math in P_RandomKey and
P_RandomRange now is probably for the best.
2016-03-29 16:27:25 -07:00
Monster Iestyn
e31c7ae3fa Removed dummied-out Pope XVI code 2016-01-14 16:41:33 +00:00
Matt Walsh
f3e6770e9a Well that shows you how much we care about the old special stages *or* race!
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8985 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
Alam Ed Arias
73b3287b19 SRB2 2.1.14 release 2015-01-01 14:50:31 -05:00
Alam Ed Arias
404b5f666c SRB2 2.1.12 release 2014-11-11 19:55:07 -05:00
Alam Ed Arias
c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
Alam Ed Arias
02a3b0776c SRB2 2.1.7 release 2014-04-14 01:14:58 -04:00
Alam Ed Arias
32de698f5e SRB2 2.1.6 release 2014-03-24 22:17:59 -04:00
Alam Ed Arias
ed72bd8fa1 SRB2 2.1.4 release 2014-03-21 19:21:06 +00:00
Alam Ed Arias
a03da73115 SRB2 2.1.2 release 2014-03-17 08:13:16 -04:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00