4374d54f27
Setting up for faster PRNG experimentation.
2025-06-25 14:30:48 +02:00
0526658745
Oops typo.
2025-06-07 14:30:30 +02:00
8a04ef9074
Don't use InPlayerFOV for anything that affects gameplay
2025-06-03 23:13:06 +02:00
c192c22b9b
As of a recent VKDoom update, Heretic and Hexen keys now have actual tags.
2025-05-02 23:48:45 +02:00
b5e655cf08
Make the April Fools bit somewhat more authentic aesthetically.
2025-04-01 17:13:44 +02:00
9757aed5e6
Add blood pools to the effect queue system.
2025-03-16 21:02:13 +01:00
884ad51aa4
Small fixups to new code.
2025-03-16 16:14:34 +01:00
a5e58add12
Remove Gutamatics, use bespoke projection code from UT99 modding days.
2025-03-16 15:50:48 +01:00
80db58b0d0
Bump zscript ver to 4.14.1, plus a whole lot of stuff.
...
- Try to get rid of all implicit casts from string to name, color or class.
- Use FindClass where needed.
- Used a map in a case where a dictionary was unneeded.
- Use new bounce flags where needed.
- Replace Legacy of Rust weapons/ammo.
2025-03-13 14:50:58 +01:00
f89393ca81
Unconditional blood replacement, new blood decals, corpse blood pools.
...
TODO: bloodied footsteps, can still re-use code from Soundless Mound there.
2025-03-07 17:27:59 +01:00
339fd58507
Small tweak to HUD score display:
...
* Accumulators fade out sooner
* Score interpolator does not tick until accumulators start fading
2025-02-20 15:20:43 +01:00
722121e21a
I want to fucking die.
2025-02-13 11:00:19 +01:00
7581cc12f0
Remove some leftover debug text.
2025-02-06 20:13:06 +01:00
8526c2ffb0
Add generic warning when loading other weapon mods.
...
(Plus small tweaks to the anti-BD script)
2025-02-06 11:51:14 +01:00
f90c16b36d
More robust Demolitionist Menu item use/drop handling.
2025-01-25 14:18:42 +01:00
67d8235459
Overhaul the "swap weapon" prompt display.
2025-01-15 16:49:55 +01:00
8f4b962ed1
Commence VKDoom exclusivity.
2024-11-06 13:18:57 +01:00
d47eb2f1e3
Add support for E1M4B and E1M8B as part of Wadfusion.
2024-10-20 13:58:22 +02:00
d3ce281abb
Eviternity 2 changed some monsters.
2024-09-30 21:24:34 +02:00
816d9b6b25
Eviternity 2 final release, update map checksums.
2024-09-30 20:47:23 +02:00
f62cbb51bd
Main Handler: Missed a couple checksums to update here.
2024-09-07 13:07:27 +02:00
fe4cc2bd13
Remove unused command.
2024-08-02 15:27:21 +02:00
68c01dbd63
Implement score increase/decrease accumulator in HUD.
2024-07-18 14:22:35 +02:00
46dca37ae5
GZDoom is removing the ability to disable network prediction, so... No more multiplayer.
2024-07-07 10:25:49 +02:00
f38db38751
Updates for GZDoom 4.12, part 1 (new functions, variables, flags, etc.).
2024-04-22 14:35:02 +02:00
1fb4c27383
Tiny Nashgore compat fix.
2024-04-18 20:02:26 +02:00
fd179fe12a
Gamepad support for weapon wheel.
2024-03-20 13:43:38 +01:00
e50d186a09
Combat Hammer plunging attack (release alt fire while falling).
2024-03-17 20:58:31 +01:00
38cd7df826
Small scorenum/damnum refactor.
2024-01-16 10:17:28 +01:00
cbb1b2a8cb
Sigil 2 (v1.0) and Eviternity 2 (RC5) support.
...
+ Invinciball activation now voiced by Demo (thanks, Vyolette).
+ Retooled exit line merging (should fix those pesky duplicate exit markers).
Note: Oneliners for the Eviternity 2 final boss are not voiced yet.
2024-01-04 19:50:26 +01:00
1a0b5b6d07
Cleaning up various debug prints.
2023-12-26 11:41:49 +01:00
308636000f
More Eviternity 2 MAP33 compat work.
2023-12-24 17:56:05 +01:00
98b5ebecac
Rework how level stats are handled.
...
(Note: this WILL break old saves)
2023-12-24 15:02:10 +01:00
bc00b01a0f
Low floor friction fix and other things.
...
- Unbreak inventory resets in Eviternity.
- Hotfix for Eviternity II MAP33, lava sections should be beatable now.
2023-12-23 15:33:20 +01:00
6b0f37a045
nvm they fixed it
2023-12-22 08:18:51 +01:00
6af5629d8b
I'm dumb, the flag name is DONTSPLASH, not NOSPLASH.
2023-12-20 16:30:57 +01:00
858cd4e4c2
Eviternity 2 hotfix while I playtest this damn thing.
2023-12-20 16:28:56 +01:00
230d7192c3
Missed a null check.
2023-12-19 16:39:35 +01:00
e5e6ce619c
Fix severe performance issues in large maps.
...
So... Remember that one decision I made about avoiding BlockThingsIterator as
much as possible? Turns out that was a stupid idea. There ARE situations where
it's better to iterate sector thinglists, yes, especially for things that are
NOT part of the blockmap, but in other cases, the excess allocations of new
iterators are a reasonable price to pay for the lower perf impact in extreme
cases, such as maps that have a gazillion sectors with gazillions of things in
them (I'm looking at you, UDMF mappers).
As a compromise, at least, in situations where the thinglists are needed, I did
add a sort of micro-optimization by implementing code to check if a bounding
box is inside a sector (would be nice if this was part of GZDoom itself, tho).
2023-12-19 11:46:29 +01:00
a2b6ec001b
Draw boss healthbar with the same scaling factor as other healthbars.
2023-12-16 08:54:35 +01:00
adb0eac431
Enemy healthbar redesign.
2023-12-11 10:56:47 +01:00
13b2cb53b3
Add player path tracing in minimap.
2023-12-07 23:17:27 +01:00
820f10c9f8
Crosshair rendering tweaks.
2023-12-07 18:12:07 +01:00
cca0492de5
Shorten boss bar by 50px when using tight scaling.
2023-12-07 13:23:25 +01:00
e53b6c1ca7
Implement alternate, less visually intense All Clear fx.
2023-12-02 13:47:00 +01:00
2db08970f6
Oh god how did I not notice this
2023-11-28 17:10:15 +01:00
6a6c26f307
Reset weapon pickup voicelines only when inventory is wiped.
2023-11-27 15:44:23 +01:00
aa2921e67e
Some ultrawide accommodations.
2023-11-25 22:56:24 +01:00
b7493d867d
Tweak kill oneliner chances.
2023-11-20 11:51:34 +01:00
e802327ca5
Readme cleanup.
...
+ Replace an old crash sfx
+ Detect VKDoom to customize crash handler text
2023-11-19 16:35:26 +01:00