- Aug 12, 2016
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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
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- Aug 11, 2016
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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
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- Aug 10, 2016
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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.)
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toaster authored
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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.
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toaster authored
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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
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- Aug 09, 2016
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toaster authored
Mario invincibility colours now span solely the saturated colours (no white to black, no peach, no brown)
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toaster authored
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toaster authored
Please don't assume indentation carries intent, especially since a break that exclusively follows an I_Error will never run
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Alam Ed Arias authored
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- Aug 08, 2016
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Monster Iestyn authored
Reduced GETFLAG macro args to just one as requested, true/yes are also valid now like with level header flags params (everything else is considered 'off')
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Monster Iestyn authored
each SF_ flag can be set by their own parameters again, does not replace "flags" but is an alternative to it e.g.: super = 1 for SF_SUPER, noskid = 1 for SF_NOSKID, machine = 1 for SF_MACHINE
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toaster authored
Sorted an issue MI discovered (I was basing the flip code off the C0 scenario rather than the Cn one)
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toaster authored
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http://git.magicalgirl.moe/STJr/SRB2Internal.gittoaster authored
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_new_spriteframe_angle
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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- Aug 07, 2016
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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
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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
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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
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colette authored
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http://git.magicalgirl.moe/STJr/SRB2Internal.gittoaster authored
Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_new_spriteframe_angle
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- Aug 06, 2016
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toaster authored
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toaster authored
Bugfix for spike sound playing when attempting to attack non-solid spikes with CA_DASHMODE/CA_TWINSPIN/CA2_MELEE.
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toaster authored
New S_SKIN attribute - "camerascale", another float. Acts as a scale modifier to t_cam_dist and t_cam_height.
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toaster authored
Some nice optimisations to the new character select menu - no need to iterate up to 3 times a tic at the expense of ((32*2 + 2)*UINT8 - 3*INT32) memory.
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toaster authored
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toaster authored
Enabling patch.dta, and also upping the number of SPR2_ slots (not just freeslots) to be equivalent to FF_FRAMEMASK.
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- Aug 04, 2016
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Monster Iestyn authored
Spr2 freeslots Needed for Miles, generally a good idea to have around anyway. Considering Miles uses it without problems, seems to work fine. See merge request !24
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- Aug 01, 2016
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toaster authored
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- Jul 28, 2016
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Monster Iestyn authored
Detect if -warp's parm is actually a valid map name (MAPxx or plain number), and print an "invalid map name" message if not
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Monster Iestyn authored
for some apparent reason the compiler didn't like the while loop condition edit on its own (it complained about inline failures for P_MobjReadyToTrigger for some reason), so I had to add that extra bit above the while loop... and it was happy again, huh
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- Jul 24, 2016
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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