Commit graph

51 commits

Author SHA1 Message Date
e6b846bde7 Actually fix Male3 skin changes. 2022-11-07 10:22:52 +01:00
bc44a3ce16 Fix Male2 and Male3 skins not changing. 2022-11-07 10:21:44 +01:00
a21aa43f35 1.2 update, w/ GZDoom 4.9 stuff:
- Customizable player skins here too.
 - Integrated re-skin add-ons ("Old Sounds" is still separate).
 - The usual fixes and optimizations.
 - All weapons are now left-handed, where possible.
2022-11-06 00:02:46 +01:00
6820c4deba 1.1.1 update (same as flak_m):
- Sound overhaul.
 - Added extended '95 theme from Unreal mac port.
2020-01-04 22:33:10 +01:00
1207748311 1.1 release:
- Hexen compatibility (Combiner Patch will be updated soon).
 - Environment Map shader fixes from Doom Tournament.
 - Buffed Stunner so it's actually useful. This goes against what the Unreal
   Bible indicated but whatever, the weapon would be useless otherwise.
 - "Superweapons" now have +ALWAYSPICKUP for consistency.
 - Sneaky Strife stuff:
   - Dispersion Pistol and Stunner have reduced alert radius.
   - Rename Peacemaker sprites to avoid conflict with peasant sprites.
2019-12-15 14:47:39 +01:00
693933ebfb Propagate changes from recent flak_m commit (how the hell do I reference the commit in this message?). 2019-12-07 02:03:46 +01:00
9e055d7570 Add tooltips here too. 2019-12-05 23:35:34 +01:00
04b9dfbb17 Minor adjustment to how the give armor cheat works. 2019-11-29 00:07:34 +01:00
43f18514c2 WIP stuff.
- Add ice death frames to Doomreal players.
- Fix invisibility not reactivating on map transition.
- Fix a certain option not graying out when prototype features were disabled.
- Remove Doom Tournament spawner file as it will be used in the merge add-on.
- Fix various weapons not respecting infinite ammo cheats/powerups.
- Add HUD icons for the Razorclaw.
- Add sanity checks to Minigun sentry for potential cases where it dies while shooting and this causes an abort.
- Fix Biorifle altfire damage here too.
- When UT splash is disabled, Biorifle globs increase in size by 1.4x on impact, as originally intended.
- Eightball no longer loads a rocket after being selected and instead tweens to idle, like in the original.
- Flak Cannon altfire has a slower reload, as it was meant to.
- Adjust "give armor" cheat so it plays nicely with the merge add-on.
- Fix 0.83 hud playing the "new weapon" flash for all players.
- Made the 0.83 icon assignments moddable through external lists.
- HUD will still display a weapon icon even if it uses no ammo (e.g.: Razorclaw).
2019-11-27 21:37:22 +01:00
08361babe6 1.0.1 Release:
- Greatly improved responsiveness of Eightball.
 - Increase Betamag melee damage (15 → 25).
 - Reduce Demolisher visual sway.
 - Increase Razorclaw primary damage (6 → 10) and decrease interval (5 → 4).
 - Add random chance of forcing pain to each hit of Razorclaw primary (1/6 for bosses, 1/4 for normal enemies), making it a more viable melee weapon.
 - Razorclaw now propels you when fully submerged.
 - Fix Flame Gun not checking for the correct minimum ammo for secondary fire.
 - Replacements respect IsFinal.
 - HUD will display BasicArmor if available, for compatibility.
 - Fix alignment for non-standard item/ammo icons.
 - Fix Teleport Capsules having a choppy twiddle animation.
2019-10-28 11:09:50 +01:00
ff01ab2146 Release Candidate 4 (may be final):
- Spent mags for Automag, Flak Cannon and Demolisher (needs updated DT).
- Betamag defaults to both having the 0.83 skin, other options put on add-ons.
- Adjustments to bullet casings.
- Fixed flames producing water splashes.
- Fixed female models having male gibs.
- Corrected ASMD ball hit behavior to match Unreal.
- Added bubble trail to Stinger when underwater.
2019-10-16 18:13:03 +02:00
c6a81479ca Release Candidate 3:
- Fix inventory items not removing themselves when fully drained and no more
  copies are held.
- Fixed Minigun playing the unwind animation on player death.
- Fixed main hand Automag still firing when out of ammo dual wielding.
- Corrected name clash between two explosion sounds.
- Fixed suits still protecting from elemental damage when depleted.
- Add option to wear all suits simultaneously.
- Stunner now consumes Stinger ammo to recharge, this is more in line with the
  Unreal Bible.
- Max damage per explosion capped to 100 for Stinger. Prevents ludicrous
  map-clearing explosions with an amplified asmd combo.
- Shoot-through lines can now be activated by hitscan/beam weapons thanks to
  new DT "bullet trail" feature. No more softlocks in custom maps.
- Added option to make Peacemaker missiles not seek owner and allies.
- Peacemaker missiles start seeking targets much earlier, making it more viable
  indoors.
- Autocannon has had its damage increased again.
- Adjusted swingers for many weapons to feel a bit more natural. Still far from
  perfect.
- Reverted changes to Flamethrower projectile density, and simply made it have
  less dynamic lights.
- Adjustments to armors. Suit elemental resistances now take priority (as
  intended). [please redownload your DT devbuild for full effect]
- Added ring effect for 6-rocket tight wad. Completely forgot this was a thing.
- Fixed flashlight not clearing its dynlights when depleted and still having
  copies.
2019-10-10 09:32:29 +02:00
7051cb25be Release Candidate 2:
- Added option to toggle all beta content.
 - Added option to toggle armor bonuses (for purists).
 - Added cheap alternate allmap replacer, so there's something else to replace the computer map when the detector isn't allowed.
 - Small fixes and corrections.
2019-10-08 11:11:38 +02:00
b9478d3fef Release Candidate 1:
- Adjusted ammo giving behaviour for weapons with clip count.
 - Fixed dual naming of automag/betamag.
2019-10-07 17:33:18 +02:00
3926b5e574 Beta 5 Goddamn Hotfix 4:
- Correct ammo use values for Dispersion Pistol upgrade levels (1→2→4→5→6), odd progression, I know.
 - Stunner also has the same deathmatch regeneration behaviour as the Dispersion Pistol now.
 - Corrected how the ammo regen speed works for both weapons.
2019-10-03 21:41:55 +02:00
0cb76eb03a Beta 5.
- [flak_m] Implement particle meshes.
- Append heal amount to health pickups (excl. superhealth).
- Armor Bonus item.
- Overhaul Stinger explosive charge behaviour, more in line with 0.83 and the novels.
- Fix: Dispersion Pistol should only have infinite ammo in deathmatch.
- Dispersion Pistol altfire always at level 0 if below 10 ammo.
- More Fireblaster tweaks and touches and whatnot. Now fires in 3 bursts of 3 projectiles. And there's more damage and whatnot, it should stop sucking.
- Capped fire effects for huge actors.
- Reduced flames per tic on Flamethrower, to see if this causes less performance issues. May roll back if this was a bad idea.
- Snuck in some longer versions of a couple player sounds.
- [oldsounds] Added higher quality dispersion pistol select sound.
2019-10-02 18:04:18 +02:00
5db3f32274 Beta 4 Hotfix 1:
- Nerfed Fireblaster, damage was too high for its speed (30/60 → 10/20), to compensate for the dramatic alt projectile nerf, its embers now deal short radius splash damage.
- Nerfed Impaler altfire, no longer an instant "I win" weapon (damage interval raised from 5 to 15 tics, also beam becomes weaker at low charge, starting to drop from 100% at half-charge to 50% at zero charge).
- Fixed Impaler crash when shooter dies while firing beam.
- Updated the reload code of the SMP, I forgot about it.
- Increased the Detector range again, 1024 is more reasonable.
- Fixed Minigun altfire not triggering if player was holding primary fire.
- Removed pistols from Super Shotgun replacement pool.
- Increased spawn chance of Flamethrower, since it almost never appears in practice.
- Capped maximum Flamethrower damage (75 → 20), this was way too high and made the weapon too overpowered.
2019-09-29 23:02:38 +02:00
a54f1495c7 Beta 4.
- Fix Dispersion Pistol altfire not ending early when releasing the button.
- Dispersion Pistol now changes fire speed based on upgrade level, as intended.
- Reduced Razorclaw twiddle animation frequency, it was getting annoying.
- Impaler altfire now doesn't work underwater, as intended.
- Impaler crystals deal less damage when underwater.
- Impaler no longer loses charge underwater while the crystal is unloaded.
- Impaler beam no longer homes in onto friendlies.
- Fixed missing Impaler melee obituary.
- Flamegun disallows firing while underwater, to prevent wasting ammo uselessly.
- Flares and Seeds can be stacked until int.max (give cheats and whatnot are still capped at 20 though).
- Fixed Minigun not displaying the bullet box ammo icon in the 0.83 hud.
- Fixed mouse input in the main menu at high resolutions (wasn't accounting for scaling, oops).
- Added "<item> selected." messages. Dunno if DT will need this too.
- Light Sentry now uses the more reliable native IsHostile() function to detect targets.
- [flak_m] Added "<weapon> has no ammo." messages.
2019-09-29 18:15:14 +02:00
da224bcfae Beta 2. Changes are as follows:
- Corrected selection order of all weapons.
- Rewrote flaky reloading code. Should be more robust now.
- [flak_m] manually triggered player animations no longer happen while dead.
- Protomag whip damage changed to 15, instead of same damage as Doom fist. This matches the Unreal 0.83 default melee damage.
- Adjusted dual-wielded weapons to try and prevent spin/reload from triggering right when the second gun is brought up.
- Razorclaw no longer stunlocks and can gib.
- Razorclaw damages increased (5/20 → 6/30).
- Dispersion Pistol alt splash damage radius reduced (120 → 80);
- Fixed Dispersion Pistol switching out instead of releasing when out of ammo.
- Dispersion Pistol will only autoselect if it has at least 10 ammo.
- Increased Fireblaster alt projectile damage (50 → 60).
- Fireblaster no longer forces an autoswitch when trying to altfire with less than 30 ammo.
- Increased Autocannon ammo capacity (30/50 → 32/64) and pickup ammo (20 → 32).
- Increased Autocannon hit damage (150 → 300) and explosion radius (50 → 120).
- Adjusted Impaler bolt damage formula (2*amplifiermult**3 → 10*amplifiermult**1.5).
- Impaler bolt seek range now affected by Amplifier.
- Reduced Impaler base explosion radius (120 → 80).
- Impaler altfire drain also affected by Amplifier too.
- Removed the ability to put out fire by moving very fast. This was a dumb idea as it would make fast monsters harder to burn.
- Increased Quadshot per-trace damage to fixed value (Random(4,8) → 11). This matches the 0.83 damage value for it.
- Doubled the damage boost of Razorjack charging.
- Fix Stinger altfire only firing 4 shoots. Was supposed to fire 5 with the first being always accurate.
- Adjusted Stunner damage and charge range so it matches Unreal Bible values (0-6/1-6 → 0-5/1-20).
- Reduced Stunner ammo consumption for a full charge (20 → 10).
- Stunner now also flagged as a "wimpy weapon".
- Reduced Eightball splash damage radius (200/200 → 120/140).
- Dispersion Pistol and Stunner always have at least 1 ammo after each shot.
- Added option to disable Impaler beam self-damage.
2019-09-27 22:59:53 +02:00
bac9b6674d More stuff before public release.
Adjust the aspect of new 0.83 hud icons.
Impaler plays unique sound when ending altfire instead of select sound.
Adapt some things for the old sounds add-on.
Minor HUD adjustments (weapon slot related).
Left a couple notes of what I might do next.
2019-09-27 14:20:00 +02:00
9a7f7df063 Impaler has been implemented. Beta testing begins. 2019-09-27 00:41:25 +02:00
bd6c799988 Flamethrower primary fire implemented. 2019-09-25 22:16:16 +02:00
a95e4721f2 Fireblaster (Flame Gun) added. 2019-09-21 23:20:38 +02:00
48994248c2 Implemented Autocannon.
Assortment of tweaks to other things.
2019-09-20 19:40:05 +02:00
e4c93e892b Adjustments and bugfixes. 2019-09-20 13:37:05 +02:00
6196e04160 Accidentally implemented Demolisher.
Additional adjustments.
2019-09-18 03:42:56 +02:00
225ffcc1e9 Overhaul to how reloading works, not much else has happened.
Addition to HUD for showing clip counts (kinda cheap-looking, but still better than what Oldskool did).
Charge for some weapons and loaded rockets for eightball also use the clipcount display, like in Doom Tournament.
Small fixups for dual wielding logic.
2019-09-17 02:47:13 +02:00
fae4f6d50b Partially implemented Stunner and Impaler (very unfinished).
Switched Impaler fire sound to something more appropriate (proto Skaarj fire).
Add slot priorities to all weapons, final weapons come first.
Adjust hud behavior to properly draw ammo bars by the order of their weapons.
2019-09-16 00:38:38 +02:00
6984c2819d Rifle implemented.
Misc. adjustments to Biorifle and Razorjack.
2019-09-11 23:19:55 +02:00
3b4642be7c Implemented GES Biorifle. 2019-09-11 21:08:22 +02:00
3e169dfde6 Razorjack implemented, along with a couple extra features.
Adjust SCUBA Gear autouse behaviour so it works properly with manual use.
Add 3D floor handling code on various things.
Increased size of Eightball explosions to match original game.
Fix invisibility playing no sound when activated.
2019-09-11 19:37:10 +02:00
2587d6c505 Adjustments. 2019-09-10 19:49:05 +02:00
46ebde2750 Added Eightball "2 second hold" feature from Unreal Bible.
Added Stinger projectile bounce from 0.866 and below.
Added Stinger damage charge&explosion from Unreal Bible.
2019-09-07 14:44:56 +02:00
07121636f5 Added original Sentry as a separate item, and made it spawn in Backpacks, while the bigger Sentry is a rare Berserk replacement.
PNG optimization.
2019-09-06 20:46:39 +02:00
2d64db512f Various Sentry fixups and whatnot, plus a fancy explosion.
Sentry no longer causes a freeze if it runs out of ammo while still having a target.
Sentry now has to be recalled by using the item.
Hijacking a sentry now immediately assigns it to your inventory.
You can hijack rogue sentries (not owned by anyone).
Better placement check for forcefield and sentry spawning, no more "no room" messages when it can definitely fit.
Increased flak slug explosion sprite size, as it felt too small.
Eightball loads faster (slightly faster than vanilla but can't do anything about that).
ASMD combo no longer spawns amped explosions when it shouldn't.
Added a new flag to UnrealInventory, bDRAWSPECIAL, so the HUD displays the special1 as an amount. This is useful for items like the Sentry that use this variable to count ammo.
Increased rotation range for the Sentry so it's harder for enemies to sneak behind it from the sides.
Added debris to the explosions of flares and voice boxes.
2019-09-06 14:08:53 +02:00
f2cdf34c98 Current commit does not run and I don't know why.
Sentry partially implemented.
Motion Detector implemented.
Light/Dark Flares implemented.
2019-09-06 00:20:14 +02:00
b12c4a4112 Flashlight/Searchlight implemented.
Proper handling of charge redistribution on multi-copy items (fixes infinitely replenishable charge exploit).
More preparation code for other items.
2019-09-05 16:31:05 +02:00
ee8e612f48 Fixed incorrect fullscreen hud scaling (default scale/scale to fullscreen were swapped by mistake).
Fixed inventory bar having a blank space to the right if no next item is present (tends to happen when you only have two items).
Added "no pistol at spawn" option.
Added a hint of another prototype feature.
2019-09-05 14:32:14 +02:00
bac59b45c1 Replaced some incorrect instances of clip with magazine.
Add SMP 7243 from Oldskool to the BFG pool (toggleable).
Random fixarounds.
Spent mag models for the pistols, will be used (and backported to DT) soon.
2019-09-04 19:31:12 +02:00
912cad96c5 Oh boy, it begins.
Assigned all pickup models.
Implemented all ammo types.
Finished Flak Cannon.
Additional cleanup.
Slot reassignments and other adjustments to match known Unreal prototype info.
2019-09-04 02:37:59 +02:00
ce68db4b36 Dispersion Pistol fully implemented.
Jump boots (mostly) implemented (replacement feature not done yet).
Various adjustments.
DamNums coloring support.
2019-09-02 21:19:17 +02:00
23b6f9b7af Stinger visual beautification completed.
Fixed sprite naming conflict with doom barrels.
Added player portraits to class selection menu
Removed leftover files.
2019-09-02 12:07:10 +02:00
9c916d09d9 Added Unreal '96 intro.
Fully implemented all Translator features, including mouse input.
"Class icons" for player config menu (DT xdevel change).
Fix pickup messages for some ammo types (also in DT xdevel).
2019-09-01 22:10:42 +02:00
01249eb43f Oh boy, here comes another big one.
Notable changes since last commit are the full implementation of the automag and asmd.
Also the Translator is now fully functional.
Fonts have been restructured to a neater format.
There have also been other random changes I don't have the time to document in detail.
2019-08-31 03:14:20 +02:00
a3357251fe Fixups and adjustments to some item code.
Armors now properly sort themselves.
Powershield drains over time, for balance reasons.
Backpack no longer displays extra items text, I felt this was too verbose.
A little tease of something that's coming soon. The code is commented out until the feature is greenlit and merged.
2019-08-16 22:35:42 +02:00
8da5167e59 Today's progress. A whole lot of stuff added, and some cleanup too.
Fixed the sizes and offsets of player models.
Adjusted weapon offsets to be more in line with the originals.
Implemented all armors and most of the usable items.
Add lights to some item pickups. This might get done to DT too.
Key display on both HUD types, along with some fixes.
ASMD has complete animations. Other weapons will follow.
2019-08-16 03:27:15 +02:00
76cd3a5207 Wow looks like I got a lot of stuff in here.
Added brightmaps and gldefs entries for most stuff.
Imported a bunch of sprites, including some recycled stuff from old mods.
Made new icons for the 0.83 status bar.
Remade "Teleport Gun" model.
Made new models for some ammo variants.
Made skeleton code for a lot of stuff, this temporarily makes a lot of items disappear.
Began working on ASMD. Flak Cannon has no projectiles yet.
2019-08-15 02:38:46 +02:00
3a8925f3c0 Additional model progress.
Bump required version to 4.2.0.
Added Hexen style loading screen and other gameinfo stuff.
Small changes to fullscreen HUD.
Added 0.83 style status bar (incomplete).
Added player models.
Old file cleanup.
Ran all models through texnumsq, for convenience (skin indices are all over the place on some models).
PNG optimization pass.
2019-08-13 02:32:37 +02:00
24666975ea Makin' progress I guess. Just more models and sounds. 2019-08-12 02:28:38 +02:00
d3b11d1ef2 Oh boy, here comes a big one.
Doomreal development is officially back to life.
Doomreal now depends on Doom Tournament, as it's an add-on for it.
Most of the resources are in place right now, just a couple more things left to add in.
Flak cannon is still incomplete and weapon development will be resumed soon.
There is a main menu now, I hope you like it.
Player classes don't have models assigned yet, so they will look weird.
Overall this is not yet very playable.
2019-08-10 22:15:56 +02:00