Commit graph

63 commits

Author SHA1 Message Date
984b2c39ba The Pusher is gone. 2022-05-16 16:39:11 +02:00
21d6fbdba4 Personal rebranding. 2022-05-13 18:29:45 +02:00
faed30c118 Minigames begin. 2022-04-15 18:30:29 +02:00
fc6096f150 Bump zscript version to 4.8.
I know this may seem outrageous, but if a critical bug in stable releases prevents the mod from working properly, there is nothing to do but ask players to rely on GZDoom devbuilds until the next release is out.
2022-04-07 13:06:29 +02:00
33f8e060b7 Multiplayer end of support. Simplify for ease of maintenance. 2022-03-23 10:50:12 +01:00
0680b2f382 Sometimes plans change. DLC Weaponsets merged into one. 2022-03-05 18:26:20 +01:00
a7eda2702a Migrate various thinkers to plain objects.
WIP: Gib models currently in progress.
WIP: IK re-rigging of Demolitionist in progress.
2022-02-28 23:45:18 +01:00
be1f1d083f Additional branding changes. 2022-01-15 15:37:29 +01:00
56dca15b52 Title sequence has more "oomph" added. 2022-01-05 20:42:03 +01:00
505fbd2808 Happy new year. 2022-01-01 17:33:39 +01:00
f6efc5d3f2 4.7.1 features here too. 2021-10-21 17:57:18 +02:00
1297e49a44 Give 'er a bump here too. 2021-10-16 22:44:48 +02:00
93330ae562 Behold, actual progress on the Demolitionist Menu. 2021-10-15 21:09:52 +02:00
651376f182 Original voice acting (batch 1). Plus other stuff. 2021-10-05 19:22:34 +02:00
ef735548e8 I really need to get to work on this branch, but alas, here I am still pulling in changes from master. 2021-10-03 14:36:51 +02:00
5dea5ab4d6 More changes from master. 2021-09-29 18:47:23 +02:00
e0897b53e4 Same changes as master. 2021-09-27 12:31:19 +02:00
6b47f92764 It begins. Demolitionist Menu currently not functional. 2021-09-18 14:20:11 +02:00
f6f2854bf6 Fun with dialogues. 2021-09-14 18:40:22 +02:00
dc4bd4d45d Initial 1.1 development setup. 2021-09-01 09:56:20 +02:00
fb0e8c45f3 Add "on-demand" option to only spawn ammo for available weapons.
Add dedicated "Ammo Spawner" class to simplify code.
Small code duplication cleanup.
2021-06-23 01:06:21 +02:00
6f3638189e More 4.6.0 stuff. 2021-05-18 21:36:22 +02:00
e0b57bdddf Added notes for localization.
Some polishing up of tool code.
2021-05-14 23:12:09 +02:00
08914cb1d7 Achievements submenu. 2021-05-01 14:56:02 +02:00
d07bc12a8f Some extra debug code and some fixes. 2021-04-10 19:27:19 +02:00
4d7cd9c564 Some spicing up of the Doom 2 secret maps.
More achievement icons.
2021-04-09 20:57:49 +02:00
f8e6602c9b Clarify copyright/license note in zscript.txt. 2021-04-02 20:00:03 +02:00
3b3918de8a Migration from libeye to Gutamatics.
Updated credits.
2021-04-02 19:52:13 +02:00
1cbfd4b97d Begginings of achievement system.
Fix projectile detection.
2021-03-22 01:26:15 +01:00
8c47601d90 I'm afraid the plans for strife support have been cancelled. 2021-03-21 16:22:55 +01:00
a74a9ae795 More SWWMHandler code splitting.
Revert fallback sprite stuff. It's glitchy.
2021-03-07 20:50:10 +01:00
c5abe83831 Major code refactoring. SWWMHandler could still use some more, though. 2021-02-27 23:59:40 +01:00
daea2d2afa Guess there's a new DLC weapon to be added, oops. 2021-01-09 22:40:42 +01:00
5949cc1fcc Cleanup of stuff and more prep work, first commit of 2021.
(I hope git doesn't break because I used symlinks for some files).
2021-01-02 18:41:02 +01:00
1f649790dd Prep work for future DLC Weaponset.
DLC Weaponset: Slot 0 weapon added.
2020-12-15 20:47:51 +01:00
ad2a96b676 Hellblazer pickups have translucent glass and show ammo state.
Added cvar for controlling blob shadow render distance.
Folder reorganizing for post-release updates.
Updated patron list.
2020-12-14 12:18:05 +01:00
7c41dd9725 Add compatibility fixes for ZPack. (This is the beginning of a new feature, basically. Sometimes you gotta make lil' patches for maps that break)
Added a couple more tips.
Added some spooktober compatibility text replacements, just for lil' consistency. (can't replace the SECRET01 hudmessages, unfortunately)
2020-11-15 18:09:26 +01:00
fd1ea18df1 Removed leftover file.
Assign StartHealth to enhanced vanilla bosses.
2020-11-12 11:29:35 +01:00
c828d36c95 Fully ZScripted credits menu. Small text changes.
---
Sometimes things change in your life, things that you didn't expect.
Even so, you must stay strong and push on forward.
Trust in those who believe in you, who wish to help you.
There's always hope.

Thank you, Allie.
2020-11-11 20:15:09 +01:00
e200850a79 Various menu tweaks, and other things:
- Added "additional tips" help menu section detailing some important things.
 - Bit more work into inter-mod compat.
 - Reorganize main menu elements (layout is now like Hexen, plus info).
 - Add sprites and other simple graphic stuff for upcoming dlc weapons.
 - ZScript file reorganizing.
 - Fix enemies that spend a long time in-air eating up FPS due to blood trails.
 - Remove Swinger code, it's unused anyway.
 - Fix scaling of titlemap texts.
 - Make help screen scale nicely in 21:9, like the hud.
 - Add cvar to allow people to still somehow play this with BD (it will break).
 - Expand lore entry for Saya's mom, detailing that one event at the wedding with Kirin.
 - Add model notes again so I can keep track of my progress with the collectibles (I swear I'm working on it).
2020-10-27 20:01:47 +01:00
8a97cc42f5 The 4.5 release is imminent. 2020-10-25 17:55:43 +01:00
eb2ee7b29f Push to master all the current WIP stuff in 0.9.11b:
- Reduce number of collectibles (some might come back in the future).
 - Merge both DLC weaponsets into one, removing redundant weapons.
 - Readjust prices of some items.
 - Initial work on collectibles (currently Frispy Corn is done).
 - Added bigfont for main menu, based on Source Han Sans.
 - Reduced default HUD margin to 10.
 - Added blob shadows.
 - Added precise crosshair drawing.
 - Tweaked decals, imported more stuff from UT.
 - Swapped the Ynykron impact decal for something better.
 - Fixes to slope alignment code.
 - Implemented headpats for MBF Helper Dogs and Cacodemons.
 - Implemented partial HDoom support, with love and headpats.
 - Fix various string functions breaking on unicode.
 - Added cracktro-style text scroll to Titlemap.
 - Fixed handling of healthbars for friendly monsters.
 - Workaround for maps that use the old author name hack (" - by: " separator).
 - Fixed Silver Bullet not autoswitching on first pickup.
 - Fixed misalignment of Silver Bullet zoomed aim.
 - Silver Bullet is unchambered on first pickup, consistent with Candygun.
 - Adjusted collision sizes of all items across the board.
 - Implemented "Use To Pickup" to work around any issues introduced by the previous change.
 - Swapped CHANF_LOOPING for CHANF_LOOP in many cases, this was a typo.
 - Tweaked Biospark arc lengths, for balance and higher performance.
 - Fix misaligned fire offsets of some weapons (most noticeable on Wallbuster).
 - Prettified the loading disclaimers for BD and HDoom.
 - Add pickup flash to all items.
 - Add custom key models for Doom and Heretic.
 - Fix blown kisses giving you "need key" messages.
 - Fix worn armor and embiggeners not being removed on scripted inventory resets.
 - Remove all references to the no longer planned Radio.
 - Workaround for gzdoom devbuild quirk where MenuSound changed its argument type.
 - Added timezone to fake clock.
 - Fix some times and dates in said clock.
 - SWWM blood now also hits ceilings.
 - Added default properties to DLC ammo and weapon stubs.
 - Lore entries for collectibles and dlc weapons (incomplete).
 - Massive amount of typo fixes across the board.
2020-10-20 11:37:14 +02:00
e6449acd00 Much finetuning and stuff. 2020-09-02 17:47:33 +02:00
f28e7e01fb Big changes (still no Ynykron altfire, sorry):
- Split off big code files for easier navigation.
- Moved DoExplosion and DoKnockback to the SWWMUtility class.
- Removed DoBlast as it is no longer used, having been replaced entirely.
- Finalized Mag Manager:
  * Implemented partial mag loading for Silver Bullet and Candygun.
  * Show spare bullets on ammo displays of Silver Bullet and Candygun.
- Rebalanced Eviscerator and Hellblazer damages.
- Adjusted Dragon's Breath damage and effects.
- Adjusted ammo spawns again.
  * Reduced shell spawns, as they seemed to max out too quickly.
  * Added "intermediate" bundle spawns for Eviscerator shells, Hellblazer missiles and Silver Bullet / Candygun rounds.
- Doubled max ammo of Biospark Carbine.
- Biospark beams no longer spawn arcs near their start point. This should reduce the likelihood of self-damage.
2020-08-23 16:32:44 +02:00
8b5ecd1954 Beginnings of F1 menu replacement. 2020-06-21 03:22:55 +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
520f2c5683 GZDoom 4.4 is out, so I can do some things now:
- Armors now use AbsorbDamage, which fixes some wonky behaviour (AbsorbDamage extra parameters, needed for splash damage checking).
 - Vanilla cacos and barons/knights now have blue and green blood (CopyBloodColor, needed to change their blood at runtime).
 - Reduce code duplication for Hellblazer grenade classes (Mixins now handle Default blocks).
In addition:
 - Healthbar is no longer always full when invincible (so you can still know whether or not you're in big danger if the invinciball runs out).
 - Death screen does not display when spectating (so you can spy on dead players properly).
 - Respawning now works properly (previously it was instant and without prompt, due to incorrect conditionals).
 - Demolitionist cannot be morphed (the collar prevents it) or have health drained (it's a robot).
 - Fix positioning of Ragekit shockwaves on dash impact (lil' mistake there).
 - When standing on something, its movement will be followed (this includes monsters).
 - Bodies simply "teleport" away when a player respawns (looks better than a fade, and makes more sense lore-wise, as it's a recall).
 - Don't allow "partial uncrouch" on places where the ceiling is only slightly taller than the crouch height (because it looks weird).
 - Fix rare case where the self-light can cause a VM abort (which may no longer be needed because it was related to morphing, which is now disabled).
2020-06-07 22:18:43 +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
faddb088c1 Hellblazer fully implemented.
Rebalanced Candygun.
Added vanilla boss healthbars + vanilla boss boosting (both optional).
Adjustments so the E1M8 exit and similar work fine with this mod.
Various language changes (mostly vanilla monster tags).
Doubled damage of Pusher altfire, so it matches the projectile's.
Adjusted minimum fall speed for stomping.
Other small fixed and adjustments.
2020-04-20 21:42:43 +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