Commit graph

18 commits

Author SHA1 Message Date
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
cdf4e40dff Restrict Sentry touch actions to the back. 2019-09-06 14:22:10 +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
8c64ee7f2d Missed some Sentry stuff. Death FX still not done, oops. 2019-09-06 01:41:34 +02:00
9eccb24dd7 Sentry goin' up. It's fully implemented and working now. 2019-09-06 01:31:11 +02:00
d46604efab Fixed the compile error. 2019-09-06 00:24:07 +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
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
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
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
f532f74d85 Flak Cannon time. 2018-06-21 16:26:30 +02:00
22dac448ea First! 2018-06-06 19:53:37 +02:00