Commit graph

46 commits

Author SHA1 Message Date
toaster 776c66514d Menu stuff!
* Bar of levels.
* Colourisation!
* New V_SKYMAP, which hasn't been put in dehacked lists but is otherwise valid!
* New single page statistics screen!
* V_DrawFixedPatch now works at the edge of the screen!

Ghost fixes!
* On minimaps!
* Free memory after use!
* Don't spawn in midair on slopes!
2018-07-01 19:29:13 +01:00
toaster ba779c6657 * Completely revamp a bunch of menu stuff!
* Improve control menus significantly - a more layout-neutral, gameplay importance based order, with spacing, and less depth to get to the important stuff.
	* Port over the improved MP main menu from internal, including flattening the IP connect onto its level.
	* Allow for selecting the number of splitscreen players using a menu option, rather than three seperate menu choices.
	* Improve the layout of all of the level/gametype select menus slightly.
* (unrelated) Make fourth player area in 3p splitscreen use the tiling background instead of a pure black area.
* (unrelated) Tweak minimap ordering slightly.
2018-06-30 16:01:03 +01:00
toaster d2a8414dee * Properly handle gametype changes when a different-gametype level pops up on the voting screen.
* Defer the change until you're actually modifying the map, in service of the following.
	* Reset score.
	* Call that gametype change function.
* Collary of the above: Don't reset score if you're `map mapxx`ing in the console, unless it's `force`'d.
* Fix the basic, obvious issues that'd prevent us shipping with the new level title system.
	* Correct the non-green resolution support, which was ALMOST there but which I accidentially fucked up one of the signs on.
	* Adjust the subttl position if it'd get overwritten.
	* Draw the gametype with the subttl.
* Adjust the gametype constants for easier gametype_cons_t array access.
2018-06-29 15:14:43 +01:00
toaster a50a67b273 * Modified, maybe-improved title. May need to be selectively reverted, but...
* To go with this, have the HUD fade in as the title goes away.
* After complaints, only do dogear gametype indicators on the voting screen for levels which don't match the prevailing gametype, and use thin font to intrude on the level pic less.
* Make the voting screen background a different graphic in battle.
* Improve behaviour of DrawDiag in GL.
2018-06-28 19:07:04 +01:00
SeventhSentinel 920ce3807f Some fun sound changes
- Peelout sound for sneaker boosts
- Flicky grab sound for stealing balloons
- Adaptive sounds for start boosts (drift boost for sub-optimal boosts, sneaker boost for good boosts, super transform sound for the frame perfect boost)
- Orbinaut rollling sound
2018-06-26 12:02:14 -04:00
SeventhSentinel 1305befcde Disable viewheight cvar and vanilla's irrelevant first person HUD stuff, move Viewpoint HUD to a nicer spot 2018-06-26 11:33:54 -04:00
SeventhSentinel 16e1569af1 Lakitu murder & countdown improvements
(I'm not SevenethSentienel! I just don't feel like logging out!)
2018-06-24 22:15:22 -04:00
TehRealSalt 0fc113e6dd actnum is now a 2 character long string
For Cloud Cradle Zone, Act K
2018-06-05 01:34:05 -04:00
TehRealSalt dd05edfcc0 Merge remote-tracking branch 'srb2public/next' 2018-06-04 16:58:35 -04:00
Sryder 092e709235 OpenGL Map Specific palettes working
This makes OpenGL stop using a specific function that doesn't really do anything for it anymore. It looks like it was used for a hack that would change the colour of polygons for the flashpal equivalent in DOOM.
I made it so ST_DoPaletteStuff doesn't set the flashpal in OpenGL as it already does its own hacky overlay and doing that would cause all the textures to be flushed more mid-level, it could be enabled for more correct flashpals, but they still wouldn't effect fog or lighting.
This means the palette will be set when going to the title screen, and twice when starting a map, (causing the OpenGL cached textures to also be flushed at those times)
2018-05-17 22:17:20 +01:00
TehRealSalt 85a81ed087 Minor adjustments in hopes that I fixed the resynch bomb on gametype switch? 2018-02-08 17:13:06 -05:00
TehRealSalt 8b88a2ebd8 Spectating is properly implemented now
- Spectate button works
- Spectating & objectplace controls are usable now
- New spectator HUD
2018-01-22 22:18:57 -05:00
TehRealSalt ab010f91b0 Last few finishing touches for the HUD
Battle Mode cards & Race countdown timers display properly
2017-12-25 10:05:36 -05:00
TehRealSalt 5db276173e Merge remote-tracking branch 'origin/quads' into quads
# Conflicts:
#	src/k_kart.c
2017-12-18 21:11:59 -05:00
TehRealSalt 349b27e0de Change splitscreen into UINT8, fix HUD slightly more 2017-12-18 20:59:04 -05:00
Wolfy 36439da320 Resurrect the minimap
Still kinda broken.
2017-12-18 18:07:38 -06:00
TehRealSalt 66a9a6bdd4 Fixed local sync fail, among a bunch of other splitscreen check fixes in other files
I don't know how many of the changes in d_clisrv were really necessary,
I was just franticly trying to figure out the source of the local sync
fail
2017-12-17 14:17:07 -05:00
TehRealSalt fc9d426660 More stuuuuff 2017-12-17 01:21:24 -05:00
TehRealSalt 0393e24fa6 A lot lol
The importants:
- Fixed compiling
- Combined G_BuildTiccmd for all players, no more need for a function
for each
- You can actually start 3p/4p mode
2017-12-16 22:32:43 -05:00
TehRealSalt a9c1b3e747 Everything.
- Player arrows now show if a player is in the item roulette
- Boo has been improved, and added back to Battle's item roulette
- The CHECK HUD item is now more accurate, and should appear more often
- Early comeback mechanic. Functional, but really unpolished
- Attempted (again) to make the first player to join in a netgame spawn
with balloons
- No longer shows respawn text on death
2017-11-05 01:43:47 -05:00
ZTsukei ee7ea5f6cb Fixed the word "ZONE" not appearing in the title 2017-09-01 18:58:12 -04:00
ZTsukei a1f2f5b675 New level tag "ZONETITLE" can be set to replace the word "ZONE" in a level. "NOZONE" overrides it and forces no display at all. 2017-09-01 13:01:59 -04:00
Sean Ryder be3acfff0b Fix warnings
Possibly fix some whitespace problems
2017-03-04 22:13:19 +00:00
ZTsukei 0a782bf79e Fixed thwomp sectors, Added Magnet Item. 2017-02-18 13:39:50 -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
Wolfy 58df0e76c3 Merge branch 'nights_bugfixes_i_almost_put_in_internal' into 'next'
Last-minute NiGHTS exiting bugfix

One single-line fix concerning the end of NiGHTS maps. Extremely small, literally zero side effects here, the only reason I'm not committing directly to master (aside from ettiquette) is that I don't have the ability to do so.

* The NiGHTS drone had a single tic of visibility when you hit the goal, which is evident stepping frame by frame through http://gfycat.com/ComplicatedComposedAoudad (the contents of which may or may not make it into 2.2). This is no longer the case.

See merge request !100
2016-09-04 19:27:12 -04:00
toasterbabe 3d9fe7c899 The ability to disable weapon rings, as heavily requested by Lat and Speedwagon for their high effort character .wads and selfishly also desired to make thokker less hacky. 2016-08-19 00:06:12 +01:00
ZTsukei d631d0ef04 S_PLAY states, HUD stuff 2016-08-14 23:51:25 -04:00
toasterbabe 104fc8ba98 Partially reverted on Inu's reccomendation. 2016-08-12 16:01:03 +01:00
toasterbabe 7795e146fa Two seperate single-line fixes, both concerning the end of NiGHTS maps.
* The NiGHTS drone had a single tic of visibility when you hit the goal, which is evident stepping frame by frame through http://gfycat.com/ComplicatedComposedAoudad (the contents of which may or may not make it into 2.2).
* When completing a NiGHTS stage with a non-zero link, the link could flash up in the final few tics before the fade to black. This just checks for player->exiting to make sure it shouldn't be shown.
2016-08-12 15:56:07 +01:00
ZTsukei e4a970f894 Starting from scratch. SRB2 v2.1.15 2016-07-06 00:10:19 -04:00
Inuyasha f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
ZTsukei d909f25cf6 r_things.c, and connective stuff for face graphic loading. Cobbled a quick-fix together for the minimap icons, may or may not work. 2016-04-24 15:59:26 -04:00
Monster Iestyn c833f3845f Merge branch 'next' into bp_random2 2016-04-20 18:18:28 +01:00
Inuyasha 5aea82ec91 Some drawing code cleanup
Fixed mashing buttons during fades causing crashes,
messed up behavior, record attack anywhere,
all the damn stupid bugs that it caused, basically
2016-04-06 18:01:01 -07:00
Inuyasha ce2c2de58a P_Random now using a variant of xorshift
This actually passes most diehard tests, as opposed to the old RNG.
It's also similarly fast.

Internally the PRNG generates a fixed point number from [0,1) now,
which makes P_RandomKey and P_RandomRange much easier to
calculate. P_Random is just a simple shift, as well.

Also, the lack of floating point math in P_RandomKey and
P_RandomRange now is probably for the best.
2016-03-29 16:27:25 -07:00
Monster Iestyn e31c7ae3fa Removed dummied-out Pope XVI code 2016-01-14 16:41:33 +00:00
Matt Walsh f3e6770e9a Well that shows you how much we care about the old special stages *or* race!
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8985 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-03-01 19:38:00 -05:00
Alam Ed Arias 73b3287b19 SRB2 2.1.14 release 2015-01-01 14:50:31 -05:00
Alam Ed Arias 404b5f666c SRB2 2.1.12 release 2014-11-11 19:55:07 -05:00
Alam Ed Arias c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -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 ed72bd8fa1 SRB2 2.1.4 release 2014-03-21 19:21:06 +00:00
Alam Ed Arias a03da73115 SRB2 2.1.2 release 2014-03-17 08:13:16 -04:00
Alam Ed Arias b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00