Commit graph

69 commits

Author SHA1 Message Date
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
b69a5cfe05 Update the ZScript version too 2018-06-07 01:04:25 +02:00
c434d1ff3f GZDoom 3.4.0 has been released 2018-06-07 01:01:01 +02:00
5a80f170fa Missed the Pulsegun on previous fix. 2018-06-06 00:53:05 +02:00
729563f8ae Corrected thrust angle of all trace-based damages. 2018-06-06 00:47:10 +02:00
Marisa Kirisame
f5181637b5
Merge pull request #1 from OrdinaryMagician/blockasplayer
Add BLOCKASPLAYER to translocator modules
2018-06-05 21:46:06 +02:00
0df3c3c68d Fixed a big screwup with the flak chunk modeldef entries. In my defense, MODELDEF ought to be documented better. 2018-06-04 18:02:07 +02:00
7f6ee5dd0e Greatly simplified MODELDEF blocks. 2018-06-04 10:15:04 +02:00
627177c58c Add BLOCKASPLAYER to translocator modules, will merge into master when the gzdoom PR is accepted. 2018-06-03 22:42:50 +02:00
b9e55b1363 Properly corrected the order weapon icons and ammo bars are drawn in. 2018-06-03 17:06:20 +02:00
fec0e03971 Reduced drain rate of Enhanced Shock Rifle.
Block switching to Enhanced Shock Rifle when out of ammo.
Reduced the minimum velocity for landing sounds, should help with repeated thumping when walking down stairs.
2018-06-03 16:27:08 +02:00
a73a2b2977 Reduced extra ammo cost of Enhanced Shock Rifle Combo from +2 to +1.
Changed the HUD ammo bar drawing so it skips weapons that are out of ammo.
Added bug note about the translocator and player blocking lines being ignored.
2018-06-03 16:17:54 +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
bd5561f181 Added missing alternate explosion sprites for biorifle gel. 2018-06-02 17:45:02 +02:00
315f336b1d Add missing decals for enhanced shock rifle combo. 2018-06-02 16:28:22 +02:00
1b72e1d335 Update Readme.md since GZDoom merged the fix PR. 2018-06-02 15:00:56 +02:00
c8df701f27 Add note about why invisibility breaks the weapon models. 2018-06-01 20:00:08 +02:00
9685bba79c Fix abort in MP when respawning. 2018-06-01 19:20:17 +02:00
be6c9f399c Added support for DamNums. 2018-06-01 18:56:41 +02:00
10f51e4414 Go into more detail about the pulse beam interpolation quirks. 2018-06-01 18:19:25 +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
413735dc24 Add automap HUD 2018-06-01 12:13:18 +02:00
e194f44ffd Fix Enforcer not being autoselected on pistol start.
Made "custom color" the default choice for HUD.
2018-06-01 11:40:04 +02:00
dd689c7962 Moved beta UDamage to an add-on. 2018-06-01 11:30:56 +02:00
9fe1ce2413 QZDoom has my PR merged in, notify about this. 2018-06-01 10:07:04 +02:00
0c8409ac29 I swear this is the last one 2018-05-31 22:44:12 +02:00
4a6b9df467 eeehhhh... 2018-05-31 22:43:32 +02:00
c358190a2a Fix up the readme 2018-05-31 22:43:01 +02:00
eb4cd4ca77 Rename readme to markdown. 2018-05-31 22:42:18 +02:00
8b4882335e Added note about required PR 2018-05-31 22:41:46 +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
eaa6f118d8 Alt razor blades were still dealing decapitation damage. 2018-05-30 23:04:46 +02:00
c786a82d82 Rocket Launcher should lose lock-on after firing. 2018-05-30 22:55:04 +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
6a5eb5a6e6 Pulse beams should be fullbright. 2018-05-30 21:36:26 +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
f55abc40fb Tweaked some drawing behaviors. Added note about HUD customization. 2018-05-30 19:24:47 +02:00
d8412ec2a5 Merge branch 'master' of github.com:OrdinaryMagician/flak_m 2018-05-30 17:53:29 +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
9cc4986d4a 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 14:38:03 +02:00
0a7587a19f Rocket Launcher has been added, and with that (and a couple more tweaks) this mod is ready for the public beta stage (as soon as coelckers/gzdoom#495 is merged). 2018-05-30 14:21:15 +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
ee827408b1 Begin work on Sniper Rifle and Rocket Launcher (animations are in, but they're not functional).
Tweaked weapon offsets yet again so they look a bit nicer (especially scale-wise).
2018-05-28 20:55:13 +02:00
9969aa7b44 Optimized all PNGs (optipng -o7) and encoded all wavs in vorbis (oggenc -q5) 2018-05-28 19:00:43 +02:00
4f0cb3e73f Minigun implemented. Some minor adjustments to weapon model offsets.
Allow armor/pads to replace shield belt when it's not at max capacity (emulating UT behavior).
2018-05-28 18:49:00 +02:00
def0e317f3 Added Jump Boots and removed Shielding Suit.
Recalculated all the model transforms in preparation for coelckers/gzdoom#495.
Corrected some small mistakes in Dual Enforcers code.
2018-05-28 13:55:05 +02:00
1332f7a243 Ripper implemented. 2018-05-27 18:33:18 +02:00