Commit graph

38 commits

Author SHA1 Message Date
9a7f7df063 Impaler has been implemented. Beta testing begins. 2019-09-27 00:41:25 +02:00
2f4dab1600 Impaler primary fire and melee mostly implemented.
Smol tweaks.
2019-09-26 16:51:13 +02:00
c0ad22d9e6 Stunner implemented.
Small tweaks.
2019-09-22 15:20:52 +02:00
0cd7b432e2 Flamethrower partially implemented.
I decided on making it default to the old style. The alternate model will be available as a separate add-on, rather than use a cvar, because damn if that was complicated to add.
Fix Impaler select anim when thrown and picked back up.
2019-09-22 02:56:00 +02:00
93cce0f51f Razorclaw implemented.
Fix incorrect Autocannon obituary.
2019-09-20 21:02:55 +02:00
48994248c2 Implemented Autocannon.
Assortment of tweaks to other things.
2019-09-20 19:40:05 +02:00
ee2f27eb44 Razorclaw: Added dried blood ribbons back to the model. Added low-detail pickup model.
Demolisher: Tweaked textures (again).
2019-09-18 21:30:46 +02:00
6196e04160 Accidentally implemented Demolisher.
Additional adjustments.
2019-09-18 03:42:56 +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
e562754f00 Peacemaker implemented, with some minor model adjustments.
Fixed ammo bars in hud being positioned incorrectly if a weapon in the slot has no ammo.
Sentries now will also complain if the terrain is too steep or you're trying to deploy them in mid-air.
Adjusted protomag spin animation. Still not perfect but I tried my best.
Guess what: more PNG optimization.
2019-09-15 01:49:30 +02:00
6950bb48a1 Protomag(s) added. 2019-09-13 00:57:43 +02:00
6cef6f4ebf Quadshot implemented. Moving on to the other weapons. 2019-09-12 20:28:34 +02:00
642388e31b Adjust UVs on automag/smp pickup models to reduce some distortion 2019-09-12 15:40:47 +02:00
40a48f6a27 Added nicer looking glass to the Biorifle model.
Fix minigun breakage when tapping fire.
Updated Blender project files to 2.8.
Update for new DT backpack mesh.
2019-09-12 14:59:11 +02:00
92cdb1f31c Minigun implemented.
Tweaked some muzzle flashes.
2019-09-12 01:47:07 +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
2312128864 Major cleanup and optimization.
Sound touchups.
2019-09-10 01:59:32 +02:00
d3d6dc5705 Clean up old Sentry mesh. 2019-09-06 21:13:49 +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
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
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
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
861c2e2bae Removed extra frames from some pickup models (sometimes I forget blender defaults to 250 frames).
Added gun lore, because why the hell not.
Added one extra sound file for eventual use.
2019-08-19 19:55:06 +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
5256c548d5 Removed leftover backup files. 2019-08-12 02:29:31 +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
22dac448ea First! 2018-06-06 19:53:37 +02:00