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  1. Aug 12, 2016
    • toaster's avatar
      NiGHTS is now spr2-ised. i'll upload the relevant files and etc to the ftp · 0c3256fa
      toaster authored
      * if you can turn SF_SUPER, flash your skin's supercolor, otherwise be your normal color
      * if your skin doesn't have a SPR2_NGT0 (horizontal fly), use Sonic's (this will hopefully be replaced by 2.2 with sprites of NiGHTS themselves)
      * MT_NIGHTSCHAR made irrelevant, everything follows actor->target instead of actor->target->tracer now
      * emerald is now player->mo->tracer instead of player->mo->tracer->target
      * nightopian helpers flash for the 35 tics before they disappear
      * nights capsule makes boss explosions/noises now (i can change it back i just like it better)
      * drill off into the sky instead of fly up in floating pose (but no noise yet)
      
      ALSO:
      * default maxdash is now 70
      * forgot to add supercolor to lua, it is there now
      * SPR2_SMSL renamed to SPR2_SSTN (stun)
      * any player with a skincolor that's in the super range is set to FF_FULLBRIGHT at state-set time, so no need to keep super players non-fullbright just because they use spin stuff
      0c3256fa
  2. Aug 11, 2016
    • toaster's avatar
    • Monster Iestyn's avatar
      Merge branch 'new_new_spriteframe_angle' into 'master' · 1ea0f9ce
      Monster Iestyn authored
      NAMEcLcR sprite angle loading, take 2
      
      HEY LOOK, A NEW SPRITE LUMP LOADING FEATURE (which isn't that new since this merge request description is literally copypasted from the one for public next)
      
       * NAMEcL refers to a frame which is seen for the entirety of an object's left side. (ie - in 2d mode, facing to the left relative to the camera)
       * NAMEcR refers to a name which is seen for the entirety of an object's right side. (ie - in 2d mode, facing to the right relative to the camera)
       * NAMEcLcR does both sides, duh. I didn't break reflection.
       * Having just a NAMEcL requires you to fill in the opposite side either with NAMEcn where n is 1 and 5-8 OR a NAMEcR OR a NAMEc0
       * Having just a NAMEcR requires you to fill in the opposite side either with NAMEcn where n is 1-5 OR a NAMEcL OR a NAMEc0
       * Switches down the centerline of the object instead of at the ANGLE_202h interval for normal sprites. Has a very small window where you can see a NAMEc1 and NAMEc5 if you only use one of NAMEcL or NAMEcR down one side.
       * The specific symbols selected for this were selected for 1) ease of mental understanding (Left, Right) and 2) not getting in the way of adding support for zdoom's totally bananas 16-way sprite system at a later date if we so choose, which only goes up to G
      
      totally makes sense for stuff like NiGHTS stuff, Axis2D stuff, and maybe if SRB1 survives the chopping block in some shape or form it can take advantage of that too
      
      See merge request !33
      1ea0f9ce
  3. Aug 10, 2016
    • toaster's avatar
      Rob requested new NiGHTS link colours, his wish is my command. (This is only... · a6f41780
      toaster authored
      Rob requested new NiGHTS link colours, his wish is my command. (This is only vaguely appropriate for this branch, but the boat sailed on a specific Reduced_Palette branch a while ago.)
      a6f41780
    • toaster's avatar
      Forgot a comment. · 8b333f59
      toaster authored
      8b333f59
    • toaster's avatar
      Two changes to the supercolor stuff. · 8f5258fc
      toaster authored
      * Don't allow arbitrary numbers to be used for a skin's supercolor, only strings.
      * Devmode is no fun allowed mode, so turn off the god hyper flash there.
      8f5258fc
    • toaster's avatar
    • toaster's avatar
      SUPERCOLOR BONANZA COMMIT. · 810e1ec0
      toaster authored
      * Several new supercolours.
      	- SKINCOLOR_SUPERSILVER1-5 (for fun) - "Silver"
      	- SKINCOLOR_SUPERPERIDOT1-5 (nyeheheh) - "Peridot"
      	- SKINCOLOR_SUPERCYAN1-5 (for fun) - "Cyan"
      	- SKINCOLOR_SUPERPURPLE1-5 (for fun) - "Purple"
      	- SKINCOLOR_SUPERRUST1-5 (mecha/metal sonic) - "Rust"
      	- SKINCOLOR_SUPERTAN1-5 (shadow/silver the hedgehog) - "Tan"
      * SKINCOLOR_SUPER1-5 renamed to SKINCOLOR_SUPERGOLD1-5, one index for darkest is changed - "Gold"
      * SKINCOLOR_TSUPER1-5 renamed to SKINCOLOR_SUPERORANGE1-5, ported properly to the new palette - "Orange"
      * SKINCOLOR_KSUPER1-5 renamed to SKINCOLOR_SUPERRED1-5, ported properly to the new palette - "Red"
      
      * new S_SKIN attribute - supercolor - uses an entirely different function to get the names (R_GetSuperColorByName instead of R_GetColorByName)
      
      * a fun little secret - typing "god on" in the console whilst super makes the player hyper (visual only, no sparkles - just rainbow flash) - can be removed if no fun is allowed
      810e1ec0
  4. Aug 09, 2016
  5. Aug 08, 2016
  6. Aug 07, 2016
    • wolfs's avatar
      Merge branch 'invalid-map-name-test' into 'next' · bbb4bb8a
      wolfs authored
      -warp checking for invalid map names
      
      I've noticed a bunch of new people getting the "Cannot warp to map 0 (out of range)" error when testing their custom maps. On asking what map name they used, it was clear they didn't use a MAPxx name at all. Sadly it was not obvious to them that other kind of map names are not accepted by SRB2, so I thought it best we make that more clear in-game.
      
      SRB2 now gives you the error "Cannot warp to map \[your input\] (invalid map name)" if you used -warp with a param that is neither a MAPxx name or a plain number.
      
      See merge request !99
      bbb4bb8a
    • wolfs's avatar
      Merge branch 'findspeciallinefromtag-fix' into 'next' · 3fcaf0b3
      wolfs authored
      P_FindSpecialLineFromTag crash fix
      
      This fixes the case where an in-level sector or FOF control sector with a tag of -1 or 65535 (seriously, who does that?) can possibly lead to a crash in this function when searching for heat linedef specials in 1st person. And also the same kind of crash any other sort of weird case where the tag number that function uses for searching is -1 or 65535, I suppose!
      
      See merge request !98
      3fcaf0b3
    • wolfs's avatar
      Merge branch 'sprite-loading-tweaks' into 'master' · 8561a6b4
      wolfs authored
      Fix R_AddSingleSpriteDef's I_Error messages
      
      Whoops, seems I forgot about this little branch. Basically this fixes how for a character's sprites, a full sprite lump name is displayed instead of just its sprite prefix in the "R_AddSingleSpriteDef: No patches found for [sprite prefix] frame [frame character]" message (unlike when it occurs for non-character sprites), resulting in something like "R_AddSingleSpriteDef: No patches found for PLAYC2C8 frame \^" which does NOT help custom character authors at all as it just confuses them instead. (for the record, the problem would actually with the ^ frame and not the ones displayed after "PLAY")
      
      Oh, and the same problem is also fixed for this similar message: "R_AddSingleSpriteDef: Sprite [sprite prefix] frame [frame character] is missing rotations"
      
      See merge request !95
      8561a6b4
    • colette's avatar
      02d33824
    • toaster's avatar
      Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into... · 0a75b8d9
      toaster authored
      Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_new_spriteframe_angle
      0a75b8d9
  7. Aug 06, 2016
  8. Aug 04, 2016
  9. Aug 01, 2016
  10. Jul 28, 2016
  11. Jul 24, 2016
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