Commit graph

173 commits

Author SHA1 Message Date
8bf25266bc Oh fuck. 2019-05-03 17:31:21 +02:00
c3c41a509d Merge branch 'devel' 2019-05-03 17:27:25 +02:00
4caa5e097e Option to make Chainsaw use ammo (randomly drops on enemy kill).
Made small fonts more readable.
Font cleanup.
2019-05-03 17:26:07 +02:00
2885540fb1 Merge branch 'devel' 2019-05-01 22:50:15 +02:00
4d90ff2991 Hotfix for voice pack. 2019-05-01 22:49:45 +02:00
c35ca98bec Merge branch 'devel' 2019-05-01 22:39:49 +02:00
6cf482a7e1 Properly reflect version requirement. 2019-05-01 22:33:52 +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
1ed7083113 Bump ZScript version to match the GZDoom version that has all the localization work in it.
Fix missing Boss footstep sound (filename longer than 8 chars, oops).
Began working on the activatables for Heretic.
2019-04-28 11:29:36 +02:00
8d72c5c78b Made intensity of screen flashes tweakable.
Deprecation cleanup.
2019-04-20 13:25:53 +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
4e2832e8e0 Fixed a small typo in the modeldef entry of the enhanced shock ball shockwave. 2019-04-07 21:39:37 +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
4e27e614a7 Backported changes from devel branch. 2019-02-08 14:56:02 +01:00
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
4580076f83 Fix dead players sliding with UT physics on.
Split main handler into a non-static (tied to level) and a static (independent from level) handler.
2019-02-03 22:26:09 +01:00
691fb8cee6 Missed change. 2019-02-03 22:25:35 +01:00
c7b21ac0f9 Fix dead players sliding with UT physics on.
Split main handler into a non-static (tied to level) and a static (independent from level) handler.
2019-02-03 22:20:38 +01:00
4a8b7543e8 Improved responsiveness of Biorifle alt-fire.
Small tweaks to Biorifle glob.
Redude size of ANIMDEFS.
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 21:13:54 +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
c24834d778 Fix long-standing visual bug with pulsegun beam (thanks, RELATIVETOFLOOR flag). 2019-02-02 19:59:20 +01:00
064a6ec632 Fix long-standing visual bug with pulsegun beam (thanks, RELATIVETOFLOOR flag). 2019-02-02 19:57:37 +01:00
9f6194de2d Remove newline that doesn't deserve to exist 2019-01-24 22:58:36 +01:00
ee9de67bb8 Fix small merge screwup 2019-01-24 22:57:52 +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
31dc0db166 Merge devel/2a9eb0e1b1d72fc76c6386bd05b62ec10df9762c 2019-01-24 22:50:09 +01:00
2a9eb0e1b1 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 22:33:09 +01:00
6f6d639d97 Clean leftover mapinfo entry in heretic compat. 2019-01-24 21:11:32 +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
5435f06d4e Backport some changes from development branch:
- Made Kinsie's Test Map changes toggleable (off by default)
 - Corrected physics of various projectiles
 - Replaced textures of health items to something better looking
 - Biosludge now only has a hitbox when stuck to surfaces, to be
   more consistent with vanilla behavior
 - Some code cleanup
2019-01-22 13:38:17 +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
b398a27919 Change blue health textures to something prettier.
Add Heretic compatibility (WIP, needs testing and some tweaks).
2019-01-21 02:12:59 +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
2ea4a9cb9c Merge branch 'devel' 2018-12-31 12:11:37 +01:00
793fc320f4 Reverted step height.
Made double tap dodge toggleable (and its sensibility configurable).
Fixed some long standing bugs with dual enforcers.
2018-12-31 12:10:43 +01:00
57f38cc4bf Merge branch 'devel' 2018-12-29 10:41:59 +01:00
459f526e60 Fix: NOFRICTION was set unconditionally. 2018-12-29 10:41:23 +01:00
0f75a8552c Merge branch 'devel' 2018-12-28 19:12:39 +01:00
35ee056d7a Add separate player classes for separate sounds and whatnot.
Fully implement UT movement for all modes (walk, swim, fly).
2018-12-28 19:10:35 +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
9e1aea068f Re-exported all models using umodelextract.
Fixed a rare abort with the enhanced shock rifle if a monster destroys itself from splash damage before a beam's contact damage is dealt.
2018-11-29 16:41:57 +01:00
830bcff4a7 [This update requires a very recent Q/GZDoom build]
Added per-frame update option to Redeemer Readout.
Began work on blood and gore features (mostly functional at the moment).
2018-11-24 16:46:10 +01:00
65c2431ffc Fix for asmjit crash. 2018-11-15 19:49:38 +01:00
cea7e241b0 Fix for asmjit crash. 2018-11-15 19:42:40 +01:00
fe08f11997 Bumped ZScript ver.
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
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
e232912edd Why did I add this replacement? 2018-09-18 15:03:31 +02:00
0688f4d759 Corrected normals on Flak Cannon first person mesh. 2018-09-15 16:50:59 +02:00