Commit graph

92 commits

Author SHA1 Message Date
TehRealSalt b03d87c80a Be more consistent with how we lock kartspeed/kartweight
- The skin values are now locked between 1 and 9.
- kartspeed & kartweight are no longer locked on skin-switch. Combined with the above, this results in no gameplay change, other than the character select showing the proper value.
- Values used for the engine sounds are locked. No longer can overflow into character voices or freeslotted sounds.
- Removed the overzealous weight locking when in offroad.

If we want to ACTUALLY lock speed/weight for Lua too then we should do that in the Lua stuff.
2018-11-20 02:59:10 -05:00
TehRealSalt aea453f6f2 Set stats to what we want them to be for R2 anyway
(Eggman's will need updating in the wad)
2018-10-30 20:11:15 -04:00
toaster e2399c1638 Fix Sonic's minimap icon not being properly initialised. (Experimenting with the online editor, since I'm low on time, but this is 100% correct and I'll make a new exe later.) 2018-10-29 06:57:45 -04:00
toaster a9b4a56d23 Stupidbad-big commit, but PLEASE don't ask me to re-do this on another branch, I swear to god. I know it makes things more difficult on you, and I'm sorry for that, but I'm definitely feeling the goddamn crunch right now and I wanna take a step back from this spaghetti nightmare and clear my head.
* Do that thing where the character icons are ALWAYS 1x sized, through having two seperate lumps.
* Revamp the S_SKIN parameters to be `facerank` (rankings - equivalent of half-scale old face), `facewant` (WANTED - equivalent of old face), and `facemmap` (equivalent of old iconprefix).
* Do that thing Oni wanted where it shows two postions above and two positions below your current ranking (and you) to the left of the screen, instead of always the top 4, with some limits to avoid drawing outside of everything.
* Replace the last few shitty Mario numbers (for the left rankings) with cool, new Oni numbers.
* Change a bunch of offsets and things so the tab rankings and the intermission work nicer with 9+ players.
2018-10-28 16:27:55 +00:00
toaster ce443712b2 Some token efforts to make singleplayer mode (accessible only via -warp and map mapxx -force) not COMPLETELY broken.
* Fixed the conditionals for `suicide` and `retry` commands - `suicide` is now allowed in singleplayer, and `retry` no longer checks your lives (for now).
* Disable the "traditional" level reload method (which `retry` tried to use), since it was completely broken with the other changes we've made. Mapchanges only.
* Made retries cause a mapchange, per the above.
* Disable the last source of skincolor trampling in the game - loading a level while not netgame or record attacking.
2018-10-17 13:40:17 +01:00
toaster 880e4c0631 Final weather stuff.
* Multiplied rain speed by 3, per Oni's request.
* Disable weather density - force to 1 if weather draw distance, otherwise zero
* Move the ceilingpic check into a more convenient part of the weather spawning loop.
* `drawdist_precip_cons_t` - replaces "Infinite" with "None".
* Disable the lowest normal draw distance (256), given... both kart and srb2 are basically unplayable like that.
* Disable cv_drawdist_nights entirely.
2018-10-14 22:32:34 +01:00
toaster a1e1aa81b5 Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into nextmerge_plus_rain
# Conflicts:
#	src/d_netcmd.c
#	src/d_netcmd.h
#	src/g_game.c
#	src/p_floor.c
#	src/p_user.c
#	src/r_data.c
#	src/r_data.h
#	src/v_video.c
2018-10-14 21:52:05 +01:00
toaster b1e02467bf Weather is already run client-side. What if we ran it render-side, for major performance gains? This commit will answer all your questions - and more! 2018-10-07 15:00:58 +01:00
toaster d7f8d4507a Merge branch 'master' of https://git.magicalgirl.moe/KartKrew/Kart.git into itemdrop
# Conflicts:
#	src/sounds.c
#	src/sounds.h
2018-09-22 23:11:14 +01:00
toaster dc0144540b // if this doesn't work i'm removing papersprites
(check both the left and right side overflow of the sprite column being drawn)
2018-09-09 13:47:49 +01:00
toaster f887ae6628 Watertight fix I was avoiding because it's definitely slower to check ranges at runtime, but papersprites are used intermittently enough that I don't think it's a super big deal. 2018-09-08 12:12:28 +01:00
toaster baf50a1dbf * Slightly more papersprite stability!
* Slightly more sane Minecraft item scaling!
2018-09-07 14:26:00 +01:00
toaster b505ea43f0 Merge branch 'sonicitems' into encore 2018-08-26 12:45:02 +01:00
toaster 08a23d7b87 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2.git into sonicitems
# Conflicts:
#	src/g_game.c
#	src/v_video.c
2018-08-26 12:42:55 +01:00
toaster 973b3c3f5e Continuing my recent streak of making random lighting/colormap-related fixes to long-standing bugs:
* Fix that thing where ALL transparent FOF planes were continuously fullbright unless encased in a fog which disables sprite fullbrightness, which was long-hated by many people in the community!
	* For backwards compatibility, setting flag 1 in that fog field (which is probably the most common "in-the-wild" usage of this feature) will continue to make objects un-fullbright.
	* For situations where you desperately want the behaviour to be enabled, you can apply fog flag 2.
* Change the fadestart and fadeend range in which colormaps are generated.
	* The problem HERE was that the darkest light level reached by generated colormaps was actually slightly brighter than the darkest level reached by normal colormaps.
	* The typo I fixed does have SOME basis in fact - standard colormap lumps are 34 (33 in 0-indexing) long rather than 32 (31), but whoever wrote this didn't realise that the code for generating them didn't do it DooM style, just bright-to-dark with no extras on the end...
2018-08-25 16:46:45 +01:00
toaster 500b71c0b3 More control over what stuff get Encore mapping applied to it, with sensible defaults so you don't have to do much to your map to get it to be supported!
* Objects!
	* Gone is the arcane, difficult-to-remember list of random flags. Say hello to MF_DONTENCOREMAP!
	* Alternatively, if the object has a skincolour applied to it, it isn't encoremapped either. (Useful for ghosts, for example.)
* Sectors!
	* The autodetecting of sneaker and spring panels is now much more intelligent, and only avoids remapping the plane(s) the effect is availible upon.
	* Sector special group 2 no. 15 is now "Invert Encore Remap". It inverts the above detection.
* Linedefs!
	* The "Transfer Line" linedef flag can now also be used to deny Encore remappings on linedef textures.
	* Right now it applies to every pixel drawn specifically belonging to that linedef, but if people decide it needs changing, we CAN make it apply to midtextures only (like linedef types 900-910).
2018-08-10 19:31:30 +01:00
toaster bd78c34b99 Encore mode - a fresh take on mirror mode!
* Palette remaps.
* Branding.

TODO:
* Doesn't work in GL. (Mostly.) I have SOME ideas on how to tackle this, but...
* Transmaps are broken in Encore for some reason.
* I tried to make in-level colormaps shimmy over, but it didn't quite work, so I commented it out and only semi-fixed it.
2018-07-23 23:50:41 +01:00
TehRealSalt ec0c358755 Merge branch 'master' into sonicitems 2018-07-08 17:51:44 -04:00
toaster 97348beb66 Fix all compilation errors (tested using DEBUGMODE=1 and ERRORMODE=1) that remain outstanding. Notably:
* Remove FUNCMATH from all void-returning functions, given GCC80 specifically complains about this case.
	* Extend the length of all extant buffers to the safety threshold recommended by the compiler.
	* Add void casts to WS_getaddrinfo's setting to prevent complaints about incompatible typecasts.
	* Extend the charsel, face, and superface buffer sizes and writes to include the null terminator. (I didn't really want to do this because it's not even particularily NEEDED, but there was literally zero way to get around the request that I could find with multiple online searches. I tried.)
2018-07-07 16:52:01 +01:00
SeventhSentinel 18f74e880a ssplayer -> viewnumber 2018-06-27 13:14:22 -04:00
SeventhSentinel 88f8b4d852 Extend mobj->colorized to work on... well, mobjs
Previously would only work on players. Now karma items should be easier to spot as intended!
2018-06-26 16:46:47 -04:00
TehRealSalt 9b3751b30c Merge branch 'master' into sonicitems 2018-06-07 19:39:45 -04:00
TehRealSalt babc8be5da Flags for only drawing an object on one person's screen, for juicy Boo splitscreen support
(also more item changes from last night that I just forgot to commit earlier)
2018-06-06 18:36:39 -04:00
TehRealSalt 375f9a9291 Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/d_netcmd.c
#	src/g_game.c
#	src/k_kart.c
#	src/p_enemy.c
#	src/p_inter.c
#	src/p_map.c
#	src/p_user.c
#	src/sounds.c
#	src/sounds.h
#	src/y_inter.c
2018-03-12 00:58:13 -04:00
TehRealSalt 53ef60584b Adjusted Sonic's stats
(also made new characters default to 5-5 instead of using Sonic's stats)
2018-03-05 20:14:50 -05:00
TehRealSalt d9c49d9527 Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/dehacked.c
#	src/hardware/hw_main.c
#	src/info.c
#	src/info.h
#	src/k_kart.c
#	src/p_enemy.c
#	src/p_user.c
#	src/r_things.c
2018-02-05 19:08:49 -05:00
TehRealSalt cbff4bbf44 So much
- Renamed fucking everything
- Threw out all of the item code because it looks at me funny
2018-02-05 18:55:52 -05:00
Sryder13 4b06594dd0 Star colormap is decided to be used per mobj with mobj->colorize
Star creates afterimages that are colorized and fullbright
Star makes the player fullbright
2018-02-05 00:00:36 +00:00
Wolfy 36439da320 Resurrect the minimap
Still kinda broken.
2017-12-18 18:07:38 -06:00
TehRealSalt fc9d426660 More stuuuuff 2017-12-17 01:21:24 -05:00
wolfy852 37448a3e92 Merge remote-tracking branch 'remotes/origin/battle' into multi-admin 2017-11-20 21:49:42 -06:00
Wolfy 25599ff813 Multiple admins 2017-11-10 23:34:37 -06:00
TehRealSalt d3e888cc44 Merge remote-tracking branch 'refs/remotes/origin/master' into battle
# Conflicts:
#	src/d_player.h
#	src/k_kart.c
#	src/k_kart.h
#	src/lua_playerlib.c
2017-11-05 02:16:39 -05:00
Sryder13 81a077b9af New player frameangle used instead of mobj angle for players
Set to mobj angle except when spinning where it's set to spin
Only 1 spin frame needed now
2017-11-04 14:07:53 +00:00
TehRealSalt 4a02e166a1 Merge remote-tracking branch 'refs/remotes/origin/master' into battle 2017-10-26 19:39:02 -04:00
Sryder13 8742b3b2d9 Star power translation tables
Redid the part that handled the regular kart translation tables too, now uses the new table created instead of the horror of what was there before
2017-10-26 20:04:05 +01:00
TehRealSalt e7de9502ba Balloon error fix, and papersprite fix 2017-10-23 17:27:00 -04:00
TehRealSalt 94aedc1f78 Change color in menu, replay support for specific staff ghosts
Todo: replace the vague number with the demo's recorded player name
2017-10-20 22:01:07 -04:00
TehRealSalt b66fc2f5ac Ported this fix from internal 2017-10-18 18:14:49 -04:00
TehRealSalt 727d55b64e Merge remote-tracking branch 'refs/remotes/srb2public/public_flatsprite' into zarrotsu
# Conflicts:
#	src/doomdef.h
2017-10-17 00:40:38 -04:00
Alam Ed Arias 459d8064ee Merge branch 'master' into public_flatsprite 2017-05-12 20:42:55 -04:00
ZTsukei 8dd47ef983 v1.3.08 - The Fat One
--------
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
Monster Iestyn b0f4bbb44b Played TD's Stormy Streets enough to know precipitation sprites didn't get an overflow test of their own
(various large invisible blocks used in the level cause rain to make splashes high above the main level, high enough to make ghostly rain splash sprite artifacts appear sometimes in nearby areas)
2017-03-02 19:37:21 +00:00
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
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 580f909c6c Added Accelcode, start boosting, reverted drifting, etc. 2017-02-07 17:19:58 -05:00
Monster Iestyn f5f2542849 Go through all the polyobjects to find leftover polyobj planes to add to the draw nodes list
I'm convinced there's going to be some stupid side effects from doing this, but it's the quickest way I can fix the polyobj planes not all appearing anyway
2016-11-16 17:50:44 +00:00
Monster Iestyn ff0b1d1dfa Split polyobj plane drawnode-creating code from ds->maskedtexturecol code, and add plane bounds checking 2016-10-11 22:35:46 +01:00
toasterbabe a587231aa4 Crash fix ported from internal. 2016-08-26 22:00:53 +01:00
toasterbabe e8d65f0b54 GCC 4.6 and lower fix 2016-08-22 23:39:27 +01:00