Commit graph

76 commits

Author SHA1 Message Date
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
85494e8449 1.0.5 hotfix 1:
- Various fixes for the Combiner Patch.
2019-12-03 18:20:54 +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
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
c0c4023adf Additional 3D floor support code.
Added missing boss land grunt from beta files.
Correction: A specific death sound for male and female classes is meant to be used for decapitation.
2019-09-11 16:52:02 +02:00
0b4767d7de Merge branch 'experimental' into devel 2019-09-11 15:46:56 +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
62b8975991 Merge branch 'devel' into experimental 2019-08-02 10:02:39 +02:00
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
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
ef3ffcf537 Reflect new coelckers/gzdoom#732 changes 2019-07-07 16:17:26 +02:00
8d3b24452a Updated for changes in 3d floor PR. 2019-07-06 13:45:29 +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
ab5652a9e3 Merge branch 'devel' into experimental 2019-04-07 21:41:21 +02:00
cbb498378e Removal of all RNG damage (excluding minigun).
Enhanced Shock Rifle is now actually instakill as it's meant to be.
Enhanced Shock Rifle is disabled by default for deathmatch (toggleable).
Implemented Instagib Deathmatch through flak_instagib cvar.
Fixed a small typo in the modeldef entry of the enhanced shock ball shockwave.
2019-04-07 21:37:24 +02:00
d69eaa682f Backported changes from experimental branch.
Fixed crash on screen flashes due to misuse of StaticEventHandler.Find instead of EventHandler.Find (oops).
2019-02-08 14:43:39 +01:00
65222b474c Experimental changes for F3DFloor export.
Requires GZDoom PR (coelckers/gzdoom#732).
2019-02-08 14:13:04 +01:00
62e2e809ec Small corrections to biorifle gel (starts with a 3 second countdown, delay before explosion when on surface should be 3 to 10 tics) 2019-02-02 21:08:19 +01:00
f506a0b6d4 Improved responsiveness of Biorifle alt-fire.
Small tweaks to Biorifle glob.
Redude size of ANIMDEFS.
2019-02-02 20:40:35 +01:00
9f6194de2d Remove newline that doesn't deserve to exist 2019-01-24 22:58:36 +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
4189150f17 Assorted changes, including some code cleanup and more accurate UT physics for various projectiles.
I also made the Kinsie's Test Map tweaks toggleable because someone didn't like them.
2019-01-21 22:57:56 +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
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
c15847a10a One half of "swinger" recoil system added. 2018-09-15 14:14:34 +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
9dbe721e17 Merge branch 'master' into hitowner 2018-08-24 14:26:12 +02:00
9d0ad05223 Minor birthday update, reduce some splash damage radii by 0.7x (scale from UT player to Doomguy). 2018-08-20 10:34:50 +02:00
82a6ae08ce Merge branch 'master' into hitowner 2018-08-18 00:04:30 +02:00
ac71b65cae Rebalanced splash damages. Restored vanilla UT damage radii.
Corrected Ripper alt projectile damage. They actually do deal both direct hit and splash damage.
Made UDamage and Enhanced Shock Rifle last longer outside of deathmatch.
2018-08-18 00:02:23 +02:00
0c8a16807f Enable HITOWNER on bounce for grenades (small hack was required), flak shrapnel, ripper blades.
Enable HITOWNER on biosludge after colliding with a surface. Not needed, but just done for the sake of it.
Enable HITOWNER on guided redeemer missiles after they're far away from the shooter.
2018-08-17 21:09:18 +02:00
27017feed2 Fix typo in biorifle blast momentum value.
Minor corrections.
2018-08-17 20:59:27 +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
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
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
2a95da2272 Large versions of biorifle ammo and shock core weren't spawning, fixed this.
Corrected meshes with unordered texture numbers (they were causing issues with a future update to GZDoom's UE1 model reader).
2018-06-16 17:44:13 +02:00
046833ccc1 Make biorifle damage proportional to square of sludge scale.
Tweaked the timing of the Enforcer and Dual Enforcers.
2018-06-13 13:38:23 +02:00