Commit graph

104 commits

Author SHA1 Message Date
058a85e274 Add PP shaders when submerged. 2020-09-01 18:10:34 +02:00
3667903815 More work on Ynykron altfire, still not functional (give it time). 2020-08-31 22:24:36 +02:00
7020dadbc3 "Wait, chanceboxes are back?" Well, not really... 2020-08-17 17:58:15 +02:00
a0feaf2b36 Update patrons. 2020-08-16 01:24:54 +02:00
417f2fd1be Get rid of leftover blend1 files 2020-08-09 17:18:47 +02:00
18c2a59015 Trigger discipline update 2020-08-09 17:18:32 +02:00
9024175f53 Various changes:
- Implemented FCB ammo type for Silver Bullet JET.
- Partially implemented mag management system (spare bullet saving).
- Finally started working on the Ynykron altfire.
- Doubled the Hammerspace embiggening limit (now 16x).
- Finally adjusted the dropped mags/casings so they don't clip through the floor.
- Prevent wall busting from breaking the Icon of Sin face.
- Biospark Carbine can't be partially reloaded now.
- Boosted Candygun damage.
2020-08-06 20:21:32 +02:00
f3e2f35708 Splash dmg overhaul, infinitely better than A_Explode. 2020-07-30 11:09:56 +02:00
2781c1bad5 Voodoo dolls have a custom look.
Ynykron impacts no longer deal splash damage through walls.
2020-06-23 16:59:36 +02:00
ce1d0a4858 Optimize my PNGs senpai. 2020-06-21 21:46:29 +02:00
64915879a5 Oh look, it's more Ynykron soundwork. 2020-06-21 21:40:38 +02:00
20161b17d4 Also forgot these PNGs. 2020-06-14 23:36:25 +02:00
aec8a71de6 Ynykron initial implementation (not functional).
Removed Chanceboxes completely, they were a dumb idea.
Various itty bitty adjustments.
2020-06-14 23:34:47 +02:00
cbddd2acdc Global poly re-sort pass, why not. 2020-06-13 23:35:07 +02:00
fd85077b62 Re-sort Silver Bullet polys, fixes buggy jet rendering. 2020-06-13 23:31:39 +02:00
fb078b7232 Silver Bullet JET fully implemented.
Ammo rebalancing.
Damage boost to Candy Gun.
Various small adjustments.
Grilled Cheese Sandwich now gives 3 seconds of invulnerability on activation.
2020-06-13 21:32:28 +02:00
0975e30107 Ynykron animations done. 2020-06-12 20:53:32 +02:00
b9852fe18d Finished Silver Bullet anims, Ynykron next. 2020-06-12 13:56:42 +02:00
f5252ca113 Silver Bullet JET animations halfway done. 2020-06-08 19:34:43 +02:00
df3166b683 Wallbuster model adjustments for high FOV 2020-06-05 11:51:50 +02:00
80a5cad228 Wallbuster hand-spin to previous group on reload if current full, helps shorten partial reloads. 2020-06-05 11:01:09 +02:00
30302a2eb0 Adjust Elemental Coating to look more like the SWWM Barrier. 2020-06-04 16:37:11 +02:00
60ee220992 Third person melee/reload/checkgun animations (at last). 2020-06-04 15:58:26 +02:00
cd6a0e51aa Remove leftover debug texture. 2020-06-03 01:27:37 +02:00
4bc05fed38 Many of these practices carry significant health risks. 2020-06-03 01:26:34 +02:00
2f9977a11d Cock and Ball Torture, from Wikipedia, the free encyclopedia, at en dot wikipedia dot org. 2020-05-28 22:02:07 +02:00
87930d3cb6 Elemental Coating (proper Radsuit replacer). 2020-05-26 18:16:19 +02:00
a1c9b4fe5c Some more lore updates, plus small fixes. 2020-05-15 13:32:10 +02:00
39ad62dbd1 Expand score to 64 bits (sort of).
PNG optimization pass.
2020-05-08 18:19:22 +02:00
56a6390938 Ported Soundless Mound blood (disabled by default).
Added some more lore.
Added custom nashgore footprint.
2020-05-08 17:03:02 +02:00
c31cb71a7b Revert normal missile texture, they don't need a colored tip. 2020-04-25 10:01:55 +02:00
a0c2867c86 Hellblazer missile retexture for better visibility. 2020-04-25 09:58:30 +02:00
cab0940723 Oh man the amount of stuff I've done today:
- Implemented Biospark Carbine secondary + combo.
 - Added a "check out gun" anim when the Biospark Carbine is fully loaded and you press reload, just like the Hellblazer.
 - First person gestures.
 - Replaced "yeah I ban him" gesture with a wave, more useful.
 - Random stuff.
 - Made it so you can pick up unimplemented weapons (but can't use them).
 - Various tiny tweaks here and there.
2020-04-25 02:31:55 +02:00
426c602e5a Finally managed to render that goddamn vent smoke. 2020-04-23 05:07:30 +02:00
0556aff49e Animated the Biospark Carbine. 2020-04-16 19:46:10 +02:00
374669eed7 Optimize a single PNG (yay). 2020-04-15 21:50:22 +02:00
4a59622978 Hellblazer partially implemented, doesn't shoot yet.
Various lore adjustments.
Various bugfixes (mostly related to bouncing projectiles and others).
Divided language files for easier maintenance.
Corrected the 1.150 XSG bullet model so it looks more realistic.
Extra language strings (vanilla obituaries).
Added a replacement gib sound (I'm sorry).
Tease the fact Strife support might happen (don't get your hopes up).
Activating things with your balls is optional now (disabled by default).
Added some extra voice lines for "jammed" doors (has lock number, but no key exists for it), not used yet.
2020-04-15 21:47:56 +02:00
13f508ac5d Hellblazer first person anims. 2020-03-30 21:36:07 +02:00
346bf7a1fc Golden Shells now visibly use a different material.
Further adjustments to parry mechanics.
Adjustments to how health/armor is auto-used. Now auto-used whenever possible rather than when armor/health is about to drop to zero.
Another pass of PNG optimization.
2020-03-18 14:40:08 +01:00
98477d28b9 Added projectile parrying. Hitscan parry will come soon.
Went a bit crazy with the extended lore again, oops.
2020-03-15 22:47:41 +01:00
88afdafd1d Initial implementation of Eviscerator. Animations + Sounds.
Force weapons to always bob, like in DT/Doomreal. Will fine tune this later so the bobbing doesn't make firing guns look awkward.
Fixed crash when opening the chat prompt due to an excess %s.
Consider the possibility of adding dual wielding to the Explodium Gun eventually.
2020-03-12 12:18:03 +01:00
e59a7bcad6 Eviscerator first person model done. 2020-03-10 20:02:35 +01:00
e0821adbe2 Begin working on custom intermission.
Tweaks to player voice handling, line counts are language strings now, instead of the old awkward method of counting them manually.
Some adjustments to movement, jump/croush to move up/down when swimming and flying.
Increased damages of Pusher, for balance.
Fixed incorrect behaviour of armor damage absorption, which made the armor nuggets pretty much useless.
Fix incorrect absorption factor of armor nuggets, making them heal at >10% instead of >100%.
2020-03-08 11:47:20 +01:00
d1b1a0541d Added Lead Ball ammo type to Spreadgun.
Partial implementation of Fuck Your Shit rounds, currently in progress.
Added various shader effects to some powerups, and to player damage.
Added custom view effects to player death, disabled "face attacker" because it looks weird with model-based players.
Added "untouchable" spree tracking to the Stats tab.
Implemented "emergency reboot system" for people who want a less shameful form of the Resurrect cheat. Cooldown for consecutive reboots can be configured.
Rebalanced armors.
Small language string corrections.
Adjusted pickup model sizes of some weapons.
Fixed missing punch sound (damn typos).
Fix targetter always displaying voodoo dolls.
Fix uptime breaking when loading saves, now based on total playtime rather than gametic.
Readjusted Spreadgun ammo availability.
Flush HUD interpolators alongside messages, fixes things such as the score VERY slowly counting up when loading a save.
Spare armors now only get auto-used on pickup if there is NO armor available of that type.
Added some extra visual effects to punching walls and non-bleeding actors.
Slightly altered the melee range so it's not as awkward.
Fixed punching not using flesh sounds for bleeding actors.
Pusher primary now drags the player towards their target, like the Chainsaw.
Fixed the player having no pain sounds whatsoever.
Fixed stair step anchoring not working.
The damage dealt when walljumping on a monster now also gets boosted by the Ragekit.
2020-03-04 17:05:22 +01:00
de5650deb7 Dragon's Breath and Kinylum Saltshot added.
Fixes for player being unable to boost/walljump on map change.
Boosting and walljumps have separate cooldowns now, so you can still jump right after finishing a boost.
Spreadguns dropped by enemies will also drop some spare ammo.
Fix health numbers not being rendered when invulnerable.
Fix Invinciball not displaying the invulnerable healthbar.
Fix a targetter crash due to an incorrectly written conditional check.
Attempt to reduce the lag caused by excess damage numbers.
2020-02-27 23:20:16 +01:00
c2f941c2a1 More Spreadgun progress:
- Sounds and visuals done, only the actual firing effects left.
- While I was at it, touched up the library text again.
- Fixed the ammo fabricator sound being too loud, turns out I saved the lower
  volume edit in the wrong folder.
2020-02-17 23:00:31 +01:00
419074456b Spreadgun now animated.
Small fixes to Pusher, should potentially fix it getting stuck in mid-air.
2020-02-14 13:45:42 +01:00
3e62d52dfc Pusher Implemented (and other things):
- Updated credits.
 - Lore text adjustments / expansion.
 - Added scrollbar to mission statement, since text has been expanded.
 - Various menu fixes.
 - Fix healthbars not appearing for Hexen wraiths (hopefully).
TODO:
 - Add separate mission statement for Doom 1 (no idea how, maybe just detect
   if it's an ExMx type of map I guess?). Mission statements for specific mods
   and map packs would be neat too, but those would take a lot of time.
 - Fine-tune Pusher behaviour.
 - Remind myself that I need to do sorting on the Doom key display below the
   score in the HUD, because for now they appear in the order they were picked
   up in and it looks kinda weird at times. Also possibly switch to a
   horizontal rather than vertical arrangement, too, adjusted to the width of
   the score box.
2020-02-12 14:15:40 +01:00
8df8ed6155 Much is new:
- Deep Impact implemented (ammo display not done yet, so it's just text).
 - More HUD features: enemy healthbars, omnisight, damage/health/score numbers.
   (not yet tweakable, will add options later. also omnisight's usable line
   highlighting currently has incorrect positioning, will fix later too).
 - Fixes 'n stuff.
 - Library text adjustments.
2020-02-07 03:21:25 +01:00
9ce417a49d All items done (excl. Lootboxes). On to the weapons now. 2020-02-05 23:31:56 +01:00