Commit graph

30 commits

Author SHA1 Message Date
6cef6f4ebf Quadshot implemented. Moving on to the other weapons. 2019-09-12 20:28:34 +02:00
92cdb1f31c Minigun implemented.
Tweaked some muzzle flashes.
2019-09-12 01:47:07 +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
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
d7fe8cbfdd Hinting at something. 2019-09-06 14:42:22 +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
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
ad20f46db7 I think with this all vanilla usable items are done.
However the SCUBA Gear won't spawn yet because a certain PR is needed.
2019-09-05 18:31:30 +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
ccc6c50f95 missed a thing 2019-09-05 12:26:27 +02:00
a900660e55 Eightball implemented.
Adjustments to SMP 7243 recoil.
2019-09-05 12:23:54 +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
442dfd818c DT xdevel branch is no longer needed.
Tweaked palette light for stinger projectiles.
Texture optimization.
2019-09-02 15:22:51 +02:00
fd5fdc20fb comment on required doom tournament branch. 2019-08-31 03:17:14 +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
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
f532f74d85 Flak Cannon time. 2018-06-21 16:26:30 +02:00
5f807add61 GZDoom 3.4.0 has been released 2018-06-07 01:01:27 +02:00
22dac448ea First! 2018-06-06 19:53:37 +02:00