Commit graph

180 commits

Author SHA1 Message Date
ZTsukei d29586716a v 1.3.13
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Added that plus sign
Collision no longer affects ghosted players
2017-05-09 21:21:12 -04:00
ZTsukei cdf8d793bd v1.3.11
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Braking no longer stops on a dime, and instead reduces your speed input. The effect is different between braking and accelerating at the same time, and braking on its own.
Increased 'driftweight' to player->kartweight*14, up from player->kartweight*12.
Changed the base drift curve formula from a range of 447 - 303, to 415 - 303. This will result in a very slightly wider drift arc at low weights. This does not effect the strength of steering while drifting.
Drifting without holding a direction now has a bonus of 0.5 frames, up from 0.
Added kartweight to the required number of drift frames, at half value. Lighter characters take up to 4 additional frames to earn blue sparks, 8 for orange.
2017-04-20 21:51:57 -04:00
ZTsukei 04432f7789 v1.3.10
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Accelcode now factors in forwardmove value rather than a boolean. This is used to enable clutching (or whatever you call it; accel+brake) to give its own result.
Fixed Thwomps killing players rather than crushing them.
Reverted buggy collision experiment from previous version.
2017-04-19 21:05:17 -04:00
ZTsukei 74589aaea8 v1.3.09
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Reverted drift timer to 52 + player->kartspeed;
Reduced weight's effect on neutral drifting by 10%
Reduced weight's effect on collision by 50%
*EXPERIMENTAL*: Inverted collision's x and y. This should shunt players to the side instead of bump them forward?
2017-04-18 23:24:03 -04:00
ZTsukei 8dd47ef983 v1.3.08 - The Fat One
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Driftboost formula changed to:
49 + player->kartspeed*2;
(No longer factors weight from previous version)
Collision code now factors character weight for players.
Collision code now only plays the collision sound once, rather than per player.
Weight now factors into drifting's base value. A heavier character will drift more straight with no input and have less control.
Added a cheat check in SetPlayerSkinByNum(), to force speed and weight within the boundaries of 1 and 9.
Nerfed orange turbo to 50 frames, down from 60.
2017-04-18 21:04:56 -04:00
ZTsukei 1e576fb61f v1.3.07
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Changed the drift spark formula from:
51 + player->kartspeed;
To:
43 + player->kartspeed*2 + (10 - player->kartweight);
This allows an extreme heavy/accel to get sparks more often than an extreme light/speed character. Other extremes should be roughly where they were before.
2017-04-17 21:29:57 -04:00
ZTsukei 45dbdfa31c v1.3.06
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Increased weight's effect on drifting by 20% (10->12)
2017-04-17 20:38:32 -04:00
ZTsukei 3a90256ff8 v1.3.05
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Fixed Drift Sparks.
Added a "IF YOU CHANGE THIS" memo comment.
2017-04-17 13:46:41 -04:00
ZTsukei cfdb127630 v1.3.04 - The Bouncy One
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Hardcoded Collide.lua.
Added player boolean array "Collide", used by Collide.lua.
Walls are now bouncy by default again, like they were in 1.09.
Buffed Orange Drift sparks, the boost now lasts 60 frames up from 40.
2017-04-17 13:20:52 -04:00
ZTsukei 1c62f2ff14 v1.3.03
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Fixed offroad being applied to almost every sector special. Oops.
2017-04-16 21:51:46 -04:00
ZTsukei e6305ece38 v1.3.02
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Diagonal springs now keep your current speed if you are faster than their set speed. This only affects players for now.
Offroad is no longer handled by &256, and is now handled by &2, &3, &4; Damage (Damage (Water), Damage (Fire), and Damage (Electric))
Starpost mobj radius and height have been reduced to 1*FRACUNIT, this should fix the checkpoint infinispawn bug.
2017-04-16 20:47:48 -04:00
ZTsukei 911508e262 1.3.01
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Friction now correctly ignores FoFs over the sector (idk if it'll work on FoFs themselves yet)
Friction reduces speed to 1/3, was 1/2.
2017-04-16 16:17:22 -04:00
Sryder 82a392079d Update version to 1.3.0 2017-04-16 19:19:29 +01:00
Alam Ed Arias 5feccaad2a Merge branch 'next' into touching_fixes 2017-03-29 16:55:06 -04:00
ZTsukei 592c4482a9 Thwomps now squish the player - might need to reduce player height to 1 or something temporarily
Mushrooms rewritten to not use Instathrust, instead they jack up your accel to 10x. Feels nicer.
Floor mushroom panels no longer activate while above them
Mushrooms force player to accelerate (and cannot brake)
K_PlayTauntSound works now. (YES YES YES HUP HUP YES HUP HERE WE GO)
Star and Mega sfx might stop correctly now in netgames (need to test)
Item box radius and height increased from 32 to 36.
2017-03-02 17:59:38 -05:00
ZTsukei 87d09228fa Roulette timer stops manually again - as more players join the game, the player in first will have to wait longer to stop the roulette manually. Players further back will also wait slightly longer, while the person in last will always only take 1 second to stop the roulette.
Fixed drifting so it stops when you're too slow.
2017-02-27 23:54:02 -05:00
ZTsukei f1f78a2349 Reverting friction, but left a note for iceman's magic number.
Intermission timer is back down to 20 seconds unless something breaks with auto-transmissions again.
Also I remembered to enable Magnets this time. Super low odds on it though.
2017-02-27 18:16:53 -05:00
ZTsukei 5d0b9ef551 Friction updated. Added KARTSTUFF to lua. Added ->kartstuff to network syncing stuff (surprised it even worked before now???), also maybe items correctly reset at the end of level now. 2017-02-27 17:55:26 -05:00
ZTsukei f50ecc0dcd Most items work (netgame needs testing), will do fireballs later. 2017-02-26 17:38:24 -05:00
ZTsukei 98137822b8 Fake Items working - Still a weird bug where the item won't throw if you're turning. 2017-02-26 10:19:33 -05:00
ZTsukei d9944e9c41 Steering fixes, drifting changed, weight has effect now 2017-02-23 20:37:16 -05:00
ZTsukei 66a206cc55 Driftboosting now increases player accleration
Consolidated the turning and drifting values to k_kart functions for easier editing
Removed 200cc. 50/100/150ccs are a weird amalgamation of the prior values.
2017-02-21 23:42:21 -05:00
ZTsukei 226e7ead59 DevEXE version 1.1.00: Added some MD5 checks, increased md2 triagle limit, temporarily disabled magnet 2017-02-20 20:08:24 -05:00
ZTsukei 493436dc1a Adjusted bonustime, Goldshrooms work, added intermediate boostspeed for between Megashroom size 2017-02-19 15:54:23 -05:00
ZTsukei 7b7a6e5458 Added fancypants mega shroom, fixed drift boosting 2017-02-19 12:19:02 -05:00
ZTsukei 559607dfe2 version num 1.0.04; Removed unneeded files from the md5 check 2017-02-17 19:39:10 -05:00
Sryder 68d439a783 Merge branch 'upstream/next' into zarrotsu_vanillamerge
# Conflicts:
#	src/Makefile
#	src/doomdef.h
#	src/hardware/hw_main.c
#	src/p_mobj.c
#	src/p_user.c
#	src/r_segs.c
#	src/sdl/i_video.c
#	src/win32/win_sys.c
2017-02-17 20:14:55 +00:00
ZTsukei 370f290a08 Fixed position code, added some item numbers 2017-02-16 21:33:15 -05:00
ZTsukei b0b51f9a61 Some position code 2017-02-12 23:25:06 -05:00
ZTsukei 580f909c6c Added Accelcode, start boosting, reverted drifting, etc. 2017-02-07 17:19:58 -05:00
Inuyasha 3169b538be Hey! If you change this, add 1 to the MODVERSION below!
Otherwise we can't force updates!
2017-01-15 16:34:30 -08:00
Monster Iestyn e59fb38802 Update version number 2017-01-15 18:49:33 +00:00
toasterbabe 77399b8fb9 * Disabled #define SECTORSPECIALSAFTERTHINK. This did not need to be done in next, since it could have subtle consequences which we'd rather not deal with in the hyperextended patch cycle as-is.
* Removed the adding of SF_TRIGGERSPECIAL_TOUCH for sectors with slopes in them. Too many undesired consequences, I'll handle them another way.
2016-12-06 21:49:59 +00:00
toasterbabe a901f88d24 Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into touching_fixes 2016-12-01 14:14:20 +00:00
Inuyasha c277125fe7 modifier key status made globally accessible
now also properly handles L/R simultaneous presses
2016-11-02 15:23:22 -07:00
toasterbabe 04a38a683b Okay, this is a biggun. Pay attention, everyone.
Moved the handling of P_PlayerInSpecialSector to P_PlayerAfterThink from P_PlayerThink.
* This allows the player to get hurt on sloped lava surfaces that are moving downwards.
* Also prevents the player from standing on death pits for 1 tic.
* Prevents the player moving 1 extra tic's worth of movement of pain when hit by sector.
* Thankfully, no consequences re conveyors.
* Like, the only consequences I've found have been positive. However, this DOES need to be thoroughly investigated before it can be allowed anywhere near Next itself.
2016-10-31 20:15:11 +00:00
Alam Ed Arias da23d93b00 Disable netplay for DirectDraw builds 2016-08-13 10:03:17 -04:00
ZTsukei 4112d44529 Some Color code, Kart powers 2016-08-11 21:42:16 -04:00
ZTsukei e4a970f894 Starting from scratch. SRB2 v2.1.15 2016-07-06 00:10:19 -04:00
Inuyasha 331ea9814f version numbers, etc 2016-06-29 20:01:22 -07:00
toasterbabe ba528a075e Last few changes as reccomended by Red. (<3 u, no hetero) 2016-06-04 19:47:40 +01:00
toasterbabe fa002e58ad Did a bunch of things to/for slopes.
*The No Physics flag now works (Red, you might want to doublecheck this to see whether I haven't missed any eosteric stuff out). Going downhill is a little bumpy, and I'm not sure whether that's good or not. Someone help me out here?
*The SRB2CB typeshims are now behind #ifdef ESLOPE_TYPESHIM instead of #if 1 for easier disabling.
*Slopes' downhill thrusts are now scaled with regards to object gravity. This is actually untested in gravities other than normal and reverse normal but it's one line which can be easily reverted in that circumstance. I also checked with MI to make sure this is how it's calculated elsewhere, so fingers crossed this doesn't cause any edge cases.
*As a consequence of the above point, there's now a function in p_mobj.c/h that returns an object's internal gravity - seperated out from the logic of P_CheckGravity, which really didn't need to be so monolithic. Multiply by global gravity to get the thrust. This should probably be available to Lua somehow, but I have absolutely no idea where to start with that. Wolfs, maybe?

Non-comprehensive test file available at /toaster/slptst3.wad on the ftp.
2016-05-31 15:01:19 +01:00
Inuyasha f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn 5f3beb6899 Fix M_PI not being defined for Visual Studio 2016-04-02 20:09:00 +01:00
Monster Iestyn cf89a5bb11 Removed obsolete PORTAL_LIMIT macro 2016-04-02 17:04:23 +01:00
Inuyasha 83e9eb6df4 patch.dta officially in use. Version number updated. 2016-03-09 18:30:11 -08:00
Inuyasha 5a38088623 Well, we don't need "experimental" slopes anymore either
Not when we have properly working ones!
2016-03-09 01:09:21 -08:00
Inuyasha 6aa708b5af I don't think we need the BLUE_SPHERES define anymore... 2016-03-09 00:49:35 -08:00
Inuyasha 7349cbdbc0 Backwards compatibility.
A test WAD for all possible use cases I can think of
can be found here:
https://dl.dropboxusercontent.com/u/3518218/21/secret/bc_test.wad
2016-03-03 02:54:07 -08:00
Alam Ed Arias b3b5521e1b Merge branch 'master' into next 2016-02-25 18:33:29 -05:00
ZTsukei ba18d968e5 Added vars to d_clisrv, renamed autoexec.cfg, added menu variables to d_netcmd.h, added powers to dehacked.c for LUA, and made sure things can actually compile correctly as-is (squished two errors). 2016-02-21 12:40:01 -05:00
ZTsukei 9d2e9e24c3 Fixing tabs 2016-02-15 20:39:08 -05:00
ZTsukei 69f9c10a99 16/02/15 Starting some setup 2016-02-15 11:08:54 -05:00
Monster Iestyn 66175d87b8 removed unused macros from doomdef.h 2016-02-08 20:10:32 +00:00
Inuyasha 06dea3ab78 Branch and revision information in builds
Also makes comptime.bat work with git if able.
Development builds will now show the branch and the SHA1 hash of the revision. Also been tested to work with subversion, where it displays "Subversion r####". You know, just in case.
2016-01-14 07:46:27 -08:00
Alam Ed Arias 96c71c68c8 remove NEED_FIXED_VECTOR and fix angelchk testcase 2015-08-21 21:27:20 -04:00
RedEnchilada 89319b1c2a Dummy out m_vector and use m_fixed's functions instead
These functions were already here before, and I /swear/ the slope
physics became slightly less glitchy after switching to them...
Only issue is the slope plane mapping code hasn't been properly
converted yet, so they don't render properly for now.
2015-05-22 22:07:07 -05:00
RedEnchilada 923fae476e Merge branch 'fury-gh/slopes' into angles
Conflicts:
	src/p_maputl.c
2015-04-19 15:56:55 -05:00
MonsterIestyn 69f77a6c2e Not sure how these things work, but presumably this was meant to be here
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9029 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-31 18:00:13 -04:00
JTE c1bfde0027 Fixed WGL code "device mode" breaking.
The devil is in the details.

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9001 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:44:32 -05:00
JTE 092134ad0c Title screen cheat "devmode".
Access the benefits of -debug, console devmode, and a complete gamedata.dat (all secrets unlocked) all in one go.
Moved "#if 0" and "#if 1" to "#ifdef DEVMODE" so the existance of this cheat and MD5 validation and all that can be toggled in one place too.

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8998 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 20:43:09 -05:00
Ronald Kinard 2f1367aab6 cmake: Fixes to allow MSVC to compile
running is another story
2015-01-28 02:09:03 -06:00
Alam Ed Arias 73b3287b19 SRB2 2.1.14 release 2015-01-01 14:50:31 -05:00
Ronald Kinard 54f0d0c110 IN PROGRESS: porting eternity slopes from srb2cb 2014-11-18 18:45:57 -06:00
Alam Ed Arias a721528c50 DunceEnchilada had been glared at 2014-11-12 09:28:14 -05:00
Alam Ed Arias 404b5f666c SRB2 2.1.12 release 2014-11-11 19:55:07 -05:00
Alam Ed Arias 7cb77075d1 SRB2 2.1.11 release 2014-08-26 23:56:30 -04:00
Alam Ed Arias d6c29e19ab SRB2 2.1.10 release 2014-08-05 19:59:40 -04:00
Alam Ed Arias c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
Alam Ed Arias f03e591f64 change SDL into HAVE_SDL 2014-07-25 19:10:24 -04:00
Alam Ed Arias 8a9759a3e4 SRB2 2.1.8 release 2014-04-19 13:41:29 -04:00
Alam Ed Arias 02a3b0776c SRB2 2.1.7 release 2014-04-14 01:14:58 -04:00
Alam Ed Arias 32de698f5e SRB2 2.1.6 release 2014-03-24 22:17:59 -04:00
Alam Ed Arias 15bd266cac SRB2 2.1.5 release 2014-03-23 12:00:29 -04:00
Alam Ed Arias ed72bd8fa1 SRB2 2.1.4 release 2014-03-21 19:21:06 +00:00
Sryder13 ba0c93d814 MD2 & Patch drawing fixes
MD2's can be translucent again.
MD2's can use sprites instead of another random texture if they have no
texture.
Patches are drawn in the correct place on non aspect correct
resolutions.
Cropped Patches are drawn.
2014-03-19 23:10:37 +00:00
Alam Ed Arias 2fed5d1270 SRB2 2.1.3 release 2014-03-18 13:56:54 -04:00
Alam Ed Arias a03da73115 SRB2 2.1.2 release 2014-03-17 08:13:16 -04:00
Alam Ed Arias 3e0b5ef1cd SRB2 2.1.1 release 2014-03-15 18:55:07 -04:00
Alam Ed Arias b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00