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  1. Nov 08, 2020
  2. Mar 19, 2020
  3. Mar 09, 2020
  4. Feb 19, 2020
  5. Dec 06, 2019
  6. Sep 11, 2019
  7. Jul 29, 2019
    • toaster's avatar
      * Made the evaluation screen even more attractive. · 47554b57
      toaster authored
      * Fixed an unused variable warning in lua_skinlib.c.
      - fixed post-level cutscenes playing when you get game over in MP (still kinda on-topic)
      Also with apologies to MI:
      - golden egg statue mode for tutorial, since the grey doesn't contrast enough with the blue and lime green
      - fixed closed captions for replaced player sounds being incorrect
      - fixed closed captions overlapping tutorial text
      47554b57
  8. Jul 27, 2019
    • toaster's avatar
      A good and bad ending cutscene now exist. · 063e350c
      toaster authored
      Also:
      * SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
      * Minor oversights in SPR2 support corrected.
      * Better evaluation, featuring ending assets.
      * Intro has warping-in blackrock, reusing ending assets.
      * Cutscene text now supports lowercase (intro and custom).
      * Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
      * Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
      
      Bugs:
      * OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
      063e350c
  9. Nov 25, 2018
  10. Oct 02, 2017
  11. 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
  12. Aug 06, 2016
  13. Jul 20, 2016
  14. Jul 14, 2016
  15. Jul 13, 2016
    • toaster's avatar
      New S_SKIN attributes. · c2aba462
      toaster authored
      * radius - sets the player's radius for that skin.
      * height - sets the player's normal height for that skin.
      * spinheight - sets the player's spinheight for that skin.
      * shieldscale - see http://i.imgur.com/BQ5DhKC.png for justification
      c2aba462
  16. May 18, 2016
  17. May 01, 2016
    • Monster Iestyn's avatar
      General improvements to Lua error messages for out-of-bounds stuff. · 2ddde836
      Monster Iestyn authored
      The idea is for the layman Lua user to understand better what range of values to use for mobj types, states, sfxs, player #s etc. Additionally, mobjinfo/states/sfxinfo/hudinfo tables all now have actual bound checks when accessing/editing them. Yikes, why didn't they have any before?!
      2ddde836
  18. May 21, 2015
    • Yukita Mayako's avatar
      Change LUA_NUMBER to fixed_t, change angle_t handling in Lua. · ef0e61fc
      Yukita Mayako authored
      Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead
      of using a full UINT32. Lua only has one number type, so signedness
      gets in the way of using angle_t directly. This handling of angles
      matches up with how ZDoom ACS scripting and the like does it.
      
      I also changed all the integer casts and pushes of fixed_t to
      their own macro in preperation for possible future seperation.
      ef0e61fc
  19. Aug 04, 2014
  20. Mar 15, 2014
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