Commit graph

74 commits

Author SHA1 Message Date
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
f44856f7eb Oh boy where do I even start:
- Icons for all item that'll nee them.
 - Fix powerup effects appearing in the inventory tab.
 - Added chancebox models.
 - Some extra sound stuff.
 - Added voice lines for responding to Korax in each Hexen hub.
 - Some work done on the titlemap I guess, nothing big yet, just the logos
   and whatnot.
 - Changed message duration cvars to seconds instead of tics.
 - Added mod menu and credits menu.
 - Lore text adjustments.
 - Added colored text tags for key items.
 - Adjusted how dropping/trading amounts are handled (always goes for highest
   available item drop if it's an ammo).
 - Added invulnerability healthbar effect.
 - Increased knockback of weapon melee, makes it more effective for getting
   enemies out of your face.
 - Adjusted flash effects on Candygun explosions.
 - Made Candygun decals bigger.
2020-02-01 03:54:06 +01:00
72c4a81ff0 A whole lot of stuff, whew:
- All ammo pickups done.
 - All weapons basic properties and spawn state set.
 - Implement Hammerspace Embiggener.
 - Corrections to lore stuff and other info.
 - Separated Hellblazer ammo between mags and single units.
 - Fix fourth healthbar being the same color as third.
 - Added "abstract" to some classes, just for safety.
 - Dashing and ramming tweaks.
 - Dashing no longer cancels when getting hurt.
 - Tiny menu fixes.
2020-01-30 22:58:10 +01:00
28660e23c8 Menus almost complete, Candygun added. 2020-01-30 03:42:19 +01:00
2ee1a2580f Much more stuff and things, also Candy Gun sounds. 2020-01-27 02:41:51 +01:00
6191230903 OK, a whole lot of stuff has happened.
- Player and Explodium Gun are fully functional.
- Added a crapton of sprites and muzzle flashes and whatnot from SWWM, Ultra Suite, and other mods I made.
- The HUD is almost complete, and some things have been changed with the fuel/dash display.
- Started adding some cvars and stuff, mod options menu will come later.
- Made an alternate -noflat- just to make Kinsie's map more pleasing on the eyes.
2020-01-26 00:29:36 +01:00
300b093b63 Somewhat tangible stuff happening.
- Barebones player and starter weapon.
 - Initial multi/wall jump + ground/air dash mechanics.
2020-01-23 01:27:54 +01:00
e8e2f18339 Added notes for animation progress.
Removed mention of a scope on the hellblazer in the readme, I forgot about that.
2020-01-22 15:52:46 +01:00
5cea83d8f7 More animation work, the real fun begins. 2020-01-22 14:27:59 +01:00
9e1d52cfe2 Demolitionist done (mostly, forgot about crouching anims). 2020-01-22 01:32:10 +01:00
ac66d3f99c Demolitionist model (no rig/anim yet). 2020-01-20 23:05:53 +01:00
ea54b0ac9c Discard unnecessary extra frame on Moth. 2020-01-19 20:14:52 +01:00
acff8316d3 Omnisight model (almost forgot). 2020-01-19 16:35:06 +01:00
b20f0c9389 Fluffy moth friends. 2020-01-18 15:12:07 +01:00
d24a39e360 Lämp. Also fixed some broken models. 2020-01-17 19:40:14 +01:00
4f1d2c4d00 Ammo Fabricators added. 2020-01-17 17:48:13 +01:00
b7c79a751e Hammerspace Embiggener. 2020-01-16 18:18:52 +01:00
62ff582fe6 Optimized all models. Other adjustments.
Added matcap variants for ragekit / invinciball.
2020-01-16 16:09:47 +01:00
75f4a1bd00 Add basic beam model. 2020-01-16 15:47:30 +01:00
beb8d317d7 Added Sparkster tertiary fire capsule model.
Added high-poly sphere (for ynykron alt black hole).
Cleaned some files.
2020-01-16 15:39:08 +01:00
4a5e0f5650 I'm Fucking Invinciball. 2020-01-16 13:57:58 +01:00
922e3d1ee0 Gravity Suppressor done. 2020-01-16 13:18:11 +01:00
9c590c021a Ragekit added. 2020-01-16 12:32:20 +01:00
ce29618a6d Added "silver" matcap, in case I need it.
Casing fix, for consistency.
2020-01-15 22:33:03 +01:00
fd8b93ce11 Delicious Grilled Cheese Sandwich that you must eat. 2020-01-15 21:30:23 +01:00
1b1647aa23 Ghost Artifact model. Eight items left. 2020-01-15 20:32:08 +01:00
02802310f3 Shell ammo models (1, 2, 4, 8, 12, 16) 2020-01-15 17:11:03 +01:00
e8fc5cb05a Eviscerator six-pack ammo model. 2020-01-15 16:51:09 +01:00
cf6e243089 War Armor model. 2020-01-15 16:19:10 +01:00
508a26a932 Ynykron model done. All weapons have been modeled. 2020-01-14 22:13:53 +01:00
3e7abccd96 Silver Bullet model finished. One weapon left. 2020-01-13 23:13:07 +01:00