Sryder13
10818f254b
Minimum bounce speed
2017-11-05 16:46:26 +00:00
Sryder13
5054ce72e0
Merge branch 'master' of http://git.magicalgirl.moe/KartKrew/Kart.git into gameplay-tweaks
...
# Conflicts:
# src/d_player.h
# src/k_kart.h
# src/lua_playerlib.c
2017-11-05 14:51:52 +00:00
TehRealSalt
57b4d73ec2
Merge remote-tracking branch 'refs/remotes/origin/gameplay-tweaks' into battle
...
# Conflicts:
# src/k_kart.h
2017-11-05 02:19:05 -05:00
TehRealSalt
c0ed28e828
why didn't this merge before??
2017-11-05 02:17:13 -05:00
TehRealSalt
d3e888cc44
Merge remote-tracking branch 'refs/remotes/origin/master' into battle
...
# Conflicts:
# src/d_player.h
# src/k_kart.c
# src/k_kart.h
# src/lua_playerlib.c
2017-11-05 02:16:39 -05:00
TehRealSalt
7b01a6c46e
Less strict item respawn requirement
2017-11-05 01:49:31 -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
Sryder13
bb35f222c9
1 tid duration on drifting too
2017-11-04 21:58:21 +00:00
Sryder13
51af54d0ff
Voices for when you hit someone else
...
Not totally sure on them, but it's worth a try, would make it more obvious when you hit someone with a trap item in battle anyway
2017-11-04 20:42:01 +00:00
Sryder13
33beff0d5f
Slow and Fast states use 1 tic duration animation
...
Disable adjusting of frame speed (can be re-enabled through MAINCFG if people want it for whatever reason)
2017-11-04 17:49:14 +00:00
Sryder13
c9ddb7a4b5
Re-add lost player vibration frames
...
Separate sprites for fast moving frames
Rename some frames for a more sensible naming convention
2017-11-04 17:32:47 +00:00
Sryder13
81a077b9af
New player frameangle used instead of mobj angle for players
...
Set to mobj angle except when spinning where it's set to spin
Only 1 spin frame needed now
2017-11-04 14:07:53 +00:00
Sryder13
28ec48c02c
Make the bump and item throw graphics fullbright.
2017-11-04 13:33:38 +00:00
Sryder13
8315ccd475
Change player collision again, they bounce away from each other naturally
...
Need to meddle and test with a "minimum bounce" still
2017-11-04 13:19:06 +00:00
Louis-Antoine
67aba2648c
Fix download freezes (well, most of them)
2017-11-03 22:58:47 +01:00
TehRealSalt
1dcdaf0c44
I actually didn't do any of this right!! Whoops!!
...
Also made red shells dumb in battle mode
2017-11-02 21:40:06 -04:00
TehRealSalt
2cbef008c8
Merge remote-tracking branch 'refs/remotes/origin/gameplay-tweaks' into battle
...
# Conflicts:
# src/k_kart.c
2017-11-02 21:03:14 -04:00
Sryder13
e5a32eb699
New collision mechanics, player's transfer their speed along movement when they collide, then bounce off at a set speed away depending on weight from each other
2017-11-03 00:43:51 +00:00
TehRealSalt
9a822fae80
Balloon stealing! Mushroom is back!
2017-11-02 20:43:03 -04:00
TehRealSalt
d0a455c7dd
More tinkering with the item list
...
Increased item variety (triple reds added with same chances as star &
megashroom, triple bananas are back), and the deadliest items should be
less likely due to more weight on the weak items. Doesn't add up to 20
anymore, though; will likely be fixed when balloon-based items get
implemented.
2017-11-02 01:18:16 -04:00
TehRealSalt
b7432cd154
Change draw order
...
Lakitu is a bottom
2017-11-02 00:41:04 -04:00
TehRealSalt
9522e1b95e
CHECK indicator
...
Turn it off with the kartcheck console var
2017-11-02 00:35:10 -04:00
TehRealSalt
cc01d2c3f0
Balloon revamp
...
Supports arbitrary balloon counts now
2017-11-01 18:46:35 -04:00
TehRealSalt
4fce06d80e
Dang it.
2017-11-01 16:24:40 -04:00
TehRealSalt
ec429ff425
k_poweritemtimer
...
Prevents you from getting stars or megashrooms too soon after one
another. Should only be set in Battle Mode only
2017-11-01 16:24:27 -04:00
Sryder13
e60b3e1b88
Move Player collision check into the regular collision checking
2017-11-01 18:40:32 +00:00
Monster Iestyn
d61105fcce
Merge branch 'master' into next
2017-11-01 18:36:48 +00:00
TehRealSalt
b4a1ad4ef2
Just bumped timer
2017-10-31 16:14:17 -04:00
Monster Iestyn
2b1fb67a5f
DrawMD2i: change duration and tics to INT32, fix up any related code
2017-10-30 19:12:51 +00:00
Steel Titanium
97445f941a
Add command to restart the audio system
2017-10-29 01:09:34 -04:00
Steel Titanium
799a819ee9
Merge remote-tracking branch 'upstream/master' into window_center_fix
2017-10-29 00:00:11 -04:00
Alam Ed Arias
6a639dd717
Merge branch 'master' into md2-interpolation-fix
2017-10-28 18:47:20 -04:00
Alam Ed Arias
d2f922a981
Merge branch 'master' into next
2017-10-28 18:46:10 -04:00
Alam Ed Arias
cf10b55be0
Win32: pragma hell
2017-10-28 18:39:42 -04:00
Alam Ed Arias
3ecc304332
Win32: just ignore format overflows
2017-10-28 18:33:47 -04:00
Alam Ed Arias
0250040a5b
Win32: all fails of DD and try more to stop format-overflow errors
2017-10-28 18:24:07 -04:00
Alam Ed Arias
a4072260db
Win32: try to fix up CD printf code
2017-10-28 18:13:59 -04:00
Sryder13
48e0d64525
More changes to thrown items, higher gravity and fly faster
2017-10-28 02:44:25 +01:00
Alam Ed Arias
ce40c00b7a
Build: do not error on FALLTHURs
2017-10-27 19:49:55 -04:00
TehRealSalt
4a02e166a1
Merge remote-tracking branch 'refs/remotes/origin/master' into battle
2017-10-26 19:39:02 -04:00
TehRealSalt
f271d1bd76
Merge remote-tracking branch 'refs/remotes/origin/master' into battle
2017-10-26 19:37:23 -04:00
TehRealSalt
b127c02e2c
Maybe message fix
2017-10-26 19:37:13 -04:00
Sryder13
bda85bea4a
Merge branch 'master' of http://git.magicalgirl.moe/KartKrew/Kart.git into gameplay-tweaks
2017-10-27 00:02:05 +01:00
Sryder13
a00123e663
Item Throw distance/height experimentation
2017-10-27 00:01:59 +01:00
Sryder13
bd55a295bd
Skin colours for MD2s
...
This isn't amazing, until I implement something better (probably not until 2.2) it will have to do
2017-10-26 20:57:36 +01:00
Sryder13
8742b3b2d9
Star power translation tables
...
Redid the part that handled the regular kart translation tables too, now uses the new table created instead of the horror of what was there before
2017-10-26 20:04:05 +01:00
Sryder13
4210885ad3
Merge branch 'master' into ric-flair
2017-10-26 15:03:09 +01:00
Sryder13
be376de48f
Merge branch 'master' into ric-flair
2017-10-26 15:02:24 +01:00
Wolfy
a551ecc166
Reorganize the control setup menu, update controls to reflect kart
2017-10-26 01:43:02 -05:00
TehRealSalt
69d6d43fea
Everything I did today; mainly player arrows
...
Also some minor tweaks and bug fixes all around
2017-10-26 02:31:01 -04:00
TehRealSalt
6d18059543
Merge remote-tracking branch 'refs/remotes/origin/master' into battle
2017-10-25 20:08:25 -04:00
Sryder13
1f7caee344
Highres intro graphic
2017-10-25 23:05:19 +01:00
TehRealSalt
6c1269a6f4
Balloons message
2017-10-25 16:20:28 -04:00
Sryder13
e6ed15c066
Separate music from sound.kart so it can be added properly
2017-10-25 20:38:43 +01:00
Sryder13
f7b637663c
Setup intro finally
2017-10-25 20:30:02 +01:00
Sryder13
2e2d4073b8
Bombs should check for teams in team match, not regular match
2017-10-25 15:04:08 +01:00
Sryder13
b9f6a91c37
Improve functionality of held items
...
Can check for falloff from ledges
place along the z properly
2017-10-25 03:37:13 +01:00
TehRealSalt
0bb3bc2b7e
Merge remote-tracking branch 'refs/remotes/origin/master' into battle
2017-10-24 22:15:20 -04:00
Sryder13
28297d9f58
Add separate boost sound for start boost
...
Allows us to set it to be singular, stopping really loud start boosts with many players
2017-10-25 02:47:24 +01:00
Sryder13
101a560d4e
Adjust Trailing items to behave nicer
...
Added extra boolean for P_SlideMove forceslide, since kart's walls are almost all bouncy slidemove will almost always bounce things instead, even if we don't want it to.
2017-10-25 02:32:07 +01:00
TehRealSalt
ac55f0ea4d
Okay, battle mode items respawn, for real now
2017-10-24 21:22:09 -04:00
Sryder13
e5e472edf1
Crash fix
2017-10-25 02:00:17 +01:00
TehRealSalt
0af023d8ca
Merge master
2017-10-24 19:31:37 -04:00
Sryder13
65c5c94563
Maces have shadows
...
Maces have afterimages
2017-10-24 23:33:25 +01:00
TehRealSalt
fff4194d62
Silly little thing I just added
2017-10-24 18:01:00 -04:00
Sryder13
fe31394277
Do a quake effect when hit by non-spinout things or explosions
2017-10-24 22:58:59 +01:00
Sryder13
7f87a0275b
Spawn item clash versus fake items too
2017-10-24 22:23:11 +01:00
Sryder13
f833222fe6
Shell hit sound can travel further
2017-10-24 22:21:46 +01:00
TehRealSalt
d3387f816b
Battle Mode item respawning
2017-10-24 17:04:22 -04:00
Sryder13
5f60eb68a4
Edited the wrong banana object
2017-10-24 21:18:08 +01:00
Sryder13
436f7cb7c6
Tossed and shell hitting player sound
...
Made clash audiable from a bit further away
2017-10-24 20:59:09 +01:00
Monster Iestyn
0cc8fbdb4e
Don't use interpolation code if the frame lasts instantaneously or infinitely
...
Also removed the + 1 from newtime, since there was never really any need for it. It just offset the interpolation so it went like (1 -> 2] instead of [1 -> 2), so you never saw the base appearance for each frame except at the end of any frames interpolating to it
Changed DrawMD2Ex's duration/tics type to INT32 so -1 comparisons work, probably want to change the signs elsewhere too but this is fine for now
2017-10-24 20:45:55 +01:00
Sryder13
59d670f902
Shadows remain even after an object dies, until the object no longer exists
2017-10-24 20:34:44 +01:00
Sryder13
fced36e601
Change sound priorities to hopefully prioritise the more important sounds more
...
Change singularity on a lot of the sounds so that more than one of them can be played at once
2017-10-24 18:01:43 +01:00
Sryder13
5d49a23429
Add item clash sound
2017-10-24 17:46:44 +01:00
Sryder13
0422e40649
Add graphic for throwing items
...
Fix missing frame of clash
2017-10-24 17:19:14 +01:00
Sryder13
c66b10dda3
Shells and Lobbed items now use afterimages for trails
...
Fireballs use old green shell trails for trails
Updated dehacked with new states and all the changes
2017-10-24 15:25:08 +01:00
Sryder13
07ffa8af6e
Stars don't go faster when you get hit more
2017-10-24 14:04:54 +01:00
Sryder13
b87564f6eb
Item clash graphics
2017-10-24 13:59:01 +01:00
Sryder13
35f9b544b1
Forgot about dud red shell
2017-10-24 13:38:42 +01:00
Sryder13
041d9c4999
Faster bump sparks
2017-10-24 13:18:41 +01:00
Sryder13
0206a42ce6
Stars in your eyes when you get hit by shells
2017-10-24 13:15:20 +01:00
TehRealSalt
4be15a9020
Bumpy
2017-10-24 00:42:06 -04:00
TehRealSalt
7b88d670d5
Respawn time is now Match-only
2017-10-24 00:06:13 -04:00
TehRealSalt
ccc2643459
Reintroduced weighted batle items
...
No more Boos and Mushrooms while they're broken and sucky, too
2017-10-23 22:24:10 -04:00
TehRealSalt
163eae7325
Red shells no longer target people without balloons
2017-10-23 18:59:41 -04:00
TehRealSalt
4efda9b830
Remove some redundancies from the last commit
2017-10-23 18:54:10 -04:00
TehRealSalt
4c877a6490
Move some A_ItemPop stuff into P_CanPickupItem
2017-10-23 18:38:45 -04:00
TehRealSalt
e7de9502ba
Balloon error fix, and papersprite fix
2017-10-23 17:27:00 -04:00
TehRealSalt
54b8e25713
Merge remote-tracking branch 'refs/remotes/origin/master' into battle
2017-10-22 17:41:00 -04:00
TehRealSalt
a56a7cf9c0
Whoops! Wrong way!
2017-10-22 17:36:46 -04:00
Sryder13
a9c6670ee1
Green shells are faster/slower in 150cc/50cc.
...
Green shells now get slower as they bounce more.
2017-10-22 22:29:39 +01:00
TehRealSalt
b36fd5c5f9
Did you know: Battle Mode
...
- Different sizes for the balloons, depending on how many you have
- Balloons are fullbright, cast shadows, and stick closer to players
- Mega Mushrooms can now appear
- Can steal items with Boo in Battle Mode now, as intended
- Death pits make you lose only 1 balloon
- Balloons disappear properly if you use Boo
- Boo item icon should no longer appear if you're out of balloons
- You can now properly respawn in Battle Mode
- Can no longer collide with items if you are already holding one
2017-10-22 17:26:43 -04:00
Sryder13
a46093fe9d
Red shell rework, they always instathrust to their top speed in their current movement direction.
...
When they get close their top speed starts to decrease to the player's current speed.
Movement direction ends up being adjusted in A_RedShellChase where it Thrusts towards the player at its acceleration speed.
2017-10-22 22:08:07 +01:00
TehRealSalt
f84485c680
More equal, chaotic battle item odds
2017-10-22 04:17:44 -04:00
TehRealSalt
31a13e245c
BATLLE MODE
...
AAAAAA
2017-10-22 03:06:35 -04:00
TehRealSalt
10aa83e614
More minor adjustments
...
- Display the skin's realname in RA menus
- Can no longer set your skincolor to none on the RA menu
- Edited several color names to fit within 14 characters
2017-10-21 13:22:54 -04:00
TehRealSalt
a3b976b9b2
Whoops, forgot to save two files ^^;
2017-10-20 22:02:25 -04:00
TehRealSalt
94aedc1f78
Change color in menu, replay support for specific staff ghosts
...
Todo: replace the vague number with the demo's recorded player name
2017-10-20 22:01:07 -04:00
TehRealSalt
b66fc2f5ac
Ported this fix from internal
2017-10-18 18:14:49 -04:00
TehRealSalt
5a7458be98
Merge remote-tracking branch 'refs/remotes/origin/attack-is-back' into zarrotsu
2017-10-17 23:56:55 -04:00
TehRealSalt
eda571e2d3
Really minor tweaks
2017-10-17 23:55:44 -04:00
TehRealSalt
3994008d31
More score/rings cleanup, hide some hud elements, and most importantly: staff ghosts!
...
Would be nice to have an option to directly replay a specific staff
ghost, but this should be fine for now
2017-10-17 23:14:51 -04:00
ZTsukei
f21d817053
Correcting the weird level names post-level
2017-10-17 20:04:48 -04:00
ZTsukei
89f239b601
Merge branch 'zarrotsu' of http://git.magicalgirl.moe/KartKrew/Kart into zarrotsu
2017-10-17 18:24:10 -04:00
ZTsukei
4387455d9c
Fixing post-map name being weird
2017-10-17 18:23:50 -04:00
TehRealSalt
e770f82ad7
Merge remote-tracking branch 'refs/remotes/origin/zarrotsu' into attack-is-back
2017-10-17 16:36:29 -04:00
TehRealSalt
a0d488402c
Didn't fix the y_inter.c conflicts correctly
2017-10-17 16:23:38 -04:00
TehRealSalt
5fe2f4928f
Merge remote-tracking branch 'refs/remotes/srb2public/next' into zarrotsu
...
# Conflicts:
# src/doomdef.h
# src/sdl/i_main.c
# src/sdl/i_video.c
# src/y_inter.c
2017-10-17 15:53:34 -04:00
TehRealSalt
cce7b4374a
Merge remote-tracking branch 'refs/remotes/origin/zarrotsu' into attack-is-back
2017-10-17 00:45:30 -04:00
TehRealSalt
727d55b64e
Merge remote-tracking branch 'refs/remotes/srb2public/public_flatsprite' into zarrotsu
...
# Conflicts:
# src/doomdef.h
2017-10-17 00:40:38 -04:00
TehRealSalt
9c0437bcd1
Thought I heard something about camera changing, it hasn't, so I decided to port work I did for internal
...
Basically:
1.) farther camera defaults
2.) different camera settings save
3.) cam_dist automatically increases with splitscreen (& analog mode,
but that's irrelevant for kart :p)
(IIRC someone said that this branch is fine to commit directly to,
please feel free to revert immediately if this isn't the case :V)
2017-10-16 23:52:13 -04:00
TehRealSalt
4ed0511013
Some cleanup
...
No longer save score/rings, use the Race tally as a placeholder
replacement for the butchered vanilla one
2017-10-16 20:23:26 -04:00
TehRealSalt
b5e0a80c35
Oho, here's the problem!
...
Too many fixed_t!
2017-10-16 17:52:42 -04:00
TehRealSalt
3e74ac2b97
Ghost scale fix
2017-10-16 07:11:48 -04:00
TehRealSalt
540bea911a
First, minor steps to Record Attack support
...
To-Do:
- fix demo desync (desync is only super noticeable on slopes, but a
message pops up when the player starts moving regardless)
- fix ghosts not appearing
- replace that dumb level tally
- remove a bunch of things that made the assumption that race & record
attack would never mix (ex: "next map x doesn't support race mode, using
map y anyway" message)
2017-10-15 02:33:28 -04:00
ZTsukei
ba7580d8e2
= Nerfed Megas across the board.
...
- Rarer
- Speed reduced from +25% to +20%
- Getting squished doesn't last as long
= Nerfed the Banana Meta - or at least changed it
- You don't wipeout for as long
- You don't lose as much speed from wiping out (1/2 instead of 1/4)
= Respawning after death is faster
- Lakitu drops you faster, only three floaty sounds instead of four
= Adjusted the camera to the values given by Sev
2017-10-13 15:44:17 -04:00
Wolfy
01126d1232
Actually run the fucking shadows this time
2017-10-11 21:31:17 -05:00
Wolfy
b27ab8f51b
oops
2017-10-11 21:14:14 -05:00
Wolfy
366fe9fa91
Add TD shadows to Kart
...
Disclaimer: I haven't tested this and therefore am not sure whether or not it actually works. I think it does. Probably.
2017-10-11 20:54:35 -05:00
Wolfy
faf886885e
Have Kart use kmd2.dat instead of md2.dat
2017-10-11 20:26:34 -05:00
ZTsukei
7c71feb274
Fixed thrown items (99% sure)
...
Thrown items are thrown farther now; distance based on CC.
2017-10-11 10:49:14 -04:00
ZTsukei
b95f1d568a
Updated item weights
...
Fix attempt for thrown items
2017-10-10 21:09:38 -04:00
Alam Ed Arias
96c014deeb
Merge branch 'master' into next
2017-10-07 12:44:28 -04:00
Alam Ed Arias
1b576bacf3
Build: support GCC 8
2017-09-30 23:07:47 -04:00
Alam Ed Arias
6fbdf37b18
Build: support building with clang 5.0
2017-09-30 08:54:17 -04:00
Monster Iestyn
ea372fae53
Merge branch 'master' into next
2017-09-29 17:15:57 +01:00
Monster Iestyn
c90ddbca36
Merge branch 'makefile-ports-tweaks-cleanup-etc' into 'master'
...
Makefile ports tweaks cleanup etc
See merge request !211
2017-09-28 17:31:33 -04:00
Alam Ed Arias
6c18d15b4a
Merge branch 'master' into next
2017-09-28 16:55:04 -04:00
Alam Ed Arias
01602fa1f1
Build: fixup warnings in Debug builds
2017-09-28 16:54:26 -04:00
Alam Ed Arias
ec125628ab
Merge branch 'master' into next
2017-09-28 10:16:35 -04:00
Alam Ed Arias
7f98c5c804
Build: do not error on fallthrough
2017-09-28 10:02:08 -04:00
Alam Ed Arias
2ccd397d11
Build: kill GCC 7's implicit-fallthrough warning
2017-09-28 09:39:47 -04:00
Alam Ed Arias
55f377ba3d
Build: kill GCC 7's format-overflow warnings
2017-09-28 09:13:46 -04:00
Alam Ed Arias
bdba212b2a
Makefile: add support for GCC 7.1 and 7.2
2017-09-28 09:13:01 -04:00
Alam Ed Arias
7e23014d5f
Makefile: support GCC 6.4
2017-09-28 09:04:36 -04:00
Alam Ed Arias
62264901e5
Merge branch 'master' into next
2017-09-20 17:18:58 -04:00
Monster Iestyn
829328637d
Merge branch 'netcode-fixes-the-sequel' into 'next'
...
Netcode fixes the sequel
See merge request !207
2017-09-20 15:00:09 -04:00
Monster Iestyn
7f875131ee
If compiling for GP2X with SDL, make it use SDL 1.2 interface like the others
...
Doing this way because I have no idea if the GP2X port was SUPPOSED to use SDL or not in the first place
2017-09-18 18:14:05 +01:00
Monster Iestyn
b040113246
Removed the wrong endif by mistake
2017-09-16 20:59:35 +01:00
Monster Iestyn
a33bb70a0c
Removed all support for Dreamcast, XBox, PSP, PS3, GP2X, Wii, and WinCE from files in the sdl/ folder. If you wanted these ports, use the SDL 1.2 code in sdl12
...
Also removed GP2X setup from sdl/MakeNIX.cfg, use sdl12 for that too
2017-09-16 20:26:04 +01:00
Monster Iestyn
dcb23e01c0
SDL_INIT_NOPARACHUTE does nothing in SDL 2.0, so don't use it anymore
2017-09-15 21:22:28 +01:00
Monster Iestyn
5fb551dd75
Removed 1.2.x version checks in these files, SDL 2.0.x should always have these files
2017-09-15 17:15:06 +01:00
Monster Iestyn
d2a76ca269
Removed references to console ports and WinCE in sdl/Makefile.cfg
2017-09-15 17:12:53 +01:00
Monster Iestyn
9e6ed121ba
Comment out sdl12/SRB2CE/cehelp.h include in m_fixed.h
...
I think it was originally included for defining the "USEASM" macro, but USEASM isn't used by m_fixed.h/c code anymore
2017-09-14 21:29:38 +01:00
Monster Iestyn
900bab9b13
Fix includes for SDL 1.2-only ports' files
2017-09-14 21:15:38 +01:00
Monster Iestyn
5076861e0f
Fixed sdl12/Makefile.cfg and sdl12/(port)/Makefile.cfg and related to refer to sdl12/ subfolders, not sdl/ subfolders
2017-09-14 21:09:35 +01:00
Monster Iestyn
c330907dba
Added a SDL12=1 flag to all ports whose interface code still lives in the sdl12 folder (and is unsupported by SDL 2.0 officially anyway)
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This basically causes the makefile to use the sdl12 folder instead of the main sdl folder
2017-09-14 21:03:20 +01:00
Steel Titanium
cf41a11770
Fix for window being offcenter
2017-09-11 16:36:30 -04:00
Monster Iestyn
8514251ad5
fix savegamename not prepending srb2home to itself for custom mods using their own gamedata files
2017-09-09 21:19:07 +01:00
ZTsukei
b59246f413
Added Donut Plains Bushes
2017-09-04 22:32:14 -04:00
Monster Iestyn
d565cc6a2c
Merge branch 'master' into next
2017-09-04 20:16:06 +01:00
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
ZTsukei
5d26588759
Added allllllll the old mobjs. Still need to reassign level ids.
2017-08-31 23:16:03 -04:00
Monster Iestyn
50917d2ee2
P_FloorzAtPos: Check the normal floor's slope as well as FOF slopes, silly.
2017-08-30 19:21:23 +01:00
Monster Iestyn
9c4e2eeeef
Merge branch 'next' into netcode-fixes-the-sequel
2017-08-23 19:17:25 +01:00
Monster Iestyn
36977a5eda
SDL_SetRelativeMouseMode(SDL_TRUE) already does what HalfWarpMouse does
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Also, don't post an ev_mouse event_t if not in relative mouse mode, so the camera doesn't jerk when the mouse enters the window
2017-08-22 22:53:18 +01:00
Monster Iestyn
821a1810f7
Moved lrounding of mouse motion events to the actual point an event is made
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Also did some cleanup and moving around, as well as adding comments
2017-08-21 21:38:29 +01:00
Monster Iestyn
10cbe2c82b
Turns out the issue was with fullscreen! All I have to do is factor in the resolution/real window size ratio apparently (which was already done before)
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Also changed movemousex/y to INT32
2017-08-19 22:54:30 +01:00
Monster Iestyn
758e9c4558
Merge all (relative) mouse motion events into one mouse event
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This fixes SDL2_RelMouse's weaker sensitivity for me on Windows (but apparently not for others??)
2017-08-19 21:39:04 +01:00
ZTsukei
a8a4f06aa3
Corrected type masking in d_clisrv.c
2017-08-10 17:37:31 -04:00
ZTsukei
fd85c536ff
v1.3.19
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Moved the Lakitu respawn code so that it isn't console-only.
2017-08-09 23:45:13 -04:00
ZTsukei
80990da828
v1.3.18
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Fixed really poorly done netcode stuff. This should fix the kartstuff desyncing, maybe collision stuff too?
Fixed Megashroom's growth animation lasting too long.
2017-08-09 18:14:20 -04:00
Yukita Mayako
720987367a
Prevent cvar naming conflicts from pointing Lua to the wrong internal data.
2017-08-08 14:27:02 -05:00
Monster Iestyn
2d661fef18
Turns out we don't need to use SDL_SetWindowTitle on its own, since SDL_CreateWindow already deals with the window title anyway. So I've disabled everything related to Impl_SetWindowName for now
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Also what were you thinking Fury?!? window shouldn't be NULL for SDL_SetWindowTitle, you backwards person you
2017-08-07 16:44:29 -04:00
Alam Ed Arias
35404be1e0
SDL: y input is flipped
2017-08-07 16:37:03 -04:00
Alam Ed Arias
c25b2eb37f
Merge remote-tracking branch 'origin/master' into SDL2_RelMouse
2017-08-07 16:33:39 -04:00
Monster Iestyn
821692fbf7
This was my fault, whoops
2017-07-24 17:53:18 +01:00
Monster Iestyn
6e5cffba5b
Create static function P_IsObjectOnRealGround for each time thinker to use in place of P_IsObjectOnGroundIn, for non-FOF floor touch specials
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This fixes solid FOFs activating floor touch specials for normal ground if using an "each time" trigger linedef
2017-07-17 20:56:55 +01:00
Monster Iestyn
7d4513f2f1
Don't be stupid with FF_BLOCKPLAYER/FF_BLOCKOTHERS flags please
2017-07-17 20:47:00 +01:00
ZTsukei
8d19d18200
v1.3.17
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Lakitu returns from his ironically-not-pillowshaded-cloud grave
Dropboosting works on respawn
Players respawn "automatically after 2 seconds" instead of "*instantaneously* while accel is held"
2017-07-16 12:06:29 -04:00
Monster Iestyn
2350e94a9f
Merge branch 'master' into next
2017-07-09 15:08:51 +01:00
Monster Iestyn
2ac566fa85
Fix whitespace goofup of mine
2017-07-09 15:08:17 +01:00
Monster Iestyn
f0ffd691f4
Merge branch 'master' into next
2017-07-07 22:47:34 +01:00
Monster Iestyn
fe3f4f4ed1
Merge branch 'pwease_no_kicky' into 'master'
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Pwease no kicky
Don't kick Tails! Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
This can go into Master, right? It only matters for the host, and it's explicitly only having a major effect outside of netgames.
See merge request !201
2017-07-07 17:45:59 -04:00
Monster Iestyn
4752109233
Some more tweaks of my own:
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*Add CONS_Printf messages for !netgame checks
*Arg count is checked first regardless of netgame status for both kick and ban, < 2 is checked instead of == 1 just in case these weren't called from console for some stupid reason?
*Moved Command_Kick's buffer vars to within the code that actually does kicking stuff
2017-07-07 22:40:00 +01:00
Monster Iestyn
e8df99c632
They didn't use V_HUDTRANS before and they probably shouldn't, my fault here
2017-07-05 22:30:18 +01:00
Monster Iestyn
815d10e15d
Display minutes in full, so 60:00 for instance displays as 60:00 and not 0:00
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The normal HUD display while playing a level doesn't do this, only the tally screen does it for some reason
2017-07-05 19:25:11 +01:00
Monster Iestyn
aca7a574f8
Copy+paste st_stuff.c functions and macros to accurately draw SCORE/TIME on the tally screen like they are when actually playing the level
2017-07-05 17:05:39 +01:00
toasterbabe
9a1e1180ff
Also account for bans, pff.
2017-07-05 16:29:21 +01:00
toasterbabe
60e21381ab
Don't kick Tails!
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Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
2017-07-05 16:20:23 +01:00
Monster Iestyn
298c1af045
Merge branch 'lua-archive-value-fix' into 'next'
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Lua archive value fix
This fixes some potential problems with archiving mobjinfo_t/state_t data via Lua in netgames (whether as custom mobj/player vars or by NetVars hook). Thanks to LJSonic for pointing this out to me.
See merge request !200
2017-07-02 20:23:29 -04:00
Monster Iestyn
c751971d57
Fix integer type slipup in ArchiveValue for saving mobjinfo/state #s that LJSonic spotted
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Apart from the fact that UnArchiveValue reads UINT16 for both anyway (which alone causes problems), but UINT8 isn't even enough to store the higher end of the object types list and definitely most of the states welp
2017-07-02 16:50:11 +01:00
toasterbabe
9797ae31a6
Fix the springs jumping!
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The issue was that because both them and the player had MF_SOLID, the tmfloorz of the spring was getting set to above the player (or vicea versa with tmceilingz), forcing it upwards with them under certain circumstances.
Now, springs only acknowledge the solidity (for purpose of tmfloorz/tmceilingz) of objects they CAN'T launch.
2017-07-02 16:48:58 +01:00
Monster Iestyn
8290ae9fd4
Fix paper sprites apparently "turning" around sometimes when you turn the camera, when they're supposed to be still (sawb.wad for instance)
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I cleaned up some of Sryder's changes a little too I guess
2017-07-02 16:38:25 +01:00
ZTsukei
3cdcaa6f2f
G_PlayerReborn desync fix, maybe?
2017-06-26 21:41:05 -04:00
Alam Ed Arias
1111282908
Merge branch 'master' into next
2017-06-22 19:52:42 -04:00
Monster Iestyn
b37d09df5f
Merge branch 'opengl-slope-FOF-lighting-fix' into 'master'
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OpenGL slope FOF lighting fix
This fixes some issues with sloped FOFs that affect lighting in OpenGL (as in, those that cast a shadow or have a colormap). Particularly, they can do strange things to any wall textures adjacent to them, as we've noticed ourselves in levels for 2.2. =P
See merge request !194
2017-06-22 19:49:42 -04:00
Monster Iestyn
44f33e6732
Merge branch 'touching_fixes' into 'next'
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Fixes with respect to sector special touching and slopes
Some important stuff.
* SF_TRIGGERSPECIAL_TOUCH now actually works. Previously, it abandoned the loop early if ANY bounding sector didn't have that sector flag, which it likely didn't - only checking one extra sector's worth of FOFs. Also, the teleport handling there is more robust, and actually bails out if you teleport, instead of just awkwardly continuing through the loop.
* SF_TRIGGERSPECIAL_TOUCH now works for each time thinkers, too.
* Fixed a bug with being able to go under lava because P_CheckSolidLava doesn't take slopes into account.
* Also, P_CanRunOnWater supports slopes now too.
* Quicksand supports slopes and reverse gravity now.
* Space Countdown supports slopes now.
Also, an experiment behind a #define which currently isn't turned on:
* UNDER A #define, "SECTORSPECIALSAFTERTHINK", WHICH IS CURRENTLY TURNED OFF, BUT I WILL WANT TO TURN ON IN INTERNAL: Moved sector touch handling to P_PlayerAfterThinker (from P_PlayerThinker before movement). Allows for being able to trigger moving slope sectors that are going down, most specifically lava (didn't matter in RVZS in 2.1 because you could clip through the sides and go underneath the lava, causing damage - a sloped testwad version of that prevented going underneath.) Also fixes one-frame standing on deathpits before you die. Basically means sector triggers effectively happen one tic earlier, since it's after movement.
See merge request !131
2017-06-22 17:30:57 -04:00
Monster Iestyn
6a0329857d
Merge branch 'polyobject-seg-render-fix' into 'master'
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Polyobject seg render fix
This fixes both Software and OpenGL renderers so that polyobject segs aren't drawn if the game is drawing the actual subsectors they're from (outside the main level, where the polyobject walls were pre-spawn). They should only appear as part of the polyobject itself in-level.
This means a few glitches with polyobjects are probably fixed: for instance in Software mode, polyobject walls sometimes appear through level boundaries (and make everything above/below vanish, turning into HOM or skybox), if the BSP rendering code happens to find one of the subsectors said segs came from outside the level. I don't think anything similar happens in OpenGL, though I'm sure some unwanted typecasting is happening as a result of attempting to draw the segs. (And it fixes a crash in 2.2 anyway.)
See merge request !195
2017-06-22 17:29:01 -04:00
Monster Iestyn
abf92e965c
Merge branch 'ping-fix' into 'next'
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Ping-related code fix
Somehow, the part of the netcode for calculating the players' pings in a netgame frequently gets the concepts of nodes and players mixed up, which is probably not a good thing. This branch of course fixes those slipups.
I originally based this branch on master to be merged to it (since it only fixed issues on the host's side), but after finding another issue with clients receiving PT_PING from the server, I decided to make this a merge to next instead.
See merge request !193
2017-06-22 17:27:38 -04:00
Monster Iestyn
1efd2aa770
Merge branch 'ld414-invalid-sound-fix' into 'next'
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Ld414 invalid sound fix
This fixes Linedef type 414 crashing the game if an invalid sound number was supplied to it (this can happen if you, say, scrambled THZ2's textures *cough*), whether or not the "Repeat Midtexture" flag is checked.
See merge request !196
2017-06-22 17:26:58 -04:00
Monster Iestyn
da2f5fe0a2
Fix PlayerSpawn hook not being called if the player is respawned at a starpost
2017-06-20 16:18:51 +01:00
Monster Iestyn
ba6d011d7b
Scale should be fixed_t not UINT16!
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This is probably a leftover from how scaling worked in v2.0 I take it
2017-06-17 17:22:45 +01:00
Monster Iestyn
318d5656b5
Keeping a total of thinkers saved/loaded and print the total in netplay devmode
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Not a fix for anything, probably just useful for debugging
2017-06-12 17:55:15 +01:00
Monster Iestyn
02c098574c
ah, turns out the TIC n debugfile print is a remnant of when Doom Legacy printed the consistancy return value... which we'll do here now too, in that case
2017-06-10 17:09:08 +01:00
Monster Iestyn
bae55a3af4
Don't display "x set to y" messages twice in the debugfile for consvars with CV_SHOWMODIFONETIME/CV_SHOWMODIF
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(can't think offhand when those flags are actually used, but oh well)
2017-06-10 16:36:52 +01:00
Monster Iestyn
b9828f78e8
Fix stupid lack of newline with this message
2017-06-09 23:22:27 +01:00
Monster Iestyn
12266e0f85
Set ack and ackreturn to 0 for local packets always
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This won't really have any in-game effect, this is just so the debugfile doesn't display the ack values of the PREVIOUS sent/got packet
2017-06-09 23:15:41 +01:00