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  1. Sep 03, 2021
  2. May 07, 2021
  3. Mar 28, 2021
  4. Dec 20, 2020
  5. Nov 22, 2020
  6. Nov 05, 2020
  7. Oct 14, 2020
  8. Oct 12, 2020
    • Lactozilla's avatar
      Changes to sprite rendering: · cc97e22e
      Lactozilla authored
      - Added render flags (see r_defs.h)
      - Implemented floor splats
      - Drop shadow sprite rendering through render flags
      cc97e22e
  9. Oct 07, 2020
  10. Oct 02, 2020
  11. Aug 15, 2020
  12. Aug 08, 2020
  13. May 15, 2020
  14. May 14, 2020
    • toaster's avatar
      Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS... · d593e2e1
      toaster authored
      Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.)
      
      Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features.
      
      Benefits include:
      * An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending.
      * Disable the console (pausing is still allowed, but the timer will still increment).
      * Automatically skip intermissions as if you're holding down the spin button.
      * Show centiseconds on HUD automatically, like record attack.
      * "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout.
      * "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port).
      * Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them.
      * Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext).
      * Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for).
      * Gorgeous new menu (no new assets required, unless you wanna give it a header later).
      
      Changes which were required for the above but affect other areas of the game include:
      * "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories).
      * Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true).
      * Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.)
      * The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs).
      * A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier.
      * Minor m_menu.c touchups and refactorings here and there.
      
      Built using feedback from the official server's #speedruns channel, among other places.
      d593e2e1
  15. May 10, 2020
  16. May 08, 2020
  17. Mar 20, 2020
  18. Feb 19, 2020
  19. Feb 18, 2020
  20. Feb 17, 2020
  21. Jan 27, 2020
  22. Dec 31, 2019
  23. Dec 30, 2019
  24. Dec 27, 2019
  25. Dec 19, 2019
    • James R.'s avatar
      Fix switching to software · 77747c66
      James R. authored and Lactozilla's avatar Lactozilla committed
      Would show a black screen for me on Linux. My suspsicion is that
      some things are not initialized with just VID_CheckRenderer.
      77747c66
  26. Dec 17, 2019
  27. Dec 13, 2019
  28. Dec 06, 2019
  29. Nov 30, 2019
  30. Nov 23, 2019
  31. Nov 18, 2019
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