Commit graph

77 commits

Author SHA1 Message Date
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
607dbe972f Hotfix to prevent trees and stuff from being knocked around by projectiles. 2019-10-09 00:01:05 +02:00
416b15683e Implement particle mesh effects.
Append heal amount to health pickup messages.
2019-10-02 17:37:44 +02:00
e0d01f730e Added "<weapon> has no ammo." messages. 2019-09-29 18:19:18 +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
cd72ee9688 Small fix: prevent various player animations from ever triggering when dead 2019-09-27 21:08:05 +02:00
00de3f29e1 This should fix all those damn VM aborts when using UT gibbing.
Small fixes and adjustments.
2019-09-27 00:42:28 +02:00
b37c38ce9c Small fixup. 2019-09-11 15:45:06 +02:00
cad3f9d1b9 Language adjustments.
Separation of See state for playerclasses so player selection doesn't crap out.
2019-09-01 22:09:31 +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
ada67df8c0 Another fix to something that can fail catastrophically if monsters spontaneously cease to exist in the middle of a DamageMobj call.
Small adjustment to translocator module (hitbox uses master rather than target pointer), for safety.
Removed some leftover sounds.
2019-08-19 20:19:26 +02:00
96aac72281 Use strict FindState to avoid false positives for XDeath checks. This fixes the boss brain not ending the level when gibbing is enabled.
Added some extra forward compatibility flags for player gibbers (armless/torsoless deaths and whatnot, this will be needed for Doomreal).
Removed a random leftover file.
2019-08-02 09:58:55 +02:00
99edae06b9 Additional corpse hitbox features (zapping loop, land thumps, fall damage, etc.)
Corpse hitboxes and UT gibbing are enabled unconditionally for players.
Added enter/exit sounds for swimming.
2019-07-22 15:21:57 +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
0eee6d525f Flying without flight cheats has the same physics as swimming.
Handle smooth stepping down.
2019-07-20 16:22:23 +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
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
4d90ff2991 Hotfix for voice pack. 2019-05-01 22:49:45 +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
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
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
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
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
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
459f526e60 Fix: NOFRICTION was set unconditionally. 2018-12-29 10:41:23 +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
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
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
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
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
1c0f7d08a5 Various rebalances. Corrected some things that weren't 1:1 with UT.
Restored original flak chunk damage function (no longer falls off with distance).
Fixed the minigun altfire shooting bullets at the same speed as the primary fire.
Small hackaround for janky player movement while moving down slopes.
[WIP] The very beginning of an UT gore system (toggleable).
2018-09-05 18:56:04 +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
17add7f007 Added a different obituary to the Sniper Rifle depending on whether or not it's a headshot.
Reduced the screen tint of the Damage Amplifier.
More tweaks to the DOOMTEST enhancer, now it looks very pretty.
2018-08-25 19:31:05 +02:00
a99c38fd75 Various improvements, fixes and rebalances that I'm too tired to list through. 2018-08-18 20:42:28 +02:00
1b7a288bf5 Fully implemented UT-style player movement (optional).
"Disable boss telefragging" now toggleable.
Menu background now displays whenever the menu is open, rather than just on the title screen. Now it matches the expected UT behaviour.
2018-08-18 15:20:02 +02:00
aa63ab7555 Merge branch 'master' into utmovement 2018-08-17 21:12:58 +02:00
951de234ed Note to self: the checkradius parameter of blockthingsiterator is a lie. 2018-08-17 21:07:30 +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