Commit graph

96 commits

Author SHA1 Message Date
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
c6b77dfffd Initial work towards Heretic compat.
Bump ZScript version to 3.6.
2018-08-31 15:30:55 +02:00
8e7475a4da Fix some tinted HUD parts having a weird color. 2018-08-29 00:40:35 +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
6cff03b403 Merge branch 'master' into hitowner 2018-08-25 19:33:01 +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
9dbe721e17 Merge branch 'master' into hitowner 2018-08-24 14:26:12 +02:00
9d0ad05223 Minor birthday update, reduce some splash damage radii by 0.7x (scale from UT player to Doomguy). 2018-08-20 10:34:50 +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
82a6ae08ce Merge branch 'master' into hitowner 2018-08-18 00:04:30 +02:00
b4abb2e2ae Merge branch 'master' into utmovement 2018-08-18 00:04:20 +02:00
ac71b65cae Rebalanced splash damages. Restored vanilla UT damage radii.
Corrected Ripper alt projectile damage. They actually do deal both direct hit and splash damage.
Made UDamage and Enhanced Shock Rifle last longer outside of deathmatch.
2018-08-18 00:02:23 +02:00
69a09e849a Already sent a fix for this, removing the workaround. 2018-08-17 21:31:20 +02:00
aa63ab7555 Merge branch 'master' into utmovement 2018-08-17 21:12:58 +02:00
0c8a16807f Enable HITOWNER on bounce for grenades (small hack was required), flak shrapnel, ripper blades.
Enable HITOWNER on biosludge after colliding with a surface. Not needed, but just done for the sake of it.
Enable HITOWNER on guided redeemer missiles after they're far away from the shooter.
2018-08-17 21:09:18 +02:00
951de234ed Note to self: the checkradius parameter of blockthingsiterator is a lie. 2018-08-17 21:07:30 +02:00
27017feed2 Fix typo in biorifle blast momentum value.
Minor corrections.
2018-08-17 20:59:27 +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
527115e085 Beginning work on new player movement physics.
Ground movement partially done, air control missing.
2018-08-17 16:29:49 +02:00
fe0d8d4238 Disable view dim while Redeemer shader is active.
Made Redeemer shader blur radius adapt to screen size.
2018-08-15 22:16:57 +02:00
80ed7e0939 Corrected the spin behavior of the Redeemer Missile's outer reticle.
Added optional fancy screen shader to Redeemer.
2018-08-14 21:39:13 +02:00
b24ee842ba Implemented "six degrees of freedom" movement for guided redeemer missiles (reload/zoom for manual tilt control).
Made part of the guided redeemer reticle rotate according to the missile's roll just to show off Shape2D.
2018-08-14 02:57:44 +02:00
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