- Oct 07, 2020
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James R. authored
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- Oct 03, 2020
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SteelT authored
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- Oct 02, 2020
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James R. authored
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- Sep 25, 2020
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SteelT authored
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- Sep 01, 2020
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James R. authored
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- Jul 17, 2020
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Lactozilla authored
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- Jul 10, 2020
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SteelT authored
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- Jul 07, 2020
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lachwright authored
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- Jul 06, 2020
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Lactozilla authored
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Lactozilla authored
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- Jun 27, 2020
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LJ Sonic authored
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- Jun 03, 2020
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Monster Iestyn authored
(though that said we don't officially care about the win32 folder files anymore)
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- May 19, 2020
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LJ Sonic authored
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- May 15, 2020
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toaster authored
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- May 14, 2020
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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.
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- May 06, 2020
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Alam Ed Arias authored
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- Mar 19, 2020
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LJ Sonic authored
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- Feb 22, 2020
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- Feb 19, 2020
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James R. authored
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- Feb 18, 2020
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Lactozilla authored
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- Jan 28, 2020
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Lactozilla authored
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Lactozilla authored
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- Jan 07, 2020
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Lactozilla authored
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- Jan 06, 2020
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Lactozilla authored
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- Jan 01, 2020
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LJ Sonic authored
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- Dec 13, 2019
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Lactozilla authored
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- Dec 09, 2019
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Lactozilla authored
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- Dec 05, 2019
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Alam Ed Arias authored
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- Dec 04, 2019
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Alam Ed Arias authored
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- Nov 30, 2019
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sphere authored
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- Nov 18, 2019
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Lactozilla authored
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SteelT authored
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- Nov 02, 2019
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toaster authored
Do a bunch of stuff to the MD2/3 sprite2 support to get it back to feature parity with before, without going back to being hacky as fuck. * Store the number of frames per sprite2 run in the spr2frames struct. * Reintroduce P_GetModelSprite2, to allow for the sprite2 defaulting system to be used to full advantage even in GL. * Instead of splitting the SUPER and normal SPR2 stuff within the same cell of the struct, have them exist in different cells just like in the "normal" sprite2 structs. * Allow for just providing spr2 frames in order without specifying which "normal" sprite2 frame it's supposed to replace. Also: * Fix FF_VERTICALFLIP-ignoring regression. * Fix whitespace adjustment in win_dll.c * Remove bracket in P_GetSkinSprite2 because I realised it was extraneous while making sure P_GetModelSprite2 worked with it.
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- Oct 29, 2019
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toaster authored
* Add a death animation for killing the Metal object, in case somebody wants to Lua up a Sonic CD style race finish for the Metal object, or in case of the following... * Add an alternate DEMOMARKER for ending the Metal Recording on death, which kills the Metal object as well. * Add some more relevant exceptions to the "most objects are removed when touching a deathpit" thing, primarily for the sake of ghosts and Metal playback.
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- Oct 28, 2019
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Lactozilla authored
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- Oct 13, 2019
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toaster authored
On the recommendation of Sryder, revert everything relating to the `cpusleep` changes except for the new default value of 1.
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toaster authored
* Default to 1, which means potential for a 1-frame loss every once in a while but no longer a complete cpu hog * New minimum is 0, since -1 just did the exact same thing as 0 except slightly more optimized.
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- Sep 18, 2019
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Lactozilla authored
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- Sep 17, 2019
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Alam Ed Arias authored
This reverts merge request !326
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