Commit Graph

501 Commits

Author SHA1 Message Date
TehRealSalt 3c567b39f1 Minor splitscreen+netgame fixes
Mainly related to drawing Battle arrows or Hyudoro
2018-09-30 01:23:59 -04:00
toaster abfbde82f4 Here's my progress on making demoplayback camera less shit. I know what probably needs to be done to make it thorough is to replace all the consoleplayer stuff with displayplayer stuff in demoplayback, but don't feel like doing that right now. 2018-09-23 19:55:46 +01:00
Sal 8ff0e976c2 Merge branch 'new-voices' into 'master'
New voices

See merge request KartKrew/Kart!15
2018-09-22 20:22:59 -04:00
TehRealSalt c63518e0b2 Doing this looks more appealing to me 2018-09-22 20:15:12 -04:00
TehRealSalt 8a06e78ab6 Quick fix for other player's win/lose not playing 2018-09-22 20:14:32 -04:00
TehRealSalt 487e114fee raceexittime var 2018-09-22 18:59:26 -04:00
TehRealSalt 7256e99b12 Merge branch 'master' into this-is-a-sign 2018-09-22 17:58:35 -04:00
TehRealSalt e9d4fae5b9 Merge branch 'master' into new-voices 2018-09-21 21:13:46 -04:00
TehRealSalt dd6b63f9da Different timings 2018-09-21 19:44:14 -04:00
toaster 084b99a5c9 Merge branch 'master' of https://git.magicalgirl.moe/KartKrew/Kart.git into encore
# Conflicts:
#	src/info.c
#	src/m_menu.c
#	src/y_inter.c
2018-09-21 20:54:38 +01:00
mazmazz c5ea6b5efe MusicPlus Core (positioning and fading) 2.2 -> 2.1 backport 2018-09-18 10:22:17 -04:00
TehRealSalt ce85c2b7bd Delay falling, longer exit timer 2018-09-13 19:13:43 -04:00
TehRealSalt a8eb4af694 Camera fixes
- Fixed camera panning for higher distances.
- Because of this, re-enabled scaling the pan amount based on distance.
2018-09-10 02:24:21 -04:00
TehRealSalt 7a91398066 Drop Dash + alternate start boosts
New respawn boost behavior, where you just hold for long enough instead of timing it with hitting the ground. Also much weaker, just gives you enough boost to get going instead of being a free sneaker.

Start boosts have been severely changed. The perfect one has an extra tic on its timing window and gets Sneaker boosting special effects, but every other possible boost has been severely nerfed.
2018-09-10 01:47:23 -04:00
TehRealSalt c1b9700e28 Revert pan speed
Old one was more exciting, and gave that feeling of "you're scraping against the walls" when you try to corner really hard
2018-09-09 18:04:35 -04:00
TehRealSalt a9f34ce8ba Camera adjustments
- reverted boostcam timing, different max dist
- zooms out based on camera momz
- drift panning is twice as slow
2018-09-08 18:45:57 -04:00
TehRealSalt 1cdf5623db weaker 2018-09-08 16:32:39 -04:00
TehRealSalt 6317ae5996 Okay do this correctly by doing a reacharound to grab the actual sfx id 2018-09-07 16:56:34 -04:00
TehRealSalt 2cc07df3d2 Minor tweakings
- Win/lose quotes are only played for your player
- Win, lose, and gloat lines are played from farther away
2018-09-07 15:50:24 -04:00
TehRealSalt 7760c7030e Tweaked boost cam, again 2018-09-06 21:58:23 -04:00
TehRealSalt bc15392514 Boost tweaks
Fix offroad not affecting you as soon as it did before, and tweaking boost cam to be stronger
2018-09-06 13:02:08 -04:00
TehRealSalt 36356f8a64 Boost cam 2018-09-05 11:19:00 -04:00
TehRealSalt 1548e59b2b Change a few cvar defaults 2018-09-04 21:18:20 -04:00
TehRealSalt 733207d197 Splitscreen fix
Just changed order of operations
2018-09-04 18:27:36 -04:00
TehRealSalt d49099693d Alternate demo replay camera
Not good, but less bad than before :V
2018-09-04 18:21:55 -04:00
TehRealSalt 381883b747 Revert a few of the changes from last commit
Ended up not liking them
2018-09-04 17:07:53 -04:00
TehRealSalt 6e328a4e73 Misc camera fixes
- Fixed remaining instances where camera position would scale with the player instead of the level; the camera should almost 100% certainly not change now when you get Grown/Shrunk
- Reset camera when switching viewpoint, to make it not look *as* weird when switching after you've finished (needs tested)
2018-09-04 16:10:59 -04:00
TehRealSalt 2a20939617 Camera panning for drifts 2018-09-04 16:08:37 -04:00
TehRealSalt 9394179c12 Camera outrunning 2018-09-04 15:11:14 -04:00
TehRealSalt fd16ece77c Z pos smoothing 2018-09-04 02:51:00 -04:00
TehRealSalt 12bbb04fb9 This was not meant to be commited 2018-09-03 21:21:40 -04:00
TehRealSalt c1d92a45f8 Camera now sticks close behind you, only the angle is lagged 2018-09-03 20:40:46 -04:00
TehRealSalt a745417a3f This doesn't work
1.) I mixed it up, so opponent win/lose quotes would play globally instead of your own
2.) You can't even play skin-specific sounds globally, so it'd always be Sonic
2018-08-28 22:50:53 -04:00
TehRealSalt 118d9caad1 New voices
- Following Oni's proposal. This means taunts are split into 2 types for offensive items and boost, 2 less hurt sounds, and there's another clip for using invincibility item (or whatever other powerful items we want to apply it to later; maybe size-down?)
- Win/lose quotes are played at full volume for the person who said it.
- A new sound effect plays when you hit someone with voices disabled.
- Reduce amount of RNG being called from the vanilla P_Play[whatever]Sound functions
- Added our skin sound constants to the dehacked list.
- Unrelated: finish line sfx plays in splitscreen
2018-08-28 16:29:50 -04:00
TehRealSalt 6fdb743a59 Correct remaining instances where step up/down scales with the object instead of the map 2018-08-27 01:07:44 -04:00
toaster cdf5874ff5 * Exempt drop shadows from encore remapping.
* Make MT_GHOST's encoremapping depend on whether the source was encoremapped.
* Revamp how sector typegroup 2, type 15 inverts the encoremapping (so planes don't get awkwardly desynchronised).
2018-08-26 15:15:03 +01:00
toaster 000fbe8b52 Merge branch 'sonicitems' into encore 2018-08-11 22:52:24 +01:00
TehRealSalt cc009aca4f Flashing tics length depends on speed stat
Change to speed-weight when the bump buff gets added
2018-08-11 00:12:41 -04:00
toaster c190db903c Merge branch 'sonicitems' into encore
# Conflicts:
#	src/st_stuff.c
2018-08-10 15:35:00 +01:00
toaster a6ca459164 Fix all actionable comments in my review of sonicitems. 2018-08-09 22:59:52 +01:00
toaster 7577d289c3 Encore mode is shippable, if still a tad incomplete!
* Turns out the Linedef Type 606 support WAS working and I just had a bad MAP01E lump.
* Ruby fade and ambience start track.
* Fix bad phrasing.
2018-08-08 15:03:02 +01:00
toaster cfaaac78be Merge branch 'sonicitems' of https://git.magicalgirl.moe/KartKrew/Kart.git into encore 2018-08-07 17:09:25 +01:00
toaster f2070ba6d1 Some tidbits for countdowns.
* Fix an inconsistency in timing re a time over that involves a single person (the number of tics exiting usually takes), versus a time over that involves multiple people (8*TICRATE).
* Barebones preparatory work for F-Zero explosion, since I was futzing around in this already.
2018-07-30 23:20:04 +01:00
toaster 65a956259b * Re-enable kartvoices controls for K_PlayTauntSound and K_PlayOvertakeSound.
* Make the three P_Play<?>Sounds from p_local.h actual functions that acknowledge the kartvoices cvar.
2018-07-29 23:51:08 +01:00
toaster f125573048 Some minor things to help draw sonicitems to a close.
* "kartvoices" cvar. Possible values "Never", "Tasteful" (default), and "Meme".
* Added a way to move quickly through the credits, rather than skip them entirely (hold spacebar or down arrow).
* Fix a few mistakes in M_ChangeCvar, some of which I introduced and some of which were weird in the first place.
* Tweak the offset of the arrows that let you know you can modify a cvar by pressing left or right (some via a patch.kart change, but others via tweaking the drawing location).
2018-07-29 18:35:56 +01:00
TehRealSalt 22a87e5926 Experimental air speed cap
Made very easy to revert if needed. tbh I can hardly notice it unless if I pay attention, and it most definitely never happens without Grow
2018-07-27 17:08:45 -04:00
TehRealSalt 0dc2c43a67 Banana drag touches
- Banana drag timer resets when placing one, for x3 & x10 bananas
- Banana dragging spawns transulcent dust
- Dragging bananas make them twitch up & down
2018-07-25 12:49:30 -04:00
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 f820733d9b Orbinaut 2018-07-22 20:55:18 -04:00
TehRealSalt 6ddfc904da Merge branch 'bumpstuff' into sonicitems 2018-07-22 18:19:29 -04:00
toaster 7564aa466e * FREE PLAY! The necessary corollary to HERE COMES A NEW CHALLENGER...
* Activates when there are less than two non-spectators in a netgame.
	* Shows flashing text at the bottom of the screen.
	* Prevents drawing several UI elements that only make sense with multiple players.
	* Prevents matchesplayed being increased.
* Improve the mapreset timer's behaviour.
	* Now you get to see the HERE COMES A NEW CHALLENGER screen as the starting frame of the relevant map transition, since it happens on mapreset being 1 rather than 0.
	* Make a bunch of normal gameplay stuff that might've activated unnecessarily during mapreset now not able to.
	* Hide some other stuff that might've been visible for no good reason.
* Improve Mirror mode.
	* First person now works with it!
	* Tweaked the minimap player heads. Although the main section of the automap is mirrored, it feels... wrong to mirror the player head? IDK, you may wish to revert this, but given that everything else is the right way around except for the level itself...* Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
* Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
2018-07-22 16:16:03 +01:00
TehRealSalt cac613f3ef Merge branch 'sonicitems' into bumpstuff 2018-07-22 00:32:11 -04:00
TehRealSalt 77165631c4 HERE COMES A NEW CHALLENGER 2018-07-22 00:31:02 -04:00
TehRealSalt 87cc2c28ce Merge branch 'sonicitems' of https://git.magicalgirl.moe/KartKrew/Kart into sonicitems 2018-07-21 17:45:25 -04:00
toaster b818c8a2cf * Make cancelling a join work on the pause menu and console. (You need to write "changeteam spectator" to cancel a PF_WANTSTOJOIN.)
* Stop respawning spectators when their PF_WANTSTOJOIN request hasn't been processed yet.
* Handle PF_WANTSTOJOIN requests in GS_WAITINGPLAYERS.
* Refactor K_CheckSpectateStatus, and make it so PF_WANTSTOJOIN requests are processed if there's only one player in the server, even if they're on lap 2 or up.
* Make the player entry mechanism in P_SpawnPlayer use the PF_WANTSTOJOIN mechanism so that it can also take advantage of the level refresh mechanism with no extra code.
	* NOTE: This does a bad hack in order to not send multiple mapchanges while the joining timer is low! If you can think of a better way to do this, please let me know/commit it.
* Change the timer until you can hit ITEM again when a spectator who has to wait to join shorter.
* (controversial, but I think necessary) - flash the ITEM text when the above-mentioned timer is nonzero.
2018-07-21 16:45:08 +01:00
TehRealSalt 75f339f6c1 Spectator flashing tweak 2018-07-20 23:01:08 -04:00
TehRealSalt a63b172351 Merge branch 'sonicitems' into bumpstuff 2018-07-20 19:13:04 -04:00
TehRealSalt 6eaed1ac7b Spectator overhaul
- New player flag, PF_WANTSTOJOIN, added for setting up a spectator queue. You are allowed to join as long as no one has started lap 2.
- Map resets when two people have entered the game, so matches can start naturally without the need of an admin.
2018-07-20 19:11:36 -04:00
TehRealSalt 584082882c More tweaking
- Getting wipeout bumped into offroad slows you down
- Orbinaut & Jawz are relative to your weight (Jawz is heavier), via new function K_GetMobjWeight
- Reorangized where K_KartBouncing is called so that wipeout changes don't affect Eggman Items
2018-07-20 16:13:02 -04:00
TehRealSalt d25cb1aa56 Wipeout bumps
- You can bump other people during spinout.
- Bumping during spinout activates a "slow down" timer, which increases your friction after a few tics.
- You have a Smash-style dust effect after a spinout bump, indicating clearly if you'll slow down or not.
2018-07-19 22:37:32 -04:00
TehRealSalt 5e51c9b847 Enhance toaster's awesome intermission work a bit further
- Further divide the 2 screens' functionality; the first screen is purely for match results, the second screen is purely for rank results. (only time/score is on the first page, only rank and rank increase is on the second page, instead of time/score and rank increase being on the first page, then rank increase carries over to the rank page...)
- The page switch now happens at exactly the halfway point of the intermission timer
- It now uses a cool picture of the view buffer, like SRB2 SP, except faded, instead of the previous intermission tile.
- Fixed an issue with the previous commit.
2018-07-19 00:07:13 -04:00
TehRealSalt b231421c80 I'll one-up your request, toaster
Just make P_EndingMusic not do anything for non-local players, since P_RestoreMusic wouldn't either.
2018-07-18 22:01:52 -04:00
toaster 7e0d5a479c Fix the egregrious bugs from our last testing netgame.
* Made Got_Teamchange's level-based stuff only happen in GS_LEVEL.
* If, by chance, DoTimeOver gets called on a player without an object, it won't crash either.
* Make ending music play when you get time overed.
* Make changing-to-spectators get removed from the intermission drawer.
2018-07-19 01:27:36 +01:00
toaster a036e9cdc8 A bunch of little things.
* Fix both cv_timelimit and cv_pointlimit as "hidden options" for people to play with if they know about them via the console.
* Show GAME SPEED on the tab screen.
* Fix Invincibility and Grow's music changes being broken. (I didn't test them properly when making them P_RestoreMusic calls, sorry.)
* Stop showing the First Person Kart view in spectator mode, per Sal's request.
2018-07-18 21:40:04 +01:00
toaster 2b7298e959 *A biggie: two-tier intermission screen!
* Have the entire thing slide the fuck away a short while into the intermission.
	* The tab screen is modified to work off similar behaviour and presentation.
* To go with it, a revamp of how Battle's scoring is handled.
	* It's now considered "hits", and is stored in a reuse in one of the vanilla NiGHTS variables, allowing it to use exactly the same ranking mechanisms as race.
	* No more resetting of score between battle rounds.
* Minor, unrelated general code cleanup in places.
* Disable the YEEEAH in splitscreen, otherwise you'll hear it *all the time*.
2018-07-18 20:23:46 +01:00
toaster 69b6845029 * A bunch of intermission related stuff!
* Time overs now supported, see below.
	* Ties now supported!
	* Code cleaned up.
	* Play more sonicy tally sounds when counting your points.
* A bunch of time over related stuff!
	* Exitlevel time overs everyone, which means no points for you.
	* F-Zero-sorta-maybe style death if you're the last person on the course (and not the ONLY one) when someone crosses the finish line! (Or switches to spectator.)
* A bunch of music related stuff!
	* Functionally reverted many of my changes to splitscreen and ending music, although the major changes to simplify music code are still kept.
	* P_EndingMusic is genericised across gametypes, and only switches a single letter (and looping-ness) now!
	* Fix exitlevel in race causing whatever you're listening to to keep playing.
	* Make powerups call P_RestoreMusic.
	* Put a call to P_EndingMusic into P_RestoreMusic.
* Unrelated crap.
	* Make all palette swaps happen at the black point of fades, so they don't stick around awkwardly.
	* Huh, I thought I did more than that. Oh well!
2018-07-18 01:21:36 +01:00
toaster 1d88cdf40d Mammoth commit!
* Deaths in record attack no longer put you into a glitchy singleplayer game-over state that we somehow both kept around and also broke since we branched Kart off of Vanilla..
* Fix non-standard mapscales making the Death Egg respawn octagons dissasemble themselves.
* Allow for MULTIPLE TIME EMBLEMS PER MAP, at least in the emblem UI on the timer. It shows all completed emblems plus the uncompleted emblem up to a total of three.
* Major tweaks to the First Person HUD.
	* I know this was your baby, Sal, and some of the changes may prove controversial - so I've put the ones that are likely to cause the most fuss inside an ifndef block, so that you can toggle it as you please with minimal code changes.
	* Dontdraw-ness, transparency, and colorization match the player's object!
	* Moves around on the screen with respect to the direction of the player object's motion, to make drifting look nicer!
	* Flashes the colour of your drift sparks.
* Did a WHOLE bunch of things with respect to music. I'm not sure how to describe this, so I'll go through step-by-step.
	* Countdowns now play the drowning music again.
	* Removed/disabled extraenous P_RestoreMusics.
	* Made map-ending music called by its own function, P_EndingMusic(player_t *player).
	* Made the ending music play on the LAST player crossing the finishing line in splitscreen, rather than first.
* Make dead players spinout and clip through the floor, at least until we add the new death anims.
* Fix prior pogo spring usage making dead players fall faster.
* Make the time over countdown use the kart font when not splitscreen with 3 or 4 players.
* Removed a weird bonus HWR_DrawCroppedPatch function signature in the hardware header.
2018-07-16 20:19:30 +01:00
TehRealSalt 4032a14581 Change how battle music/patch is decided 2018-07-12 19:04:37 -04:00
TehRealSalt fbcf566874 WANTED recalculates on hit, tons of spectator changes 2018-07-03 21:12:25 -04:00
SeventhSentinel 80c2b56927 Changed all instances of "balloon" to "bumper"
Also changed "It's you!" to "Select character & color..."
2018-07-03 15:14:47 -04:00
TehRealSalt 6698bb5772 Battle finish music, fixed double-wanted bug 2018-07-02 17:57:22 -04:00
TehRealSalt 5c7b66cc0f WANTED 2018-07-01 04:36:09 -04:00
TehRealSalt 4a9c3618c3 Reverted scoring back to what it was before, change order-of-operations to allow switcheroos from bombs. 2018-06-30 23:35:38 -04:00
toaster cf6f85a72a Don't look at this commit too closely until after netgame, I want to surprise yalls!!
* Lots of menu changes!
	* Little arrows next to changeable cvars!
	* Show default value for sliders!
	* Pretty pretty pretty.
	* I don't know how to describe some of these changes.
* Effectively nuke MIDI music support!
* Skiddown at the start of a race is more interesting!
* Spinning in waterslides!
* Tiny bugfix in voting, plus a little celebration...
2018-06-30 23:18:13 +01:00
SeventhSentinel 25cd3cc093 A minor tweak 2018-06-28 21:19:58 -04:00
SeventhSentinel c815e3b791 Fix player afterimages not using correct angle on bounce pads or spinout 2018-06-27 21:02:22 -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 c0aa630c63 Fade-in intro
Also made flashing not-local, again.
2018-06-26 10:14:59 -04:00
SeventhSentinel 501bfae9ac Revert MT_FIREBALL to vanilla, remove MT_FIRETRAIL, MT_BALLHOG added, bigger Jawz explosions 2018-06-25 17:12:01 -04:00
SeventhSentinel 7fdc9c8035 Intro camera can noclip, fix several compile errors 2018-06-25 09:18:30 -04:00
SeventhSentinel 18b3d2d14c Spinout type is now passed through K_SpinPlayer
This means we don't have to reset spinouttype's value immediately after using it, which means no more wipeout timer garbage.
2018-06-25 06:58:23 -04:00
SeventhSentinel aa4398f7b9 Noclip camera
It doesn't FEEL like it noclips, but...
2018-06-25 01:20:22 -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 a8aec0b9e1 Hundreds of tweaks
- SPB multiplier depending on 1st-2nd distance
- Removed the Battle-only k_poweritemtimer (hold over from when you could easily get invuln items all of the time), replaced it with a 2 invincibility item cap in ALL modes.
- Spinout is affected by boosters, *properly*
- Can no longer strafe while spinning out on speed bumps
- Messed with how other items interact with speed bumps, again.
- Old bounce code has been ported for non-players
- Fixed Karma players being able to do anything after the round has ended.
- Fixed sneaker and spinout timer weirdness
- Fixed Mines still being hold-use
- Fixed rubber-burn turn not working
- Removed redundant k_spinout and unused k_boosting variables
- Filled out the Color_Opposite table with Kart's new colors. Not really relevant right now (besides some extra Lua functionality) since nothing uses it, but will be nice for if we do the signpost from the sky idea.
2018-06-19 20:20:06 -04:00
TehRealSalt a554763128 Maintenence
- Fix merge issues
- Update invincibility flash to use its own object instead of MT_OVERLAY, so extra hacks don't need baked into overlay thinking
- K_SpawnSparkleTrail can accept mobjs now, since there really wasn't any reason it needed a player.
- Comment out a few old MK/vanilla SRB2 effects for now
2018-06-10 16:10:24 -04:00
TehRealSalt 07a18e5185 Merge branch 'master' into sonicitems 2018-06-09 22:50:21 -04:00
Sryder 0f4e8c1eda Merge branch 'next' into public_flatsprite
I also fix papersprites in regards to flipping on one sprite fits all rotation stuff

# Conflicts:
#	src/hardware/hw_main.c
2018-06-09 18:47:42 +01:00
Sryder 2adbcd6dfd Merge branch 'master' into dust-kart 2018-06-09 01:00:03 +01:00
Sryder 17245b2d6b Merge branch 'master' into voice-loss-jpg
# Conflicts:
#	src/k_kart.c
2018-06-09 00:56:39 +01:00
Sryder 3daf6fbfd7 Slightly longer delay between voices
Fix win/lose quotes to work based on actual win/lose criteria
Don't play overtake sound until at least 10 seconds into the race
2018-06-09 00:05:05 +01:00
Sryder f00e3dfd5a New Drift dust
Applies all the time as long as the object is turning tight enough
New Sound
Works on Red Shells too!
2018-06-08 21:13:52 +01:00
TehRealSalt 3dac0e21cc A better method of
Instead of returning at the very start of P_MoveChaseCamera, just set camstill to true, and add another exiting check to momentum. This lets the mirror mode post process effect to continue working.
2018-06-08 01:12:07 -04:00
TehRealSalt 9b3751b30c Merge branch 'master' into sonicitems 2018-06-07 19:39:45 -04:00
Sryder 6023f794ac Restore the removed voices 2018-06-07 19:34:13 +01:00
TehRealSalt 7f996c6dfd P_RestoreMusic fix 2018-06-07 02:51:18 -04:00
TehRealSalt d3793cb19c Lots of cmd restructuring.
- cmd->driftturn exists now, for figuring out how far you're turning. Added to prevent analog sticks from being able to get drift sparks faster.
- Feather bounce strafing moved to use cmd->sidemove, which means it also supports analog now.
- Braking now waits a few tics for you to be stopped for a few tics before it lets you go in reverse, as per Sev's request.
- Removed a lot of unused/redundant/commented out control code, and reorganized some of the existing code.
2018-06-05 17:12:42 -04:00
TehRealSalt 173d780ab7 P_RestoreMusic restores level exit music as well
Splitscreen fix
2018-06-05 02:41:55 -04:00
TehRealSalt dd05edfcc0 Merge remote-tracking branch 'srb2public/next' 2018-06-04 16:58:35 -04:00
TehRealSalt fa125bc18d Leave the camera behind while exiting, for dramatic effect! 2018-06-03 21:01:59 -04:00
TehRealSalt dff33deb52 Fix Battle scoring, hopefully 2018-06-02 10:57:43 -04:00
TehRealSalt bf3910cdca Incredibly rudimentary Jawz stuff 2018-05-31 20:51:05 -04:00
TehRealSalt 75e77189d6 Fix Star/Mega music persisting after death for splitscreen players 2018-05-30 18:38:30 -04:00
Monster Iestyn 4f75ae3a68 Fix both Bouncy FOF and Space Countdown sector specials working on FOFs without the FF_EXISTS flag
Also move the Bouncy FOF sector special check above the FOF heights checking in P_CheckBouncySectors, because it means not having to waste time calculating FOF heights only for it not to be bouncy anyway :P
2018-05-11 20:35:46 +01:00
TehRealSalt eaaf708381 This little thing slipped by the merge 2018-04-02 06:43:03 -04:00
TehRealSalt 428a134cda Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems 2018-04-02 06:39:26 -04:00
TehRealSalt 15f0e16344 Race lap linedef executor
Set up similar to NiGHTS Mare linedef executors. Give a sector the "Race
Lap" sector type, tag it, then set the frontside x-offset on the trigger
line to the lap it should activate on minus 1. There are a few flags you
can check on the trigger line to modify its behavior.
- Normally the executor will only trigger if its exactly on the lap
specified. Check Not Climbable to make it execute on laps equal to or
greater than, or check Block Enemies to make it execute on laps equal to
or less than.
- By default, the executor will check current lap with the person in
last's lap. Check E4 to instead find the current lap from the player who
triggered it. This flag is better for triggering events ahead of the
players, while the default effect is better for triggering events behind
the players.
2018-03-31 14:48:49 -04:00
TehRealSalt 00e913bbcc Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/k_kart.c
#	src/k_kart.h
#	src/lua_baselib.c
#	src/p_inter.c
#	src/p_spec.c
2018-03-31 00:44:03 -04:00
TehRealSalt fe645f8a53 Actually, I messed this up 2018-03-30 12:17:48 -04:00
TehRealSalt 7516a1dc0c Doing one more step to totally ensure that matchesplayed is unlocking stuff 2018-03-30 12:16:15 -04:00
TehRealSalt d99339ecd0 Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/info.c
#	src/k_kart.c
#	src/p_enemy.c
#	src/p_inter.c
#	src/p_mobj.c
2018-03-14 16:12:15 -04:00
Sryder 07c7bc05c5 Fix the item box related crashes
Removed Magnet item box pulling code. It's a mess, hacky, doesn't really help in races, and breaks things. We will implement something new for it soon.
2018-03-13 05:20:47 +00:00
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
Sryder be0e5fe627 Comment out calls to CV_SetValue for cv_analog 2018-03-12 03:18:45 +00:00
TehRealSalt f97ec30493 Made a lot of gametype checks use either G_RaceGametype or G_BattleGametype
Should make it a lot easier to add more gametypes later.
Also some minor fixes:
- Changed up how shell speed scales in mobjscale juuuust slightly, so
it's less messy
- Fixed CHECK showing spectators
2018-03-04 15:27:52 -05:00
TehRealSalt 2a23549d63 Winning positions scale with number of players
Anyone in the top 50% gets winning music & blue position, everyone below
gets the losing music & red position. For odd numbers, it rounds up.
2p: 1st wins, 2nd loses
3p: 1-2 win, 3rd loses
4p:  1-2 win, 3-4 lose
5p: 1-3 win, 4-5 lose
6p: 1-3 win, 4-6 lose
7p: 1-4 win, 5-7 lose
8p: 1-4 win, 5-8 lose (SMK)
12p: 1-6 win, 7-12 lose (modern MK)
16p: 1-8 win, 9-16 lose (max player count)
In big netgames you won't just hear the losing music all of the time now
:V
2018-02-20 19:11:09 -05:00
TehRealSalt 3e7fbad490 Porting over some things from sonicitems 2018-02-13 16:48:09 -05:00
TehRealSalt 00d2038d61 Merge remote-tracking branch 'refs/remotes/origin/master' into sonicitems
# Conflicts:
#	src/k_kart.c

(Also I added some extra music for voting, because I forgot I didn't
commit the merge :V)
2018-02-11 12:18:25 -05:00
TehRealSalt dbc664d4e7 Minor fixes, mostly mobjscale and spectators 2018-02-10 16:19:22 -05:00
TehRealSalt 4348be7d80 Chaotix sound effects, new music names 2018-02-10 16:01:09 -05:00
TehRealSalt 2889687d1d New invincibility effect, grow/shrink stuff
Whenever grow/shrink effects get made, I'll remove the Mario-style
stuttered growth and whatever else needs doing beyond that
2018-02-10 01:19:33 -05:00
TehRealSalt 85a81ed087 Minor adjustments in hopes that I fixed the resynch bomb on gametype switch? 2018-02-08 17:13:06 -05:00
TehRealSalt 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
TehRealSalt 37a74cbd94 Double-check legitimacy on match completion 2018-01-28 19:57:38 -05:00
TehRealSalt 403e14e971 Merge remote-tracking branch 'refs/remotes/origin/master' into menus-cvars-unlocks
# Conflicts:
#	src/g_game.c
#	src/m_cheat.c
#	src/p_user.c
2018-01-24 16:24:36 -05:00
TehRealSalt f6cfcd4f89 Restructured some ticcmd stuff, temporary keyboard defaults, commented out mouse options menu
No more weapon number buttons, button constants reordered, and BT_JUMP
renamed to BT_DRIFT, and removed a lot of commented out stuff or stuff
we didn't need. Spectator-only support for looking up/down soon.
Keyboard defaults are just what I use, plan on adjusting it further
after more feedback
2018-01-24 02:45:06 -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 41250d1751 Commiting what I have currently, but disabled 2018-01-22 19:19:17 -05:00
TehRealSalt bb6694a72b Camera adjustin's
- Look backward button works
- Increased default cam_speed, from 0.3 to 0.45. This is the highest
value that I think doesn't look overly stiff.
- Removed bobbing in first person
I was trying to do the camera angle thing that we've been talking about
for a while, but I can't get it to work well.
2018-01-22 17:08:31 -05:00
TehRealSalt 6f1dda7b7a Instead of player->laptime, lets add curlap
Since lap time will only ever be used locally, it makes more sense to
just use one variable instead of a player struct variable
2018-01-21 21:03:44 -05:00
TehRealSalt 672c4b5298 Record best lap time in Record Attack
- Record Attack replays now save best lap time
- Removed instances of NiGHTS Attack
- Removed a lot of unlockable that have no use in Kart (ultimate mode,
perfect bonus, score emblems, etc)
- Removed all methods of activating ultimate mode
2018-01-21 19:15:26 -05:00
TehRealSalt db09f7b3d6 Lots of changes
- Menus now have all of the Kart cvars
- Removed any cvars that aren't useful for Kart from the menu (they
still exist in the console, though)
- Removed SP and NiGHTS Mode options from the main menu
- "kartcc" is renamed "kartspeed", uses values 0-2 instead of multiples
of 50, or the terms "Relaxed", "Standard", and "Turbo"
- Many gametype options (game speed, frantic, mirror, & karma comeback)
are now changed on map load instead of instantly
- New cvar, "kartminimap", for disabling the minimap
- The maxplayers cvar now actually matches up with our 16 player limit
- Game now keeps track of matches played. Has a condition type
associated with it, as well.
- Game checks for unlocks and saves gamedata when finishing a match,
even in MP
- Removed most of the normal emblems, added a single emblem for Green
Hills. Didn't know what to do with extra emblems and such so I just left
them (FOR NOW c:<)
2018-01-15 22:31:14 -05:00
TehRealSalt 61a4ea6962 Mobj scale fixes
- MAXSTEPMOVE is affected by mobjscale
- Minimum bump speeds (both wall & object) are affected by mobjscale
- Minimum speed required for drifting is affected by player scale
- Speedometer speeds are proportional to mobjscale
- Camera no longer scales with player scale, to make the fact that
you're either Lightning'd or Mega'd more obvious :V
- Sevvvvvv go work on Dimension Heist
2018-01-15 16:14:45 -05:00
TehRealSalt 349b27e0de Change splitscreen into UINT8, fix HUD slightly more 2017-12-18 20:59:04 -05:00
TehRealSalt 122eb82170 Merge remote-tracking branch 'refs/remotes/origin/battle' into quads
# Conflicts:
#	src/g_game.c
#	src/k_kart.c
2017-12-18 01:02:53 -05:00
TehRealSalt e7abd77299 Merge remote-tracking branch 'origin/quads' into quads
# Conflicts:
#	src/d_main.c
#	src/r_draw.c
2017-12-17 22:32:12 -05:00
Wolfy 0305af3069 Merge branch 'quads' of http://git.magicalgirl.moe/wolfs/Kart into quads
# Conflicts:
#	src/d_main.c
2017-12-17 20:30:37 -06:00
Wolfy 32b9663202 more stuff
nothing too special here
2017-12-17 20:23:11 -06:00
TehRealSalt d2425329ca HUD 2017-12-17 20:42:17 -05:00
TehRealSalt 654e5e482b Mess with camera distance stuff
Also fixed a bug where I made all of the screens in 3p/4p mode in OpenGL
too zoomed in
2017-12-17 17:01:19 -05:00
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 f69270027c Reverted wipeout 2017-12-12 19:58:44 -05:00
TehRealSalt ffbf6e8752 Mirror Mode
- Added kartmirror cvar, flips the screen & player controls. The
post-processing effect is currently Software only; will need an OpenGL
implementation but I don't know enough to make that happen
- Moved adminplayer = -1 setting to SV_ResetServer instead of
SV_StartServer
2017-12-12 00:07:14 -05:00
Wolfy fb976ab26c more quad stuff 2017-12-11 00:12:38 -06:00
TehRealSalt f5650eba09 Wipeout & minor tweaks
- SMK-style wipeout
- Using goldshroom removes some of its timer again
- Karma item boxes follow the player more closely
- "ATTACK OR PROTECT" no longer appears when you die if you've already
seen it
- Lua support for our SOC actions
- Fixed KARTSTUFF_LIST for Lua/SOC
- "Battle" is now an accepted word in level headers for setting
TOL_MATCH
- Default map numlaps is now 3 instead of 4
- Reverted making LF2_RECORDATTACK and LF2_NOVISITNEEDED default menu
flags, needs to be set manually now
2017-12-10 20:58:34 -05:00
wolfy852 8de9c46b68 Merge branch 'multi-admin' into battle
# Conflicts:
#	src/k_kart.c
2017-12-03 16:32:44 -06:00
TehRealSalt 2f23ff466c More tweaks to cards 2017-11-29 02:07:22 -05:00
TehRealSalt addfde0f09 Battle card animations
Was hoping not to waste another variable on this, but oh well
2017-11-29 01:09:46 -05:00
TehRealSalt 198685582f Previous EXE: The Better Edition
- Improve balloon-based items. Much more distinguished differences
between the different ranks
- Reverted Feather strafing. You can now just... properly move in the
air, if you're using a Feather or a Bounce Pad.
- Bounce pads are now stronger while using speed items.
- Fixed the long standing bug about offroad & ziplines working when
you're on FOFs above them. This is a tricky subject, so please report
any issues you may come across related to this.
- Shells should no longer travel to Mars, nor will they  when using
bounce pads. They should now do a gentle hop.
- :WIP: new MP Player Setup screen, now shows character stats. Will
later feature the list of characters in a row of icons, and a backported
2.2 color selector with toast's permission
- Renamed "Match" to "Battle" :p
- Yet MORE minor cases where kartspeed & kartweight were being read as
fixed_t when they're freakin' UINT8's, people!
2017-11-28 01:13:23 -05:00
wolfy852 732cef777f Merge in battle, unfuck the code 2017-11-21 01:23:06 -06:00
TehRealSalt 06eca5fbb5 Minor things
- crash fix
- commented out player 2 spawning with balloons
- double checked battle exiting is 10 sec
2017-11-17 17:36:04 -05:00
TehRealSalt cca30d1095 Lots of small tweaks & fixes, that should make Battle a LOT more bearable
- Comeback timer is now always 10 seconds instead of scaling
- Takes 10 seconds before exiting
- Flashing tics is doubled in Battle Mode
- Removed a bunch of bomb nerfs
- Bombs are back to making only 1 point per hit
- Exposed K_GetKartAccel & K_GetKartFlashing to Lua
- Item boxes should no longer drop while going up slopes
- Trading item boxes with a bomb should turn you back into a bomb
- Balloons should no longer all respawn when dying in pits in 2-player
games
- Flashing players are able to kill *thrown* shells again (shields and
trap items are still unkillable). Prevents red shells from being able to
stick to a flashing player and hurt them again as soon as they're done
flashing
- CHECK appears at a farther distance
2017-11-17 00:48:36 -05:00
TehRealSalt 3d3972fac9 Battle HUD stuff 2017-11-13 20:45:57 -05:00
TehRealSalt 2360516e66 Yet more comeback stuff!
- You can now choose to carry an item to someone instead of bombing
- You need to bomb someone or give an item a combined total of three
times in order to come back.
- Bombing somone gives 2 points while giving items doesn't award you any
points.
- Position number still flashes after you've won, and it flashes rainbow
for people who have won and are in 1st place!
- Flashing players can no longer eat items
- Fixed kartstarsfx playing the alarm in conjunction with music
- Fixed some items no longer causing wipeout
2017-11-12 22:48:32 -05:00
TehRealSalt c5920b431f Lots of misc stuff
- Bomb overlay is invisible during comeback timer, and flickers back in
when it's almost up
- Show comeback timer on HUD
- Feather is stronger & has more gravity
- Option to use SMK star alarm instead of overlapping music
- Using P_MobjDamage normally on players now defaults to normal spinout
instead of shell's instant stop
- Some general gametype case fixes (most notably, being able to spin
people out in Race using a mushroom)
2017-11-10 21:10:01 -05:00
TehRealSalt 890637c4ab Expose some functions to Lua 2017-11-07 18:35:05 -05:00
TehRealSalt cacc9ee97f Made Frantic Mode work in Battle Mode & provide more silly results
Also fixed flashing
2017-11-07 15:04:21 -05:00
TehRealSalt 7fcca8f2d1 Added feather 2017-11-07 00:57:42 -05:00
TehRealSalt 7eb4a958f7 More adjustments
- Comeback timer gets higher the more you get hit
- Your ghost appears over the bomb
- Speed & accel is set to worst while a bomb
- CHECK range scales with kartcc
2017-11-05 23:18:58 -05:00
TehRealSalt 9bea44e5c1 Fix this garbage 2017-11-05 16:34:12 -05:00
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
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
Sryder13 c9ddb7a4b5 Re-add lost player vibration frames
Separate sprites for fast moving frames
Rename some frames for a more sensible naming convention
2017-11-04 17:32:47 +00:00
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 69d6d43fea Everything I did today; mainly player arrows
Also some minor tweaks and bug fixes all around
2017-10-26 02:31:01 -04:00
TehRealSalt ac55f0ea4d Okay, battle mode items respawn, for real now 2017-10-24 21:22:09 -04:00
TehRealSalt b36fd5c5f9 Did you know: Battle Mode
- Different sizes for the balloons, depending on how many you have
- Balloons are fullbright, cast shadows, and stick closer to players
- Mega Mushrooms can now appear
- Can steal items with Boo in Battle Mode now, as intended
- Death pits make you lose only 1 balloon
- Balloons disappear properly if you use Boo
- Boo item icon should no longer appear if you're out of balloons
- You can now properly respawn in Battle Mode
- Can no longer collide with items if you are already holding one
2017-10-22 17:26:43 -04:00
TehRealSalt 31a13e245c BATLLE MODE
AAAAAA
2017-10-22 03:06:35 -04:00
TehRealSalt 5fe2f4928f Merge remote-tracking branch 'refs/remotes/srb2public/next' into zarrotsu
# Conflicts:
#	src/doomdef.h
#	src/sdl/i_main.c
#	src/sdl/i_video.c
#	src/y_inter.c
2017-10-17 15:53:34 -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
TehRealSalt 9c0437bcd1 Thought I heard something about camera changing, it hasn't, so I decided to port work I did for internal
Basically:
1.) farther camera defaults
2.) different camera settings save
3.) cam_dist automatically increases with splitscreen (& analog mode,
but that's irrelevant for kart :p)

(IIRC someone said that this branch is fine to commit directly to,
please feel free to revert immediately if this isn't the case :V)
2017-10-16 23:52:13 -04:00
ZTsukei ba7580d8e2 = Nerfed Megas across the board.
- Rarer
 - Speed reduced from +25% to +20%
 - Getting squished doesn't last as long
= Nerfed the Banana Meta - or at least changed it
 - You don't wipeout for as long
 - You don't lose as much speed from wiping out (1/2 instead of 1/4)
= Respawning after death is faster
 - Lakitu drops you faster, only three floaty sounds instead of four
= Adjusted the camera to the values given by Sev
2017-10-13 15:44:17 -04:00
Monster Iestyn 7d4513f2f1 Don't be stupid with FF_BLOCKPLAYER/FF_BLOCKOTHERS flags please 2017-07-17 20:47:00 +01:00
ZTsukei 8d19d18200 v1.3.17
-------
Lakitu returns from his ironically-not-pillowshaded-cloud grave
Dropboosting works on respawn
Players respawn "automatically after 2 seconds" instead of "*instantaneously* while accel is held"
2017-07-16 12:06:29 -04:00
ZTsukei eaa5167f71 v1.3.16
--------
Fireballs narrower
Fake Item is no longer restricted while held
Held items that are restricted remain in the item wheel until used
Magnet now correctly hits nearby players and objects
2017-05-17 23:11:00 -04:00
Alam Ed Arias 459d8064ee Merge branch 'master' into public_flatsprite 2017-05-12 20:42:55 -04:00
ZTsukei 1372cf55c9 Removed drown, maybe extended post-race time so it doesn't jump to results immediately
Added experimental player distance based items
2017-05-07 19:08:11 -04:00
ZTsukei 04432f7789 v1.3.10
-------
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
Sryder 8934cf69c7 Account for conveyor belts with no-accelerate movement
use R_PointToDist2 instead of P_AproxDistance for player->speed, more accurate and probably won't cause too much performance trouble
2017-03-10 22:54:54 +00:00
Sryder c6814943ec Account for scale when getting topspeed for accel code 2017-03-10 02:59:16 +00:00
Sryder 16e0dec70d Change momentum to be closer to the direction you're facing when not pressing the controls 2017-03-10 02:22:49 +00:00
Sryder 6dc9339ab0 Get rid of Lakitu and the specific things for the final lap sound
Lakitu is completely commented out currently and we will be able to re-add it back later
Final lap sounds do some wacky stuff with the variables of the local player only, and also block out the music just to restart it at the same speed currently, changed it to just be the lap sound, we can use a new sound for it later
2017-03-08 21:41:52 +00:00
Sryder 6b83d1cdc5 Gradual turn into drift push angle 2017-03-07 03:00:10 +00:00
Sryder cac7171d48 Merge branch 'cleanupv2' into sonickart 2017-03-07 01:07:55 +00:00
Sryder 515054c599 Fix drifting
No longer does all the angle adjustments inside of the player thinker and instead does it with the controls
Should hopefully avoid any desynch from drifting
Also maybe fixed player 2's controls
2017-03-07 01:05:18 +00:00
Sryder 2807c45b03 Merge branch 'cleanupv2' into sonickart 2017-03-06 21:26:25 +00:00
Sryder bdd03bc830 Remove driftfix and disable looking backwards
I believe editing the player data in G_BuildTiccmd will cause desync, especially for anything that would effect gameplay
driftfix didn't seem to do much, will find a way to re-enable looking backwards properly later (probably change one of the buttons, DRIFTLEFT or DRIFRRIGHT?)
2017-03-06 21:24:23 +00:00
Sryder cf2671be77 Fix toaster's slower acceleration on ice surfaces
Will likely act slightly different because of acceleration being reworked and it using a different variable
2017-03-06 03:21:28 +00:00
Sryder 92f33c1d60 Low friction and Disable Jump
We will look into disabling jump a better way later
2017-03-05 22:08:13 +00:00
Sean Ryder be3acfff0b Fix warnings
Possibly fix some whitespace problems
2017-03-04 22:13:19 +00:00
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 e7280fc53a Some drift adjustments 2017-02-24 20:01:06 -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 28544af035 Star works, configured to work in multiplayer with just speed items for now... Will return to look for color stuff later. 2017-02-19 19:42:10 -05:00
ZTsukei 7b7a6e5458 Added fancypants mega shroom, fixed drift boosting 2017-02-19 12:19:02 -05:00