Commit graph

3143 commits

Author SHA1 Message Date
TehRealSalt
ff09c0643c Jawz reticule 2018-08-30 19:24:22 -04:00
TehRealSalt
f6ce2bfb54 Ignore texture on horizon lines when in OGL
Before: https://cdn.discordapp.com/attachments/300531341957529602/484842910475354124/kart0110.png
After: https://cdn.discordapp.com/attachments/270211093761097728/484841628771680258/kart0109.png

Not a solution, but better than the previous.
2018-08-30 17:53:25 -04:00
TehRealSalt
9d514f2f98 Remove use of a duplicated sound 2018-08-30 17:50:47 -04:00
TehRealSalt
0ff7fad0c6 Halved radius of MT_CHOMPER 2018-08-30 17:12:35 -04:00
TehRealSalt
b973522bf1 Apply to bananas, eggmen, and mines also 2018-08-30 16:36:46 -04:00
TehRealSalt
2e8f513eb5 Put on player's center during this animation 2018-08-30 16:28:01 -04:00
TehRealSalt
0dbd48b9da Held Orbinaut & Jawz radius+scaling animation on spawn 2018-08-30 16:10:25 -04:00
TehRealSalt
3a9342e2c6 More fundamental Jawz changes.
1.) Instead of prioritizing best angle above all else, it averages both distance and angle to figure out which is the best overall target.
2.) Jawz will completely cut out angles higher than 45 degrees, preventing instances where someone behind you is considered a better target than who you're looking at.
3.) Jawz does the 45 degree angle checking in Race as well, meaning that they will ignore racers that are neck & neck with you, even if they're technically the next place above you, so that Jawz doesn't take a hard left into a wall.
2018-08-30 15:30:27 -04:00
TehRealSalt
59751c81e9 Foolish 2018-08-29 18:12:18 -04:00
TehRealSalt
0d3d1af317 - Revamped Jawz targetting for Battle Mode
- Cleaned up some redundant code
- Halved the speed of backwards thrown missiles (previously PROJSPEED/2, now is PROJSPEED/4)
2018-08-29 18:12:02 -04:00
TehRealSalt
92bb1e7131 Lower capped spring pad max speed even harder, to properly fix BC3 2018-08-29 14:46:42 -04:00
TehRealSalt
d6c54b3f47 Item distribution debugger, and oversight pointed out by this
Item distribution debugger is a netvar that enables cheats, so no exploiting!
2018-08-29 14:28:28 -04:00
TehRealSalt
360f083512 Make the low player count distributions slightly more extreme
Scales below 8 players instead of 6 players. The distance multipler in 4P is now x1.14 instead of x1.07.
2018-08-28 23:06:31 -04:00
TehRealSalt
c22d670fa5 Merge branch 'sonicitems' into sal-misc 2018-08-27 21:08:39 -04:00
TehRealSalt
14ccdb0dcf Last touches for smk maps
- different min/max on capped spring pads
- turn the normally almost-useless "non-ramp sector" type into "wall sector", which disables both stepup AND stepdown instead of just stepdown
2018-08-27 18:09:32 -04:00
toaster
ca8aceb059 Fix that thing where item boxes just wouldn't respawn in battle if you nabbed them all too quickly (which is very likely to happen in large netgames where we have the great fortune of playing on battal bowl). 2018-08-27 17:25:22 +01:00
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
TehRealSalt
b426e43d2d Adjustments made to address the netgame
Less grow, less invinc, less ballhog, just a teensy bit less triple orbinaut, and SPB odds no longer scale with lower player counts like other power items do
2018-08-26 19:55:31 -04:00
TehRealSalt
6c003dc7d0 Good catch 2018-08-26 15:17:55 -04:00
TehRealSalt
344accbfed Rebalance Battle items in response to last night's netgame 2018-08-26 14:58:21 -04:00
toaster
58e2e581fa Undef SHITPLANESPARENCY downstream from vanilla, as promised. 2018-08-26 12:43:31 +01:00
toaster
08a23d7b87 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2.git into sonicitems
# Conflicts:
#	src/g_game.c
#	src/v_video.c
2018-08-26 12:42:55 +01:00
toaster
7b31d7a9b9 Dumbass copypaste rectified, stplyr is NOT valid in mobjthinker code. toaster, stop making commits to sonicitems 2018-08-26 12:27:45 +01:00
TehRealSalt
1554f4d771 Merge branch 'sal-misc' into sonicitems 2018-08-26 00:11:19 -04:00
Monster Iestyn
d5ab3e75a5 Merge branch 'v_video_killed_the_r_radio_star' into 'master'
v_video Killed The r_radio Star

See merge request STJr/SRB2!270
2018-08-25 16:43:25 -04:00
Monster Iestyn
ed5bed4d2c Merge branch 'zalloc_potter_and_the_death-free_hallows' into 'master'
Zalloc Potter and the Death-Free Hallows

See merge request STJr/SRB2!269
2018-08-25 16:43:14 -04:00
Monster Iestyn
0b8c231989 Merge branch 'lighting_fixes_plane_n_simple' into 'master'
Lighting fixes? Plane and simple!

See merge request STJr/SRB2!268
2018-08-25 16:43:00 -04:00
toaster
85474e33dd Introduce a temporary measure to enable the old stuff, minus one of the most obviously terrible bugbears of yesteryear. Let it be known that any downstream poirt will almost certainly toggle this ASAP. 2018-08-25 21:17:34 +01:00
toaster
80ac2366ba Clean up a bunch of v_video.c functions that previously exhibited unfortunate side effects when run in non-green resolutions.
* V_DrawFixedPatch and ilk:
	* Change the offset of V_FLIP so it's not one screen-pixel off where its non-flipped sprite would have started being drawn from.
	* Write to x and y as well as desttop so that anti-screen-overflow checks later in the function behave properly with non-green resolutions.

* V_DrawFill:
	* Reduce number of operations performed upon `c`.

* V_DrawString and ilk:
	* Offset the left and right boundary checks in non-green resolutions such that you can actually draw stuff to the left of basevid screen x coordinate 0.
2018-08-25 19:52:17 +01:00
toaster
91eb248e46 Fix up them there ghosts!
* Stop orphaning their memory. They ARE PU_LEVEL, so they'll disappear eventually, but, like... it's not good memory management practice to just *orphan* them when you're literally never going to do anything with them ever again. Y'know?
* Make ghosts spawn properly on slopes.
2018-08-25 17:11:49 +01:00
toaster
973b3c3f5e Continuing my recent streak of making random lighting/colormap-related fixes to long-standing bugs:
* Fix that thing where ALL transparent FOF planes were continuously fullbright unless encased in a fog which disables sprite fullbrightness, which was long-hated by many people in the community!
	* For backwards compatibility, setting flag 1 in that fog field (which is probably the most common "in-the-wild" usage of this feature) will continue to make objects un-fullbright.
	* For situations where you desperately want the behaviour to be enabled, you can apply fog flag 2.
* Change the fadestart and fadeend range in which colormaps are generated.
	* The problem HERE was that the darkest light level reached by generated colormaps was actually slightly brighter than the darkest level reached by normal colormaps.
	* The typo I fixed does have SOME basis in fact - standard colormap lumps are 34 (33 in 0-indexing) long rather than 32 (31), but whoever wrote this didn't realise that the code for generating them didn't do it DooM style, just bright-to-dark with no extras on the end...
2018-08-25 16:46:45 +01:00
toaster
a6813ae08e No longer are orbiting/trailing objects in charge of removing themselves.
* They're clearly not quick enough at the job, since it causes a bunch of silly race conditions.
	* Instead, K_UpdateHnextList and K_CleanHnextList are in charge of removing them, which are called in the circumstances itemamount (and itemheld/eggmanheld) is changed.
	* Also, tweak a few places so that trailers AND orbiters can use the same system.
Also, some minor thingies.
	* Turn all the useless ```if (a) { A } else if (!a) { B }``` bullshit into ```if (a) { A } else { B }``` bullshit.
	* Fix up some minor inaccuracies in the playerarrow stuff that doesn't result in creating more sprites.
2018-08-24 15:14:18 +01:00
toaster
e5566df4c2 Fix up the bugs from last night's hell netgame.
* The tab and intermissions rankings...
	* ...now have parity in behaviour!
	* ...now properly handle player counts over 8, and no longer supports player counts over 16!
* The Item Arrow in Battle...
	* No longer develops any extremely stupid bugs due to Orbinaut sprites that makes all objects in state S_INVISIBLE develop <!>'s! (Ask me about this if you're curious as to how it affected everything else too.)
2018-08-24 13:36:03 +01:00
TehRealSalt
b9d55765e9 Spring jump changes for Grow & Shrink
All spring jump issues on the sheet are fixed now.
2018-08-23 12:53:29 -04:00
Monster Iestyn
9d3aad9036 Merge branch 'XPMupdate' into 'master'
update XPM icon

See merge request STJr/SRB2!267
2018-08-21 10:31:25 -04:00
Monster Iestyn
dcf843e485 Merge branch 'defaultsoundvol' into 'master'
Change default sound volume

See merge request STJr/SRB2!238
2018-08-20 09:41:04 -04:00
Monster Iestyn
364339e1ce Merge branch 'sdl_mixer_fixes' into 'master'
SDL Mixer fixes

Closes #31

See merge request STJr/SRB2!260
2018-08-16 16:57:14 -04:00
toaster
c895f45d96 Make some minor tweaks to the two server setup menus (splitscreen and not-splitscreen).
I wouldn't have done this, but I was already in the code to fix the bugs, so I hit something that was bugging me[/sonic adventure voice] as well
2018-08-15 15:22:50 +01:00
toaster
7f066fbf60 Add some more safety checks to the item system.
While I cannot guarantee the class of glitches that allows for additional items to be thrown/dropped has been completely obliterated, this DOES prevent the class of exploits that allows for "infinite items" (really just negative quantities not completely bounds-checked for).
2018-08-15 14:40:06 +01:00
toaster
8c5d4dd270 Fix alignment of rocket sneaker bar. 2018-08-15 14:05:13 +01:00
toaster
746c48af60 Merge branch 'sonicitems' of https://git.magicalgirl.moe/KartKrew/Kart.git into sonicitems 2018-08-14 22:16:55 +01:00
toaster
9f96be6375 Hide non-splitscreen number for natural quantities of orbinaut spikeball.
Also, minor code tweaks.
2018-08-14 22:16:33 +01:00
SeventhSentinel
949417e94b Flashing diff change 2018-08-14 13:15:33 -04:00
toaster
c19a779851 Odds and ends of bugfixing and polish.
* Flashing Eggman-hit players.
* Fix typo with Rocket Shoe item bar, and make it extensible for potential future purposes since I was fiddling with it anyways.
* More complete playerarrow visuals for various items.
* Eggman fake (and debug) item get sounds.
2018-08-14 15:23:38 +01:00
SeventhSentinel
e58d07abd8 Merge branch 'sonicitems' of https://git.magicalgirl.moe/KartKrew/Kart into sonicitems 2018-08-13 17:46:54 -04:00
SeventhSentinel
e42acf5371 Use MF_NOCLIPTHING to avoid the 1 tic spawn discrepancy bug on held items
I haven't been able to replicate the original bug myself, so I can't tell if it's truly fixed, but this doesn't seem to cause any other issues either.
2018-08-13 17:46:51 -04:00
toaster
6c66de5423 Fixed battle item respawning (caused by a stupid accidential assignment typo that was my fault). 2018-08-13 14:22:13 +01:00
SeventhSentinel
9655dcf350 revert this for the future 2018-08-12 11:17:30 -04:00
SeventhSentinel
995f2a9d06 added return 2018-08-12 11:12:18 -04:00
SeventhSentinel
6fa4c27bf6 fakes use MF_SPECIAL, no longer destroyable 2018-08-12 11:04:36 -04:00