This should fix all those damn VM aborts when using UT gibbing.
Small fixes and adjustments.
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3 changed files with 14 additions and 7 deletions
11
Readme.md
11
Readme.md
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@ -66,14 +66,21 @@ This mod requires GZDoom g4.3pre-79-gbcef44051 or later.
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## Ideas
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## Ideas
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- Code cleanup / backporting of improvements from Doomreal
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- Stop using A_Overlay instead of player.SetPSprite, this breaks stuff (and
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is the reason the Enforcer does that lowering thing when reloading)
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- Simplify certain fire loops (especially the minigun/biorifle)
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- Add ####-based tweening to some weapon animations where needed
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- Remember to flip the translocator model so people stop complaining
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- Fancy titlemap like Doomreal
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- Pickup lights like Doomreal
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- Figure out some alternative invincibility item. Kinda like how I improvised
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- Figure out some alternative invincibility item. Kinda like how I improvised
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the backpack replacement.
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the backpack replacement
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## Future plans
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## Future plans
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- Additional model optimization and cleanup (optional, not needed for 1.0)
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- Additional model optimization and cleanup (optional, not needed for 1.0)
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- Trim out unused animations (this one is going to be very time-consuming)
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- Trim out unused animations (this one is going to be very time-consuming)
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- Recenter the backpack mesh (it was a complete hack job to begin with)
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- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once
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- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once
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scripted textures are implemented
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scripted textures are implemented
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- Redo player models once GZDoom gets a well deserved model animation system
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- Redo player models once GZDoom gets a well deserved model animation system
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@ -212,8 +212,8 @@ FLAK_MSOPTS = "Misc Options";
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FLAK_UTFOOT = "UT footsteps";
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FLAK_UTFOOT = "UT footsteps";
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FLAK_BFOOT = "Boss class uses unique footsteps";
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FLAK_BFOOT = "Boss class uses unique footsteps";
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FLAK_UBLOD = "UT blood";
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FLAK_UBLOD = "UT blood";
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FLAK_UGIB = "[WIP] UT gibbing";
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FLAK_UGIB = "UT-style gibbing for vanilla monsters (unstable)";
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FLAK_UCORPS = "[WIP] Corpses take damage";
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FLAK_UCORPS = "Corpses take damage (unstable)";
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FLAK_DTEST = "Edit Kinsie's test map";
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FLAK_DTEST = "Edit Kinsie's test map";
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FLAK_FSTRENGTH = "Screen flash strength";
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FLAK_FSTRENGTH = "Screen flash strength";
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FLAK_SAWAMMO = "Chainsaw uses ammo";
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FLAK_SAWAMMO = "Chainsaw uses ammo";
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@ -433,8 +433,8 @@ FLAK_MSOPTS = "Opciones Misceláneas";
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FLAK_UTFOOT = "Sonidos de pasos de UT";
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FLAK_UTFOOT = "Sonidos de pasos de UT";
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FLAK_BFOOT = "La clase Jefe usa sonidos de pasos propios";
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FLAK_BFOOT = "La clase Jefe usa sonidos de pasos propios";
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FLAK_UBLOD = "Sangre de UT";
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FLAK_UBLOD = "Sangre de UT";
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FLAK_UGIB = "[WIP] Vísceras de UT";
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FLAK_UGIB = "Vísceras de UT (inestable)";
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FLAK_UCORPS = "[WIP] Los cadáveres reciben daño";
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FLAK_UCORPS = "Los cadáveres reciben daño (inestable)";
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FLAK_DTEST = "Editar mapa de pruebas de Kinsie";
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FLAK_DTEST = "Editar mapa de pruebas de Kinsie";
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FLAK_FSTRENGTH = "Intensidad de destellos en pantalla";
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FLAK_FSTRENGTH = "Intensidad de destellos en pantalla";
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FLAK_SAWAMMO = "La motosierra usa combustible";
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FLAK_SAWAMMO = "La motosierra usa combustible";
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@ -2708,7 +2708,7 @@ Class UTMainHandler : EventHandler
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e.Thing.A_XScream();
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e.Thing.A_XScream();
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e.Thing.A_NoBlocking();
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e.Thing.A_NoBlocking();
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e.Thing.A_BossDeath();
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e.Thing.A_BossDeath();
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e.Thing.Destroy();
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e.Thing.SetStateLabel("Null"); // instead of destroying, should prevent random VM aborts
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return;
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return;
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}
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}
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// attach damage accumulator for corpses
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// attach damage accumulator for corpses
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