Commit graph

50 commits

Author SHA1 Message Date
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
383f555fec Use proper pitch control for some sounds now that it's available. 2019-08-12 19:28:49 +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
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
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
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
9e1aea068f Re-exported all models using umodelextract.
Fixed a rare abort with the enhanced shock rifle if a monster destroys itself from splash damage before a beam's contact damage is dealt.
2018-11-29 16:41:57 +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
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
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
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
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
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
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
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
729563f8ae Corrected thrust angle of all trace-based damages. 2018-06-06 00:47:10 +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
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
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
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
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
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
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
eb6c8e1c35 Completed Chainsaw. Added some extra visual effects. Made various particle effects actor-based.
Removed key replacement classes, turns out this breaks maps.
2018-05-26 20:44:31 +02:00
72eb6ca8d1 Impact Hammer fully implemented. Began working on Chainsaw.
Tweaked the shake effect on all weapons.
Covered up some seams on redeemer texture. Moved the model slightly to cover up a gap.
Corrected the chainsaw and translocator HUD icons.
2018-05-26 00:10:31 +02:00
5b0fbf589d Removed the UTAmmo class entirely, as it's more trouble than it's worth. 2018-05-24 14:20:57 +02:00
f05754b45e Added key display to HUD. Added weapon flashes. Fixed up some particles. 2018-05-24 00:20:53 +02:00
7e38cfddd8 The HUD is complete (actually, I forgot to add key display, will do that later).
All weapon pickup models have been added in. Modeldef has been subdivided to make things easier for me.
2018-05-23 01:48:29 +02:00
d3da87cefe All misc items implemented. Enhanced Shock Rifle implemented.
Going to focus on the HUD now while at the same time doing the remaining weapons.
2018-05-21 20:28:17 +02:00
5248ac8fd6 A couple more things, including an ambient glow shader effect, some more item replacements, and menu options.
Damage Amplifier has been implemented. Armor items are being worked on. Powerups will come later, then I'll continue doing more weapons.
2018-05-20 02:10:30 +02:00
bcab8e79ae Progress continues. Many things have been added. Pulsegun is complete.
I've started implementing various pickups.
2018-05-19 00:48:40 +02:00
73e8e8ada9 Finished biorifle, began work on pulsegun.
Added some extra particle effects just for kicks.
Made various actors freeze-aware.
Tweaked a couple things here and there.
2018-05-17 02:17:10 +02:00
d718eb6a9c Added brightmaps. Added environment map shader. Began working on Biorifle. 2018-05-16 02:05:39 +02:00
356219ae5c First public commit. 2018-05-15 02:22:27 +02:00