1.0 release.

This commit is contained in:
Mari the Deer 2021-08-12 16:11:11 +02:00
commit 60617f2501
11 changed files with 27 additions and 60 deletions

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@ -3,14 +3,14 @@
- ~~This is where I make all the stuff before beta.~~
- ~~It's been over nine months already, still a shorter dev time than my previous projects.~~
**Icarus pls play:**
~~**Icarus pls play:**~~
- ~~Beta release.~~
- ~~Finetuning the basics, rebalances, etc.~~
- ~~See if I can add those damn swimming anims.~~
- Beg more artists for intermission fanart.
- ~~Beg more artists for intermission fanart.~~
- ~~Stuff to maybe add during this stage: Explodium Guns akimbo, Quick grenade.~~
- Collectibles. Froggy Chair was only the beginning.
- ~~Collectibles. Froggy Chair was only the beginning.~~
**Cutie Robutt Adventures:**

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@ -1,7 +1,3 @@
**Finishing touches before release:**
- Collectibles
**Extra things after release:**
- DLC weaponset

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@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r596 \cu(Wed 11 Aug 22:31:58 CEST 2021)\c-";
SWWM_SHORTVER="\cw0.9.11b-pre r596 \cu(2021-08-11 22:31:58)\c-";
SWWM_MODVER="\chSWWM \czGZ\c- \cw1.0 \cu(Thu 12 Aug 16:29:51 CEST 2021)\c-";
SWWM_SHORTVER="\cw1.0 \cu(2021-08-12 16:29:51)\c-";

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@ -12,17 +12,17 @@ Collectible models:
x Kirin Plush
Collectible gestures:
½ Cube
½ Akari Project
½ Love Signals CD
½ Nutatco Bar
½ Frispy Corn
½ Saya Bean
½ Demo Plush
½ Peach Juice
½ Milk Breads
½ Kirin Manga
½ Kirin Plush
x Cube
x Akari Project
x Love Signals CD
x Nutatco Bar
x Frispy Corn
x Saya Bean
x Demo Plush
x Peach Juice
x Milk Breads
x Kirin Manga
x Kirin Plush
Key gestures:
x Keycard

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@ -146,20 +146,12 @@ extend Class SWWMHandler
lastorder = musplaying.baseorder;
lastloop = musplaying.loop;
S_ChangeMusic((startmus>0)?"music/nomusic.ogg":"music/solitary.ogg",force:true);
SetMusicVolume((startmus>0)?1.:musvol);
}
if ( startmus > 0 ) startmus--;
else if ( startmus == 0 )
{
startmus = -1;
S_ChangeMusic("music/solitary.ogg",force:true);
SetMusicVolume(.002);
musvol = .002;
}
else if ( musvol < 1. )
{
musvol = clamp(musvol+.002,0.,1.);
SetMusicVolume(musvol);
}
}
if ( (level.found_secrets < level.total_secrets) || (level.found_items < level.total_items) || (level.killed_monsters < level.total_monsters) )
@ -168,7 +160,6 @@ extend Class SWWMHandler
{
restartmus = 25;
S_ChangeMusic("music/nomusic.ogg",force:true);
SetMusicVolume(1.);
}
S_StartSound("recordscratch",CHAN_VOICE,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
mapclear = false;

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@ -60,13 +60,8 @@ Class SWWMCollectible : Inventory abstract
}
override bool Use( bool pickup )
{
if ( Owner.player && !propagated )
{
if ( pickup && CVar.GetCVar('swwm_collectanim',Owner.player).GetBool() )
SWWMGesture.SetSpecialGesture(Owner.player.mo,gesture);
else if ( !pickup )
SWWMGesture.SetSpecialGesture(Owner.player.mo,gesture,true);
}
if ( Owner.player && !propagated && (!pickup || CVar.GetCVar('swwm_collectanim',Owner.player).GetBool()) )
SWWMGesture.SetSpecialGesture(Owner.player.mo,gesture);
// clean up the flag
propagated = false;
return false;

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@ -260,7 +260,6 @@ Class KirinPlushGesture : SWWMItemGesture
action void A_KirinGiggle()
{
A_StartSound("kirin/giggle",CHAN_ITEMEXTRA,CHANF_OVERLAP);
// TODO smite enemies
}
action void A_HugPlush( bool sigh = false )
{

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@ -41,13 +41,8 @@ Class SWWMKey : Key abstract
override bool Use( bool pickup )
{
if ( Owner.player && !propagated && !deathmatch )
{
if ( pickup && CVar.GetCVar('swwm_collectanimkey',Owner.player).GetBool() )
SWWMGesture.SetSpecialGesture(Owner.player.mo,gesture);
else if ( !pickup )
SWWMGesture.SetSpecialGesture(Owner.player.mo,gesture,true);
}
if ( Owner.player && !propagated && !deathmatch && (!pickup || CVar.GetCVar('swwm_collectanimkey',Owner.player).GetBool()) )
SWWMGesture.SetSpecialGesture(Owner.player.mo,gesture);
// clean up the flag
propagated = false;
return false;

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@ -58,15 +58,15 @@ Class SWWMKeyGesture : SWWMItemGesture abstract
States
{
Fire:
XZW1 A 3 A_Jump(128,"AltFire","AltFire2");
XZW1 A 3 A_Jump(128,"Fire2","Fire3");
XZW1 B 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
XZW1 CDEF 3;
XZW1 GHIJKLMNO 4;
XZW1 P 3 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
XZW1 QRST 3;
Goto WaitingForEnd;
AltFire:
XZW1 A 3 A_Jump(128,"Fire","AltFire2");
Fire2:
XZW1 A 3;
XZW1 U 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
XZW1 VWX 3;
XZW1 YZ 4;
@ -77,7 +77,7 @@ Class SWWMKeyGesture : SWWMItemGesture abstract
XZW2 M 3 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
XZW2 NOPQR 3;
Goto WaitingForEnd;
AltFire2:
Fire3:
XZW1 A 3;
XZW2 S 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
XZW2 TUVWX 3;

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@ -27,9 +27,7 @@ Class SWWMGesture : SWWMWeapon
Weapon formerweapon;
int whichgesture, nextgesture;
bool deaded, queued;
bool whichuse;
Class<SWWMItemGesture> whichweapon;
Array<bool> suse;
Array<Class<SWWMItemGesture> > sweapon;
int gonect;
HeadpatTracker pats; // for headpat gesture, our current tracker
@ -110,7 +108,7 @@ Class SWWMGesture : SWWMWeapon
}
// "special" gestures are run by switching to another "weapon"
static SWWMGesture SetSpecialGesture( PlayerPawn mo, Class<SWWMItemGesture> a, bool used = false )
static SWWMGesture SetSpecialGesture( PlayerPawn mo, Class<SWWMItemGesture> a )
{
if ( !mo || !(mo is 'Demolitionist') ) return null; // only Demo
if ( mo.Health <= 0 ) return null; // dead
@ -124,11 +122,10 @@ Class SWWMGesture : SWWMWeapon
// queue if unique
for ( int i=0; i<w.sweapon.Size(); i++ )
{
if ( (w.sweapon[i] != a) || (w.suse[i] != used) ) continue;
if ( w.sweapon[i] != a ) continue;
return null;
}
w.sweapon.Push(a);
w.suse.Push(used);
return null;
}
if ( !w )
@ -140,7 +137,6 @@ Class SWWMGesture : SWWMWeapon
else w.formerweapon = mo.player.ReadyWeapon;
w.whichgesture = GS_Null;
w.whichweapon = a;
w.whichuse = used;
mo.player.PendingWeapon = w;
return w;
}
@ -160,10 +156,8 @@ Class SWWMGesture : SWWMWeapon
{
invoker.whichgesture = GS_Null;
invoker.whichweapon = invoker.sweapon[0];
invoker.whichuse = invoker.suse[0];
// push back
invoker.sweapon.Delete(0);
invoker.suse.Delete(0);
player.SetPSprite(PSP_WEAPON,ResolveState("Ready"));
return;
}
@ -411,8 +405,7 @@ Class SWWMGesture : SWWMWeapon
}
g.gest = invoker;
player.ReadyWeapon = g;
if ( invoker.whichuse ) player.SetPSPrite(PSP_WEAPON,g.FindState("AltFire"));
else player.SetPSPrite(PSP_WEAPON,g.FindState("Fire"));
player.SetPSPrite(PSP_WEAPON,g.FindState("Fire"));
return ResolveState(null);
}
switch ( invoker.whichgesture )
@ -683,10 +676,8 @@ Class SWWMItemGesture : SWWMWeapon abstract
{
gest.whichgesture = GS_Null;
gest.whichweapon = gest.sweapon[0];
gest.whichuse = gest.suse[0];
// push back
gest.sweapon.Delete(0);
gest.suse.Delete(0);
// go back to the main gesture
player.ReadyWeapon = gest;
player.SetPSPrite(PSP_WEAPON,gest.ResolveState("Ready"));