* Changed the save format a little more, since I had free reign over it.
* Modified the string drawing functions to not awkwardly clip at the very edges of the screen, considering the relevant patch drawing functions avoid out-of-range memory writes.
* Fix a bug where I got emeralds and mapnumbers mixed up when checking for the "there's a tailsbot" flag.
* Consider a save with an invalid skin an invalid save, rather than allowing its continued presence.
* Each time you die, the number of game overs you've had is counted.
* Your save file updates to record this.
* The number of startinglives is determined by the number of times you'ved game-overed, with the maximum being infinity lives (thereby providing a cap on the number of game overs you can go through in a typical game).
Requires a new patch.dta, but I'm not uploading that yet because not happy with the icon we've got going for infinity lives on the save select menu.
NiGHTS Paraloop-special emblems
Implemented the two NiGHTS Emblem types in the TUDD via var modifications to ET_GLOBAL!
* GE_NIGHTSPULL (for it to chase you once paralooped) - Sun emblem
* GE_NIGHTSITEM (for hidden until paralooped) - Moon emblem
* Combined means that you essentially have to loop it twice.
Also, revamped NIGHTSITEM to suck a little less (and have more compatibility with MT_EMBLEM).
Check out root/!LatestSRB2Files/srb2win_branch_nightsemblems.exe with the latest patch.dta, along with root/toaster/nightstest.soc for a sample in GFZS.
See merge request !94
* Improve the code for busting vertical spikes.
* Improve the frame arrangement for vertical spikes' spriteset. (Requires new patch.dta)
* Make all spikes consistently do damage with DMG_SPIKE.
* (unrelated) renamed "flame stomp" to "elemental stomp" in P_HitDeathMessages
Or rather, I killed anything to do with the old background orb, renamed all "EMMY" stuff to "TOKEN", and of course adjusted the new S_TOKEN accordingly
NEW COOP BASED:
* Add "Infinite" option to cv_cooplives, inspired by SUBARASHII. Lives still exist, but are hidden from the player's view, and are prevented from falling below 1 at any cost. As a result, made the variable CV_CHEAT.
OTHER MULTIPLAYER BASED (semi-related):
* Made cv_autobalance an on/off switch which determines the allowed difference based on the number of people in the server, instead of a weird and opaque number from 0-4.
MENU BASED (not related):
* Add horizontal arrows to menu options which respond to the arrow keys.
* Make the menu arrows bob.
* Switch out the seperate arrows for combination arrows on the joystick menus.
* Minor cvar description tweaks.
****
* MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic.
****
* Mace point mapthings have been slightly modified.
- MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace)
- MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections
- MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds
- angle: tag of controlling linedef
- parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point.
****
* Mace linedefs have been significantly revamped.
- line dx: number of chain links
- line dy: speed (in FU)
- frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on)
- frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane)
- frontside x offset: Phase (in degrees; how far it is through the rotation cycle)
- frontside y offset: Max speed (in FU; if less than speed, set to speed*2)
- backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like)
- backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them)
- backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly)
- backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement)
----
- ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys
- ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin.
- ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars)
- ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation
- ML_EFFECT4: don't clip inside ground
****
* Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2.
* Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one.
* Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring.
* Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2.
* Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend.
* Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef.
* Mapthing 1110 is a free slot should we want to implement another type of base-game mace.
* Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside).
****
Whooh. Requires new patch.dta for sprites.
* Gave lifedistribution a "Sharing" option to go along with its previous individual and stealing options.
* Made the game over graphic and music only happen if everyone's out of lives if you're sharing or stealing lives.
* Fixed a bug where game over wouldn't come to fruition because it kept on happening each tic of the countdown2.
* Made spectator stuff display in Co-op splitscreen.
Needs a bunch of changes to HUD rendering, especially in splitscreen, which doesn't try to show spectator stuff whatsoever. Also, if you're the player whose respawn determines when the map reloads, you'll see the spectator text during the front half of the fade. Unless, of course, it's 2-player mode.
* cv_sharedstarposts - Makes everyone share starposts, defaults to "On"
* cv_respawntype - Defaults to "Starpost". If set to that, people respawn at the starpost you just hit (assuming cv_sharedstarposts is on - may have to combine the two variables later, but seperate for testing for now). The other option is the old, unrestricted spawning. We COULD add TD bubble spawning at a later time using this variable, though.
The level DOES reset if everyone dies, but not in a way which allows for Mystic Realm style non-resetting resets. I'll handle that later.
* GE_NIGHTSPULL (for it to chase you once paralooped) - Sun emblem
* GE_NIGHTSITEM (for hidden until paralooped) - Moon emblem
Combined means that you essentially have to loop it twice.
Also, revamped NIGHTSITEM to suck a little less (and have more compatibility with MT_EMBLEM).
* Serious refactor of - and internal exposure of - what has become S_StartCaption().
* Renaming of a few existing captions.
* The prevention of access to - or writing over - sfx_None's stuff in SOC or Lua.
* The new Lua wrapper function S_StartMusicCaption(string, tics, optional player), which essentially allows custom music captions to be created. (This is best used for stuff like final lap music in SRB2 Kart or bonus time in a thokker-like game, not a comprehensive Now Playing expy. That'd be a different kettle of fish.)
Also, updated all the lock-on stuff to use P_IsLocalPlayer instead of rolling my own.
* Lock on targets bob now, and are used for CA_HOMINGTHOK and SH_ATTRACT as well.
* Flag stuff is now animated like it was designed to be but which was kinda messed up.
* Cork sounds.
* P_SpawnLockOn(player_t player, mobj_t lockon, statenum_t state) for Lua.
* Added homing/firing CA2_GUNSLINGER stuff at egg guard shields.
* Fixed homing stuff wrt egg guard shields and sea egg balloons.
* Fixed attract orb goin' gold when doing a CA_HOMINGTHOK homing ability.
* Fixed positioning of player during homing attack.
* Cleaned up lockon spawn code.
* Melee now has a proper weightiness to it with a landing frame.
* If you have twinspin too, do a somersalt when running and hitting the melee button.
* If you have melee, go into the melee landing frame when twinspinning into the ground.
* PF_NIGHTSMODE is now CR_NIGHTSMODE as part of player->powers[pw_carry]. This is because it's mutually exclusive to every other "carry" type.
* PF_SUPERREADY is dead because it literally just checked for all 7 emeralds and 50 rings. That's it. You couldn't even appreciably alter its presence with Lua. That logic has been placed back in P_SuperReady.
* Super sprites are now deliniated via an additional S_SUPER lump between S_START and S_END. Above are normal sprites, below are super sprites. Handled internally via FF_SPR2SUPER.
* Sprite2 numbers are now appropriately limited for the data type that stores them.
* SPR2_SPIN is now SPR2_ROLL, SPR2_DASH is now SPR2_SPIN and SPR2_PEEL is now SPR2_DASH. Makes more sense, right?
-If the server tries to kick a joiner who is downloading the game state, they will get a timeout instead, because a regular kick would only happen once the game state has been downloaded
-Added a timeout for player ticcmd packets, again to prevent freezes to happen in some cases
-File/game state downloading is now faster, the speed is controlled by the "downloadspeed" cvar, in packets per tic
-The reason is now properly shown when the server refuses connection
-Changed the default values of "nettimeout" to 10 seconds (previously 15) and "maxsend" to 4 MB (previously 1)
-Added a "noticedownload" cvar that displays a message in the server console when someone is downloading a file
* Added the ability to read in mobjtypes as well as from a short list of flicky constants.
* Added a new state, S_XPLD_FLICKY, which is the new deathstate of all badniks.
* Put the disabled animal-spawn-on-P_KillMobj behind a #define.
* Renamed the branch and associated properties to something not rife with sin.
To that end, I've made MF_MONITOR *without* MF_SHOOTABLE act like MF_MONITOR does, and MF_SHOOTABLE allow for both missiles AND players to destroy. This has had the side effect of allowing MF_ENEMY and MF_BOSS to use MF_MONITOR as a substitute for MF_SHOOTABLE that doesn't allow missiles to cause them damage, which might be useful for Jetty-syns.
Hardcoded music name switches
Like I said earlier, it's better if all the hardcoded music switches in 2.2 start with an underscore so that it's harder to accidentally overwrite them.
Should be accepted when music.dta is updated.
See merge request !17
* Bubblewrap shield bounce now no longer allows thokking post-bounce, but still allows bouncing
* plus a bunch of tiny changes to clean up code around the place.
* Some shield sounds swapped (can be reverted later).
* Partial implementation of S3K shield abilities.
* The ability to elemental-groundpound onto gold monitors without going straight through them.
* Force shield ability removed because nobody could agree on it, we'll keep it blank until another idea can get through the disagreement juggernaut.
* shields give you 1000 points
* redundant shields don't make you puase
* checkpoints give you 2000 points
* falling down a deathpit is just falling, not bouncing
* introducing the new friend, SH_FORCEHP (which is used as a bitmask to get the extra hitpoints of a force-shield user)
* P_DamageMobj now considers the unimplemented shield constants as well as the implemented ones.
* MF_AMBUSH is now MF2_AMBUSH, because it's something you turn on in a map editor, not with a SOC definition.
* Where MF_AMBUSH was is now MF_PAPER.
* MF_PAPER accesses all the stuff I did previously in this branch...
* ...as well as turn on paper-thin collision detection between mobjs, which I've gotten working but isn't perfect but it's still good enough for non-solid objects!!
* if you can turn SF_SUPER, flash your skin's supercolor, otherwise be your normal color
* if your skin doesn't have a SPR2_NGT0 (horizontal fly), use Sonic's (this will hopefully be replaced by 2.2 with sprites of NiGHTS themselves)
* MT_NIGHTSCHAR made irrelevant, everything follows actor->target instead of actor->target->tracer now
* emerald is now player->mo->tracer instead of player->mo->tracer->target
* nightopian helpers flash for the 35 tics before they disappear
* nights capsule makes boss explosions/noises now (i can change it back i just like it better)
* drill off into the sky instead of fly up in floating pose (but no noise yet)
ALSO:
* default maxdash is now 70
* forgot to add supercolor to lua, it is there now
* SPR2_SMSL renamed to SPR2_SSTN (stun)
* any player with a skincolor that's in the super range is set to FF_FULLBRIGHT at state-set time, so no need to keep super players non-fullbright just because they use spin stuff
* When moving slowly, P_InstaThrust at S_SKIN's maxdash forward, and set momz to S_SKIN's mindash upwards. Plays a tok noise (not thok). Hurts enemies/bosses, busts spikes/monitors/all types of bustable blocks.
* When moving quickly... doesn't do anything yet, but WILL do a slide.
Also, P_DoSpinDash is now renamed to P_DoSpinAbility, and CA_TWINSPIN users can bust all bustable blocks on collision too.
* Electric sparks coming off entire body instead of bubbles coming out mouth
* Different sounds.
* Different icons.
These sprites are currently local only, but I'll be doing a lot of asset updating this evening since Rob asked me to so it won't be long until you can get them.
* SF_NOJUMPSPIN - Player's height is full whilst jumping, SPR2_JUMP defaults to SPR2_SPNG instead of SPR2_SPIN, and the player goes into fall frames if they start moving downwards or use their ability.
* PA_JUMP - for jumping (upwards in the case of SF_NOJUMPSPIN.
* SF_NOJUMPDAMAGE - Ala rosy.wad, don't damage enemies, etc when jumping into them.
* SF_STOMPDAMAGE - Just for fun. Ala in Mario, always damage enemies when you land on top of them (your gravity reference, not theirs).
* SF_MARIODAMAGE - SF_NOJUMPDAMAGE|SF_STOMPDAMAGE is reasonably accurate to the Mario games, and might as well be surfaced as such.
Also, a minor change:
* Instead of not spawning the revitem if your SPR2_ is SPR2_DASH, don't spawn it if it's set to 0. This requires the player.dta I uploaded a couple days ago to behave as it was previously.
* Don't get stuck in spindash frames if your maxdash is 0, and don't flash rolling frames if you're on goop.
- Press spin in midair to stomp directly downwards (losing horizontal momentum), creating a flickering fireball around you.
- No bouncing on enemies, item boxes, etc - just go straight through.
- Hurts other players on touch whilst you're stomping.
- Spawns a bunch of flames around you when you hit the ground.
Also:
- Electric shield's ability now uses different sounds, because I'm picky.
P_RandomChance is now a macro for something that should happen a
certain percentage of time.
P_SignedRandom was moved to a macro. Nobody cared.
# Conflicts:
# src/p_inter.c
Use whatever names you want for your music. So long as you prefix the lumps with O_ or D_, it doesn't matter anymore.
DISCLAIMER: Linedef type 413 (change music) and Lua scripting is not tested.
(cherry picked from commit 025ca413a2)
# Conflicts:
# src/p_user.c
Use whatever names you want for your music. So long as you prefix the lumps with O_ or D_, it doesn't matter anymore.
DISCLAIMER: Linedef type 413 (change music) and Lua scripting is not tested.
It's a lot nicer in general, honestly. I think a couple bugs with custom monitors respawning got fixed in the process.
Note that a monitorgfx.wad is needed if you want to see things besides <!>s for monitors, due to graphic changes.
*player->health (formerly the "HUD" health) is now to be known as player->rings, and now acts as the player's actual ring count
*player->mo->health (formerly rings + 1) is now always 1 when alive, regardless of ring count; if player with rings is damaged, this is untouched
Damage in normal SP/Coop gameplay has been tested and still works fine; still a lot of mess to clear up though
Tag damaging probably is broken now, I'll fix this later
In Doom there was a random chance of enemies either being stunned (painstate) or instead just deciding to attack you (seetstate), but in SRB2 painstate is ALWAYS used beforehand.
New player animations (Updated player.dta Sonic)
Adds support for several completely new player animations, mostly for Super Sonic.
See merge request !5
This _should_ solve some significant performance
issues Lua experiences. If not, I will be very
upset for having wasted so much time and effort.
There will be bugs, this kind of thing needs to
be thuroughly tested and this is just the first
iteration of it.
Added drowning to all players, and several new
Super animations for Sonic.
Removed A_Fall from S_PLAY_DEAD and moved its
effect into P_KillMobj for player avatars.
No longer turns you super, instead emeralds steal points
from enemy players and give you (and relevant teammates)
an invincibility + super sneakers monitor.
P_PlayerWeaponPanelOrAmmoBurst will go through all of the
player's weapon rings and either drop the weapon panel itself
(with no ammo attached, and no ammo taken away!) OR if the
player has ammo but no weapon, it drops the ammo instead
(and you lose it).
Currently the main benefit of these changes is that a number of non-Object-related hazards/deaths no long rely on dummy MT_NULL objects or other hacks to tell the game how you were hurt/killed, yay
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9039 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
SPR_PLAY now calls up a secondary spritedef for all animations for all players. Old character wads (including player.dta) are no longer compatible.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8993 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd