Commit graph

69 commits

Author SHA1 Message Date
9e43bf8b8b Projectile physics hotfix from Demolitionist. 2022-11-11 21:07:13 +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
6fc5b96568 Revert "Another hotfix for stuff in gzdoom devbuilds."
This reverts commit b6b4524295.
2021-05-17 18:55:55 +02:00
b6b4524295 Another hotfix for stuff in gzdoom devbuilds. 2021-05-17 16:06:09 +02:00
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
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
c5be5ae0c7 Hotfix: Pulsegun clipcount is ignored while firing. 2019-09-28 23:48:57 +02:00
4bbc308eaf Fix the "weapon sounds stuck playing after death/drop" problem at the core UTWeapon class. 2019-09-28 21:24:37 +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
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
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
65222b474c Experimental changes for F3DFloor export.
Requires GZDoom PR (coelckers/gzdoom#732).
2019-02-08 14:13:04 +01:00
064a6ec632 Fix long-standing visual bug with pulsegun beam (thanks, RELATIVETOFLOOR flag). 2019-02-02 19:57:37 +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
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
cdfea51f31 Implement damage accumulator for flak chunks (auto-gibs at specific threshold).
Rebalances to ammo amounts and spawns.
Rebalances to ripper speed and pulsegun beam damage.
More tweaks to UT movement.
2018-09-15 12:46:31 +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
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
2251b978d6 Clip count was not properly reset when all ammo is used, this caused the enforcer and pulsegun to still play a reload animation even when reloading is disabled. 2018-06-14 00:48:32 +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
884bbab247 Fix autoaim behavior on pulsegun beams. 2018-06-13 12:18:02 +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
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
5a80f170fa Missed the Pulsegun on previous fix. 2018-06-06 00:53:05 +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