Commit graph

30 commits

Author SHA1 Message Date
fe0d8d4238 Disable view dim while Redeemer shader is active.
Made Redeemer shader blur radius adapt to screen size.
2018-08-15 22:16:57 +02:00
80ed7e0939 Corrected the spin behavior of the Redeemer Missile's outer reticle.
Added optional fancy screen shader to Redeemer.
2018-08-14 21:39:13 +02:00
b24ee842ba Implemented "six degrees of freedom" movement for guided redeemer missiles (reload/zoom for manual tilt control).
Made part of the guided redeemer reticle rotate according to the missile's roll just to show off Shape2D.
2018-08-14 02:57:44 +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).
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
5ab9bb4930 Corrected Redeemer HUD behavior (Tint is reduced, HUD doesn't hide when guiding). 2018-08-12 16:45:39 +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
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
c60336b950 hotfix: sniper rifle zoom and guided redeemer should hide crosshair. 2018-06-11 19:38:58 +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
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
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
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
8bfbc0e7cd Tweaked explosion radii to more reasonable scales.
Reduced spread of grenades. Increased size of rocket trail (looks a bit closer to UT now).
Increased radius of single bullet pickup, might have been too small for collision to work properly.
2018-05-30 22:12:49 +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
5baca999b5 Made weapons switchable while selecting.
Added footsteps.
Some minor tweaks.
Listed known bugs in readme.
2018-05-30 17:52:20 +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
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
5b0fbf589d Removed the UTAmmo class entirely, as it's more trouble than it's worth. 2018-05-24 14:20:57 +02:00
f05754b45e Added key display to HUD. Added weapon flashes. Fixed up some particles. 2018-05-24 00:20:53 +02:00
7e38cfddd8 The HUD is complete (actually, I forgot to add key display, will do that later).
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.
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