Commit graph

18 commits

Author SHA1 Message Date
b79d29f071 1.0 release. Requires 4.2.3 or higher.
- Migrated screen projection code to libeye.
- Some pickups emit light, like in Doomreal.
- Backported map revealer item from Doomreal.
- Brand new Invulnerability and Night Vision powerups.
- Add option to allow Shield Belt and armors simultaneously.
- Backported armor bonus model from Doomreal.
- Added Dual Enforcers icon for HUD.
- Changed player class names to their character names, like in Doomreal.
- Terrain splashes.
- Translocator doesn't telefrag other players in coop.
- Reduced view shake from Impact Hammer.
- Various other updates and bug fixes.
2019-10-21 22:05:57 +02:00
0ed1e6aa4f Add KEEPDEPLETED flag to armor items, fixes damage leaking when one armor piece is exhausted. 2019-10-16 18:33:09 +02:00
20666ac1bd Fix crash when Shield Belt is depleted. 2019-10-10 09:26:45 +02:00
dd7f429335 "Bullet Trail" effect implemented. Mainly for underwater bubbles, but also has the side effect of allowing hitscan weapons to activate shoot-through lines. SIGIL players rejoice.
Shock Rifle and Pulsegun beams can also do this now.
Depleted armors remove themselves from inventory.
2019-10-09 12:32:50 +02:00
a3449b5c5b This branch is a staging area for changes that will make it to devel once they are fully implemented.
Everything in here is highly unstable and may not work.
Current commit contains various new features for the HUD, some cleanup, and additional changes for compatibility with Doomreal as it is developed.
The diff is kinda fucky on the font restructure due to flaky rename detection.
2019-08-31 03:12:46 +02:00
923970898e Localization work (spanish fully covered for now).
Added some new fonts for stuff.
Removal of RNG damage.
Instagib DM implemented through flak_instagib cvar.
Enhanced Shock Rifle spawns can be disabled in DM and replaced with UDamage.
Other things will come soon.
2019-04-13 19:18:07 +02:00
4ea4eb0e3b Migrate replacements to CheckReplacement.
Added support for bridge actors on Biorifle (may be a bit glitchy).
Corrected air movement, added UT jump height, set dodge height to actual UT value.
2018-08-27 20:15:23 +02:00
b5a0c723fe Tweaked fire rates of Enforcer, Shock Rifle, Ripper, Flak Cannon to be even closer to the originals.
Reduced gravity on Biosludge to make it feel more like the original.
Buffed chainsaw altfire, making it hit fast on a wider arc.
Correctly fixed armor + shield belt behaviors.
Made it so jump boots drain after landing, thus preventing fall damage on the last jump in case it's enabled.
Made jump boots drain slowly over time, for balance reasons (especially when jumping is disabled).
2018-08-12 15:52:32 +02:00
a5debcdbb2 Corrected Armor/Pads + Shield Belt pickup behavior.
Reduced Biorifle damage relative to sludge scale.
Increased Flak Cannon chunk damage and amount and primary fire speed.
Increased Impact Hammer damage and knockback to enemies.
Added rare spawn of redeemer ammo pickups for cell packs.
Reduced Pulsegun beam damage timer.
Increased Ripper primary fire speed.
2018-08-09 22:01:16 +02:00
bf69eec597 Reverted armor bonus to vanilla radius (little oversight from my part). 2018-07-20 10:04:27 +02:00
569ef037ec Added lesser variants to shock core and biorifle ammo for balance.
Added "dropped ammo" properties to all weapons, also for balance.
Silence warnings about floating point truncation.
2018-06-13 13:24:57 +02:00
07915ea7c2 Added first person visual effects to all weapons.
Added "instant rocket" mode to RL, toggleable with reload button.
Various adjustments to offsets and scales.
Fixed a bug where other armors wouldn't absorb damage if at least one of them is depleted.
Reduced armor bonus pickup amount to 1, and made it absorb more damage the more you have, up to a 75% cap at max amount.
Tweaked vibration on the Chainsaw.
More particles for rockets and flak slugs.
Reduced delay for rocket launcher refire.
Fixed Pulse balls having no XY billboarding.
Tweaked Pulse bolt visual effects.
Reduced shake of Shock Rifle and Enhanced Shock Rifle to more bearable levels.
Fixed clipping on the Ripper after offsets were changed.
2018-06-11 18:25:09 +02:00
4c451de008 Reverted radius/height changes to items, it causes issues on many maps.
Implemented proper HUD rendering, along with toggling and resizing. Works just like in UT now.
Added "extended" version of the Beta menu music, quickly put together in OpenMPT. I really like it.
Added M_DOOM graphic and changed the titlemap texture.
Made various screen graphics additive now that I know how to.
Separated pickup and first person brightmaps for Pulse Gun, this is needed for beta skin packs (there will be skins for the Pulse Gun, Redeemer and Impact Hammer).
2018-05-31 22:02:03 +02:00
92ae39afba Various fixes and tweaks. Adjusted collision for most things (turns out projectiles with 0 height break with 3d floors).
Added brightmaps to flak chunks. Reverted chunk trail to be sprite-based.
2018-05-30 21:31:41 +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
f05754b45e Added key display to HUD. Added weapon flashes. Fixed up some particles. 2018-05-24 00:20:53 +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
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