fe08f11997
Bumped ZScript ver.
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Added OnDrop to weapons replicating the UT drop style.
Some fixes for UT player movement.
Hide keys from HUD in DM.
Added "classic jump boots" option.
Fixed missing ambientglow on some weapon skins.
2018-11-15 19:03:20 +01:00
17add7f007
Added a different obituary to the Sniper Rifle depending on whether or not it's a headshot.
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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
80ed7e0939
Corrected the spin behavior of the Redeemer Missile's outer reticle.
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Added optional fancy screen shader to Redeemer.
2018-08-14 21:39:13 +02:00
d763744234
Add option to give Redeemer lowest selection priority so it's not autoselected when out of ammo on other weapons (enabled by default).
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Switch ambientglow+brightmap shader to actually use brightmap textures directly. This bumps the version requirement to 3.5.0 and makes it sorta-possible to play with software rendering without seeing "invisible pickup models".
Re-ran all textures through optipng.
All add-ons have been updated accordingly.
2018-08-13 15:54:45 +02:00
569ef037ec
Added lesser variants to shock core and biorifle ammo for balance.
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Added "dropped ammo" properties to all weapons, also for balance.
Silence warnings about floating point truncation.
2018-06-13 13:24:57 +02:00
dd689c7962
Moved beta UDamage to an add-on.
2018-06-01 11:30:56 +02:00
4c451de008
Reverted radius/height changes to items, it causes issues on many maps.
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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).
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Added brightmaps to flak chunks. Reverted chunk trail to be sprite-based.
2018-05-30 21:31:41 +02:00
def0e317f3
Added Jump Boots and removed Shielding Suit.
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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
217dbd0fda
Revert key changes. Add species, that's the proper fix (why even).
2018-05-26 21:03:23 +02:00
eb6c8e1c35
Completed Chainsaw. Added some extra visual effects. Made various particle effects actor-based.
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Removed key replacement classes, turns out this breaks maps.
2018-05-26 20:44:31 +02:00
7e38cfddd8
The HUD is complete (actually, I forgot to add key display, will do that later).
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All weapon pickup models have been added in. Modeldef has been subdivided to make things easier for me.
2018-05-23 01:48:29 +02:00
d3da87cefe
All misc items implemented. Enhanced Shock Rifle implemented.
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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.
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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.
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I've started implementing various pickups.
2018-05-19 00:48:40 +02:00
73e8e8ada9
Finished biorifle, began work on pulsegun.
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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