Commit graph

69 commits

Author SHA1 Message Date
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
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
e77e0b59ff Reduced smoke on enforcer. Removed wipe bug workaround. 2018-07-21 16:53:59 +02:00
bf69eec597 Reverted armor bonus to vanilla radius (little oversight from my part). 2018-07-20 10:04:27 +02:00
bfb835f838 Greatly reduced the performance hit of the searchlight. 2018-06-27 01:04:28 +02:00
f1bc6de2b3 Added workaround for glitched screen wipe on map load. 2018-06-18 09:29:41 +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
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
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
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
a1ad5a7463 Don't store secplanes directly on biogel, fixes inability to save since secplanes can't be serialized. 2018-06-12 14:08:03 +02:00
c60336b950 hotfix: sniper rifle zoom and guided redeemer should hide crosshair. 2018-06-11 19:38:58 +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
9561ca57b1 Corrected footstep sound behavior when walking on bridge actors over a liquid. 2018-06-09 23:08:30 +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
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
729563f8ae Corrected thrust angle of all trace-based damages. 2018-06-06 00:47:10 +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
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
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
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
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
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