Commit graph

40 commits

Author SHA1 Message Date
678b1c9fd2 Fix sprite conflict with Pandemonia. 2022-02-17 10:32:26 +01:00
a91e73f51e Add throttling for blood and gib spawning.
Reduce effects of flying gibs.
Add a command to instantly clear queued effects.
2021-11-30 18:14:49 +01:00
24edbb11ec Fix Candygun spares disappearance.
Fix weapons being autoselected on pickup while empty.
Fix Divine Sigil having no expiration message.
Fix gibs getting stuck (this time for real).
2021-09-14 22:44:14 +02:00
f6f2854bf6 Fun with dialogues. 2021-09-14 18:40:22 +02:00
ead490dbc3 Try to fix gibs getting stuck in bars. 2021-09-06 23:38:28 +02:00
19c0c462ac Explodium Gun / Candy Gun sound overhaul. 2021-08-11 17:46:12 +02:00
1d6a7fb0c6 Oh look another oopsie. 2021-08-11 14:21:18 +02:00
ab1f8ac125 Additional gore tweaks. 2021-08-10 23:41:54 +02:00
6af3c415d9 Fancify blood a bit more with particles. 2021-08-05 22:02:26 +02:00
810b92b5e4 Gore finetuning. 2021-07-20 12:08:22 +02:00
8c2979326d Add XDeath sprites for Arachnotron and Mancubus. 2021-06-13 18:49:43 +02:00
d07bc12a8f Some extra debug code and some fixes. 2021-04-10 19:27:19 +02:00
e2d2305f8b A more fancy way to deface nazi texturing. (Bonus: curly mustaches on demon faces)
Fix gibs/blood and other non-interacting projectiles being tracked in the minimap.
2021-03-21 03:35:14 +01:00
ddd198974d Detect when all clear levels get "uncleared" by newly spawning stuff.
Try to fix blood pools on skies (hopefully).
2021-02-16 21:05:27 +01:00
6a8987a53d Actually, fix this properly. 2021-01-30 10:38:52 +01:00
376fd87da3 Fix blood spurts causing divisions by zero at random. 2021-01-30 10:19:42 +01:00
a83354beac Spreadgun ammo change: Napalm → Acid flechettes.
Major tweaks to item rearranging for armors/health/etc.
Slight Ynykron singularity optimization.
Reduced blood/gore effects, possibly less perf heavy.
Fix Eviscerator chunks getting stuck in mid-air / bouncing off inventory items.
Adjust Eviscerator chunk penetration.
Adjust max ammo values.
2021-01-21 09:23:24 +01:00
1212026e79 Aggressive attempt to fix annoying physics glitches on light actors.
More rebalances to Hellblazer Ravagers and Candygun.
2020-12-30 18:29:23 +01:00
9995a5ebf0 Sandwich can only be eaten if at 500 hp or lower.
Rebalances to ammo spawns.
Hellblazer gives 3 ammo instead of 6.
Recolored Hellblazer explosion sprites to be more Nokron-tinted.
Rebalances to ammo max amounts.
Rebalanced damages across the board (notable nerf of Golden Shells, they're no longer "I win" ammo)
Fix certain hitscan attacks not splashing in liquids.
Fix blood drops sometimes going out of bounds.
Don't stack refresher regen time if multiple copies were auto-used.
Pusher can now propel you underwater.
2020-12-21 01:18:16 +01:00
5d51b18c3f Rewrite physics of lightweight actors. Now using Linetrace-based approach.
Fix up: Moths shouldn't cast blob shadows, Lamp should cast them.
2020-11-27 17:18:05 +01:00
1350817718 Reduce number of active event handlers. 2020-11-04 22:47:48 +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
ab82bda595 Fix blood drops preventing saves 2020-10-23 22:26:31 +02:00
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
aabc9de051 0.9.10b release (oh boy where do I start):
- New fun options implemented (omnibusting, unlimited fuel, party time)
 - Biospark Carbine gets a requested nerf
 - Candygun combo fire has been buffed (watch out for that splash damage)
 - All powerup effects are additive (stacc 'em)
 - Automap hud respects gzdoom's cvars for toggling certain elements
 - Automap hud shows stats and times in gold when 100% / under par
 - Weapons and ammo are no longer affected by skill amount modifiers, for balance (and to avoid any weird glitches)
 - Sorting improvements for menu (weapons by slot, ammo by weapons, other items by value, etc.)
 - Grilled Cheese Sandwich now saves you from lethal falls properly
 - Blown kisses instakill nazis
 - Added non-violent Keen replacement (based on "Less mean-spirited Keen replacement" by SiFi270)
 - Added gib deaths for hell nobles, pinkies, cacos, revs and viles (sprites by Amuscaria and Ryan Cordell)
 - Blown kisses can activate use switches
 - Gestures can be chained by pressing a gesture button while another is playing
 - Fixed Grilled Cheese Sandwich not avoiding telefrags properly (now also works with voodoo dolls)
 - More precise weapon kill tracking (fixes some ragekit quirks)
 - Merge both DLC weaponsets, removing redundant weapons (see FuturePlans.md)
 - Discarded some collectables for the next updates, to save time
 - Preparation work for collectables update, including some (partial) lore files
 - Remove ammo fabricators from store, makes no sense to have them when you can just buy ammo directly
 - Cosmetic Boss Brain sprite replacements, just for fun
 - 10 more intermission tips, because yes
 - Added option to reduce distance at which enemy healthbars are picked
 - Various minor bugfixes and adjustments (and also some tiny typo fixes)
 - Ragekit now heals over time and with each hit (so it's more rewarding to go wild)
 - PNG optimization pass (again lol)
 - Fix crouched gestures having no facial animation
2020-10-05 23:29:28 +02:00
6cd065cf7c Beta stage entered. Ynykron Altfire finalized. 2020-09-15 19:18:10 +02:00
431e2d5ddc Various optimizations and a couple changes:
- Lightweight Tick() for smoke and debris (has some glitches I gotta figure out).
- Add option for buckshot to gib (on by default).
- Clips are replaced by shells again.
- Increased look sensitivity when crouching with Silver Bullet.
- Fix 3D floor handling of nonsolids.
- Fix combat trackers not updating their position when an actor changes height while stationary (e.g.: crouching players).
2020-09-13 14:39:24 +02:00
dcf612aab5 Dashing can activate lines. With ragekit it can bust walls.
Some minor 3D floor handling cleanup.
2020-09-12 17:32:27 +02:00
fc56acc714 Fix blood drops not following floor movement. 2020-09-07 14:54:17 +02:00
99496cda32 Progress? Kinda. It succs stuff now at least. 2020-09-04 00:41:29 +02:00
e6449acd00 Much finetuning and stuff. 2020-09-02 17:47:33 +02:00
e2e21d3731 Implement limiter for blood effects. Will be extended later. 2020-09-02 00:49:19 +02:00
f402f14138 Major optimization to built-in gore. 2020-09-01 16:47:23 +02:00
07c2cd25db Additional microoptimizations. 2020-06-27 21:23:24 +02:00
ccd923a256 Finetuning of stuff:
- Price adjustments.
 - Ammo spawn adjustments.
 - Prevent Sabreclaws and other Heretic enemies from dropping TOO MUCH ammo.
 - Increased Silver Bullet JET damage and penetration.
 - Add blood recolors for vanilla Heretic and Hexen enemies.
2020-06-24 14:41:26 +02:00
a54c1869cb Thorough microoptimization of non-interacting actors.
Omnisight now handles 3d floors and midtextures, and exit line merging works properly.
Reduced Pusher primary fire damage slightly.
Cleared improper usages of GetAge().
2020-06-24 12:07:57 +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
678efe0ab9 Use PROJECTILE combo where needed, fixes some projectiles not triggering impact/pcross lines.
Increase brightness of Barrier shader.
2020-05-28 17:17:14 +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