Commit graph

28 commits

Author SHA1 Message Date
96411592b3 Finally add player models (sorta rudimentary but they work).
Updated blood and gore code, it's less WIP now.
Updated readme with some additional notes.
Removed Heretic compat player classes as they are no longer needed.
2019-07-22 02:58:48 +02:00
76df49e62b Added activatable items for Heretic, along with a full inventory bar.
Support new versions of Kinsie's test map.
Switch to new GetAxes implementation across the board.
Minor fixes here and there.
2019-05-01 22:32:59 +02:00
1ed7083113 Bump ZScript version to match the GZDoom version that has all the localization work in it.
Fix missing Boss footstep sound (filename longer than 8 chars, oops).
Began working on the activatables for Heretic.
2019-04-28 11:29:36 +02:00
35ee056d7a Add separate player classes for separate sounds and whatnot.
Fully implement UT movement for all modes (walk, swim, fly).
2018-12-28 19:10:35 +01:00
830bcff4a7 [This update requires a very recent Q/GZDoom build]
Added per-frame update option to Redeemer Readout.
Began work on blood and gore features (mostly functional at the moment).
2018-11-24 16:46:10 +01:00
17add7f007 Added a different obituary to the Sniper Rifle depending on whether or not it's a headshot.
Reduced the screen tint of the Damage Amplifier.
More tweaks to the DOOMTEST enhancer, now it looks very pretty.
2018-08-25 19:31:05 +02:00
a99c38fd75 Various improvements, fixes and rebalances that I'm too tired to list through. 2018-08-18 20:42:28 +02:00
1b7a288bf5 Fully implemented UT-style player movement (optional).
"Disable boss telefragging" now toggleable.
Menu background now displays whenever the menu is open, rather than just on the title screen. Now it matches the expected UT behaviour.
2018-08-18 15:20:02 +02:00
6c096e1b0f Rebalanced things across the board, buffing relatively weak weapons.
Double capacity with backpack for all ammo (except Redeemer, it just gets one extra).
Made Enhanced Shock Rifle ammo drain over time (1 unit per second).
Uncapped health and armor numbers in the HUD.
Fixed Jump Boots not persisting between levels.
Increased duration of invisibility.
Made translocator toggleable (currently requires manually selecting "apply changes" under the menu option).
2018-06-03 16:04:00 +02:00
71b194c6c3 Renamed some sprites for compatibility with Smooth Doom.
Added water step/land sounds.
Made footsteps toggleable (in case the player is using another mod that adds them).
Added handling of liquid terrain on all actors that need it.
Fixed dual enforcers breaking after level transition.
Fixed some refire issues caused by the use of the Resurrect cheat.
Made guided redeemer missiles explode on player death.
Replaced pure particles on pulse gun effects with actor particles.
2018-06-01 17:49:49 +02:00
b1b38561c1 Increased spread of rockets, increased tween time after firing (it looks weird for some fire animations, but it also did in UT anyway). 2018-05-30 17:49:31 +02:00
0a7587a19f Rocket Launcher has been added, and with that (and a couple more tweaks) this mod is ready for the public beta stage (as soon as coelckers/gzdoom#495 is merged). 2018-05-30 14:21:15 +02:00
a6ccec0997 Began working on Rocket Launcher.
Corrected some stuff and tweaked models and offsets again.
Added gib impact sounds (Droplets compat).
Made Translocator module throwing work like in UT (same math, even).
Corrected sludge wall sticking, uses projection now rather than a cheap trace.
2018-05-30 01:36:38 +02:00
ee827408b1 Begin work on Sniper Rifle and Rocket Launcher (animations are in, but they're not functional).
Tweaked weapon offsets yet again so they look a bit nicer (especially scale-wise).
2018-05-28 20:55:13 +02:00
4f0cb3e73f Minigun implemented. Some minor adjustments to weapon model offsets.
Allow armor/pads to replace shield belt when it's not at max capacity (emulating UT behavior).
2018-05-28 18:49:00 +02:00
def0e317f3 Added Jump Boots and removed Shielding Suit.
Recalculated all the model transforms in preparation for coelckers/gzdoom#495.
Corrected some small mistakes in Dual Enforcers code.
2018-05-28 13:55:05 +02:00
1332f7a243 Ripper implemented. 2018-05-27 18:33:18 +02:00
bef29efba3 Implemented Enforcer (with dual option). Tweaked some offsets on junk. Added clip count displays.
Only 4 weapons remaining...
2018-05-27 17:13:58 +02:00
a14e43481b Translocator implemented. Tweaked some little things about the HUD, too. 2018-05-27 01:28:35 +02:00
eb6c8e1c35 Completed Chainsaw. Added some extra visual effects. Made various particle effects actor-based.
Removed key replacement classes, turns out this breaks maps.
2018-05-26 20:44:31 +02:00
72eb6ca8d1 Impact Hammer fully implemented. Began working on Chainsaw.
Tweaked the shake effect on all weapons.
Covered up some seams on redeemer texture. Moved the model slightly to cover up a gap.
Corrected the chainsaw and translocator HUD icons.
2018-05-26 00:10:31 +02:00
1ddda70712 Impact Hammer fully implemented. 2018-05-25 20:16:37 +02:00
d3da87cefe All misc items implemented. Enhanced Shock Rifle implemented.
Going to focus on the HUD now while at the same time doing the remaining weapons.
2018-05-21 20:28:17 +02:00
5248ac8fd6 A couple more things, including an ambient glow shader effect, some more item replacements, and menu options.
Damage Amplifier has been implemented. Armor items are being worked on. Powerups will come later, then I'll continue doing more weapons.
2018-05-20 02:10:30 +02:00
bcab8e79ae Progress continues. Many things have been added. Pulsegun is complete.
I've started implementing various pickups.
2018-05-19 00:48:40 +02:00
73e8e8ada9 Finished biorifle, began work on pulsegun.
Added some extra particle effects just for kicks.
Made various actors freeze-aware.
Tweaked a couple things here and there.
2018-05-17 02:17:10 +02:00
d718eb6a9c Added brightmaps. Added environment map shader. Began working on Biorifle. 2018-05-16 02:05:39 +02:00
356219ae5c First public commit. 2018-05-15 02:22:27 +02:00