Commit graph

149 commits

Author SHA1 Message Date
0d6034eab7 Extra sound for money cheat. 2020-03-18 17:01:54 +01:00
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
3eed92fe5e Generic display for third-party weapons.
Disable custom bobbing for third-party weapons (since this may cause visual glitches).
Spiced up teleport fog with some sparkles.
2020-03-18 13:04:19 +01:00
24af66a48e SLADE didn't save this. 2020-03-18 11:04:24 +01:00
6ab3762953 More generous parry windows. 2020-03-18 11:03:19 +01:00
a1ade68731 Safeguard against crash in weapon slot display that was only found because someone was stupid enough to combine this with another weapon mod. 2020-03-18 10:10:21 +01:00
3e5db88d00 Date corrections:
- Date of Heretic campaign pushed back to April of 2171, since it predates Saya's wedding with Kirin, which happens on May 8th.
 - Date of Hexen campaign pushed back to May of 2171, since it happens just one month after Heretic (but should be set at least two weeks after the wedding).
Also various timeline adjustments and additions.
2020-03-17 23:36:35 +01:00
7090153ae6 In-universe clock (very crime implementation, don't look).
Added some "nothing here" texts to some tabs so people don't get confused by the empty screens.
2020-03-17 22:46:01 +01:00
aad61ba649 Implemented trading tab.
Added hitscan parrying (not that it's very useful).
Various fixes to some timing stuff.
Added "F to pay respects" when in death screen.
Added money cheat, figure out the key combination yourself.
Changed score interpolator so it goes faster with huge score gains.
2020-03-16 21:27:00 +01:00
f4a7ab4b19 Timeline corrections. 2020-03-16 14:38:07 +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
ff1971b92c Separate Health/Armor flashes so they're non-cumulative.
Fine-tune the weapon bob so it's a bit smoother when moving around.
2020-03-15 02:28:53 +01:00
9c06e76acd Enhanced weapon bobbing.
Rebalanced Explodium Gun damages, more reasonable for a starter weapon.
Fixed ammo checks for various weapons. Also fixes Eviscerator "one in the chamber" function not working.
2020-03-15 01:05:53 +01:00
0b3cc1b0f4 "last kill/item/secret" bonuses only trigger once per map. 2020-03-14 19:57:11 +01:00
b6027efb8f Add intermission fanart, special thanks to Substance20. 2020-03-14 14:54:07 +01:00
2c7deef651 u-updated patron list again... uuu 2020-03-12 23:41:52 +01:00
79ff46d1a4 Eviscerator now finally implemented.
Deep Impact alt can now be used at any moment, but its potential damage will be lower.
In addition, the Deep Impact now deals rip damage only once per target, and on top deals slightly reduced damage to bosses.
2020-03-12 23:03:10 +01:00
e5954bcbd5 Update patron credits. 2020-03-12 17:46:15 +01:00
9911e08912 Reduce popping on some menu sounds. 2020-03-12 12:24:00 +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
839fde5ef0 Fix melee/balls triggering locked lines, they will fail silently now.
Lead balls can no longer trigger exit lines, sorry speedrunners.
Legendoom support for enemy healthbars.
Relationship Status: In Lesbians ♥
2020-03-10 17:57:21 +01:00
7b066896a2 Update TODO 2020-03-09 15:08:44 +01:00
c93d6b07de Fix potential crash with napalm. 2020-03-09 14:14:06 +01:00
324aef2130 Spreadgun fully implemented.
Fix for damage/score number cvars being ignored.
2020-03-09 13:35:48 +01:00
e5883dac2f Fix up how inventory use sounds are played, so they don't get loudened anymore.
Fix up how auto-healing works, so now if you have 5 refreshers you actually can survive 2500 damage, as one would expect.
2020-03-08 12:23:27 +01:00
58601c1678 Fix smol oopsie in how armor auto-use works. 2020-03-08 11:50:20 +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
0740bed164 Actually, only if you slam your balls hard enough. 2020-03-07 13:59:56 +01:00
780adee3b9 You can activate use switches with your balls too. 2020-03-07 13:55:15 +01:00
7a451ff51a This one's for you, Sledge. 2020-03-07 13:51:09 +01:00
0076aac629 Initial prep work for Japanese.
Added some needed extra glyphs to the MPlus font.
Separated language files.
Added edited cluster messages for Ultimate Doom, Doom 2, Heretic and Hexen.
2020-03-06 22:28:53 +01:00
eb7a09233e By popular demand added random crits to lead ball, with very comedic sfx. 2020-03-04 22:56:13 +01:00
4cc278c747 Added terrain effects for Doom.
Typo fixes and various adjustmentifications.
Fixed the Tier 4 ammo fabricator not working at all.
2020-03-04 21:02:51 +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
a4994ee132 Change some sprite filenames to be compatible with an inferior OS. 2020-03-04 15:57:58 +01:00
42db2d3603 Added various screen shaders, plus a bunch of other changes.
Spreadgun rebalancing.
Underwater sounds.
Embiggener use sound.
Other small things here and there.
2020-03-02 14:41:28 +01:00
191a9a5bb9 Can't remember what I just changed, oh well. 2020-02-28 00:18:19 +01:00
91c07679d6 Correctly assign the "Fire" damage type to Dragon's Breath. 2020-02-27 23:24:32 +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
bcd2577fc7 More noticeable Spreadgun impacts.
Lamp is no longer shootable.
2020-02-27 14:17:02 +01:00
83585826d2 Implement Hexen MAP40 instakill workaround.
Omnisight increases how long targetted monsters stay on-screen, by 4 seconds.
2020-02-27 14:00:35 +01:00
480dbe53f7 It was about time I updated the README. 2020-02-27 12:39:52 +01:00
9d91467134 Add code/assets license. 2020-02-27 12:06:45 +01:00
3ec6009b21 Add recoil to Spreadgun. 2020-02-27 02:18:25 +01:00
7a01fdc4e8 Spreadgun buckshot and slug implemented.
Tweaks here and there to other stuff.
Refined wall jumping/climbing, also works on actors (including other players).
Refined how boosting/dashing handles falling speeds.
Added improved air control. It was very much needed.
Added "kick" sounds to wall jumps.
Add option to hear other player's voices in mp.
Fix some broken localization.
Fix invulnerable monsters bleeding from some attacks.
Fix desync when jumping on top of another player with prediction enabled.
Make moths immune to your damage, so you can stop accidentally killing them.
Make normal ammo buyable in Hexen again.
2020-02-27 02:00:17 +01:00
66ca017300 Spanish localization. 2020-02-22 00:30:43 +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
65303f0116 Huge and very needed library overhaul. Plus more lore. 2020-02-16 04:16:26 +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