Commit graph

54 commits

Author SHA1 Message Date
46d7a67f3b Mark Canvas variables as transient. 2022-12-01 15:18:16 +01:00
602a89cc68 1.2 update w/ GZDoom 4.9 features:
- Changeable player skins.
 - Ammo LEDs are now 1:1 with UT by using canvas textures.
 - Integrate some add-ons, including reskins.
 - Various fixes (some backported from Demolitionist).
 - Migrated from libeye to Gutamatics.
2022-11-05 23:59:16 +01:00
982bd42f60 NEVERMIND I FIXED IT. 2021-01-24 16:45:44 +01:00
7c43dafd6a NEVERMIND IT'S COMPLETELY FUCKING BROKEN. 2021-01-24 15:32:38 +01:00
eaf19d3007 1.1.3 mini-update:
- Added hacky ammo displays.
 - Removed swingers.
 - Updated patron credits.
2021-01-24 14:32:13 +01:00
94cba843e4 1.1.1 update (to be made stable after GZDoom updates):
- Sound overhaul, migrated everything to A_StartSound, new sound channels, CHANF_OVERLAP where needed.
 - Fancy titlemap (two variants, one based on the ps2 menu, one based on the v222 menu).
2020-01-04 22:31:56 +01:00
6b248cd843 Some work in progress here.
- Upstreamed GetClipAmount() from Doomreal, for inter-compatibility.
- Fix missing unique pickup messages for clips and single flak shell.
- Implement ice death support.
- Fix frictionless corpses sliding around.
- Add support for a Red Heretic key, should work with any custom maps that use it.
- Added anti-bd feature, thanks to Skerion for letting me use this hilarious video.
- Fixed missing drown sound for Female skins.
- Added missing Redeemer altfire sound.
- Fix damage scaling of Biorifle alt.
- Flak Cannon altfire has been adjusted so it fires faster and reloads slower, like in UT.
- Voodoo dolls can now produce liquid splashes.
- Pain and death sounds will always be overriden by drowning when underwater, like in UT.
- Add player portraits to each class for the settings menu.
2019-11-27 21:27:34 +01:00
1f5778177a 1.0.3 release:
- Fix Biorifle and Impact Hammer still being able to fire if player died while charging.
 - Fix Minigun not shooting bullets immediately on refire.
 - Fix Minigun playing unwind animation on death.
2019-10-29 13:35:00 +01:00
c7d1ee78a2 1.0.2 release:
- Fix Minigun altfire not triggering while primary was previously held.
 - Fix Rocket Launcher fire button handling. You can fire tight wads properly now.
 - Corrected Biorifle Glob behaviour, now spawns an initial splash on impact, as intended.
 - Rename some textures to fix a small map conflict.
2019-10-28 14:30:59 +01:00
da49775e7d Whole set of new features:
- Spent mags for Enforcer, Flak Cannon and Pulsegun.
- Fixed up bullet casing orientations.
- Terrain stuff (WIP).
2019-10-16 18:03:00 +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
32df2efc86 Adjust backpack give amounts for all ammo types. 2019-10-03 21:58:37 +02:00
fb96c7523e Portal awareness adjustments to various vector operations.
Got rid of the deprecated Matrix4.GetAxes method. Next step is to get rid of more stuff by migrating to libeye.
Mirrored Translocator model so it shows the actually detailed side. At some point in UT's development it got flipped around for some reason.
Weapon code cleanup (most noticeable on states).
Backported scope shader from Doomreal.
Added optional "dummied out" Sniper zoom sounds from a dubious source.
2019-09-28 20:06:51 +02:00
62b8975991 Merge branch 'devel' into experimental 2019-08-02 10:02:39 +02:00
640231d920 Changed double tap dodge behavior when jumping is disallowed.
Added NOTELEPORT flag to many actors that might need it.
2019-07-20 14:05:59 +02:00
7ed6977bf0 Merge branch 'devel' into experimental 2019-05-01 22:34:15 +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
c36a730d13 Merge branch 'devel' into experimental 2019-04-20 13:26:37 +02:00
8d72c5c78b Made intensity of screen flashes tweakable.
Deprecation cleanup.
2019-04-20 13:25:53 +02:00
11d1f78d3d Merge branch 'devel' into experimental 2019-04-13 19:24:03 +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
65222b474c Experimental changes for F3DFloor export.
Requires GZDoom PR (coelckers/gzdoom#732).
2019-02-08 14:13:04 +01:00
775172a7a8 Various changes to feel closer to vanilla UT, mainly in terms of projectile gravity and velocity.
Reduced the smoke on the minigun and casings for better performance.
Corrected the number of chunks (was 6, should be 8) fired by the flak cannon.
Reduced flak chunk spread (should be ~5.5 degrees, was double of that) on the weapon and slugs.
Reduced the size of the shock rifle combo shockwave mesh to be closer to vanilla UT.
Misc. tweaks to health item textures.
Reduced the blur in the Redeemer view shader, it was too strong.
Fix expiration messages on powerups appearing on level changes.
Address complaints about how I change Kinsie's test map. Shouldn't be too dark now.
2019-01-24 22:50:46 +01:00
ee0cf53e9b Revert all "global level removal" changes, as this concept is being discarded in GZDoom.
Keep a couple changes from that commit, though, such as the switch to legacy render style tags in Screen API calls.
2019-01-24 21:09:17 +01:00
e3cf50b32c Push ZScript version to 3.8 and adapt accordingly to level global removal.
This isn't guaranteed to be 100% stable at the moment.
2019-01-20 16:32:26 +01:00
931f89832c Added Translocator ammo feature from UT2k4.
Prefixed mk_math classes for cross-compat with any other mods that use them.
Fixed incorrect uses of gametic.
Fixed crash caused by incorrect ordering of PendingWeapon checks.
2018-12-17 16:34:23 +01:00
64a0648ae7 Reorganized graphics and sprites folders (sounds, sprites and models will take some more work)
Updated README.
Began working on gore system.
Removed idle animation on Minigun, that vertex wobble was getting on my nerves.
Another OptiPNG pass.
2018-09-30 22:42:57 +02:00
957f976b29 Made visual recoil toggleable (and with configurable strength, too).
Cleaned up some code (mostly related to server CVars).
Proper angle interpolation.
Snap player to floor when walking down steps like UE does (looks kinda twitchy due to lack of view height smoothing).
2018-09-24 15:00:02 +02:00
816ccd7b37 Final batch of swingers implemented. 2018-09-15 16:11:37 +02:00
1c0f7d08a5 Various rebalances. Corrected some things that weren't 1:1 with UT.
Restored original flak chunk damage function (no longer falls off with distance).
Fixed the minigun altfire shooting bullets at the same speed as the primary fire.
Small hackaround for janky player movement while moving down slopes.
[WIP] The very beginning of an UT gore system (toggleable).
2018-09-05 18:56:04 +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
a99c38fd75 Various improvements, fixes and rebalances that I'm too tired to list through. 2018-08-18 20:42:28 +02:00
3267c89487 Correctly implement some projectile damages. Readjust damages to adapt to this change.
Add 3D explosion blast and knockback functions. Migrate pretty much everything to it.
Add "Classic Enhanced Shock Rifle" option, disables altfire and splash damage on beams.
Screen shakes for explosions now correctly fall off with distance.
Some minor refactoring/fixes.
2018-08-17 20:30:32 +02:00
36a3598826 Changed Pulse Beam size to be the same as in UT99 (10 81-unit segments).
Tweaked Starter Bolt textures to look better in first person.
Tweaked Pulse Beam model UVs to reduce seams.
Switched Chainsaw alt-fire to damage in an arc.
Rebalanced damages of Chainsaw, Enforcer, Biorifle, Pulsegun, Minigun, Flak Cannon.
Adjusted Redeemer damage formula.
Added view flash to Redeemer shockwave.
Reduced Enforcer fire speed.
Reduced delay of Minigun altfire. Should happen after exactly one cycle.
Increased knockback of Impact Hammer.
2018-08-12 01:49:00 +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
7cfe718384 Fixed biorifle getting deselected while altfiring if there's no ammo.
Cleaned some leftover code in Minigun.
2018-06-17 13:02:48 +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
c5a79e45e3 Biorifle sludge now properly follows wall, ceiling and floor movement.
Redeemer shockwaves properly respect actor mass and the DONTTHRUST flag.
All weapons and projectiles have had their knockback adjusted.
2018-06-09 22:53:39 +02:00
c1e21988bb Allow refire of pulsegun and minigun during cooldown/unwind. 2018-06-09 14:49:55 +02:00
aa3fd89bcb Changed up all the model offsets again due to complaints about inconsistency with UT.
Added view-space effects to Enforcer and Biorifle, others will follow soon.
Added smoke particles to spent casings.
Added green smoke particles to biorifle sludge explosions.
Touched up how rockets and grenades are fired.
Fixed a VM abort when the game is loaded while there's a Redeemer blast active.
2018-06-09 14:21:13 +02:00
9ed6c9dea0 Adjusted projectile speeds across the board for more consistency.
Tweaked guided redeemer missile movement, no longer makes sharp turns.
Additional development notes so I don't forget what I should do next.
2018-06-08 16:01:12 +02:00
729563f8ae Corrected thrust angle of all trace-based damages. 2018-06-06 00:47:10 +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
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
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
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
e6420e16be Sniper rifle added, bullet impact mesh added. Only the RL remains.
Headshots added/tweaked, and made compatible with the future announcer add-on.
2018-05-29 21:14:06 +02:00
1b95d4219b Pulsegun now uses meshes for the beam, copying exact UT behavior.
Ammo drop amounts reduced. Added Enforcer to possible Chainsaw spawns.
2018-05-29 00:58:43 +02:00