- Mar 13, 2017
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Monster Iestyn authored
Lua more stuff More new Lua features and fixes: * Most Lua functions that deal with stuff that exists only in levels now should spout Lua errors instead of crashing the game if you try to use them outside of levels. Likewise, accessing any of the tables that contain level-only stuff (players, sectors, lines, etc etc) spouts Lua errors too outside of levels. * `userdataType(variable)` now exists: this function simply returns the type of the userdata variable given as a string (e.g. `userdataType(players[0])` returns "player_t", `userdataType(sectors[0])` returns "sector_t"). This also includes "minor" userdata types for array members of other userdata types, such as .powers of player_t variables or .lines of sector_t variables (which would give the strings "player_t.powers" and "sector_t.lines" respectively). * The Lua hook "MobjMoveBlocked" now exists: functions for this hook are called whenever a mobj attempts to move horizontally but is blocked by a wall or solid mobj (or whatever else can cause P_TryMove to return false, assuming it doesn't remove the mobj). In theory this hook could be very useful for behaviour such as sliding or bouncing off walls without the need of flags like MF_SLIDEME or MF_BOUNCE etc. Format for use is just like most generic mobj hooks: `addHook("MobjMoveBlocked", functionname, MT_OBJECTTYPE)`, where `functionname` is a function that takes a single mobj_t argument. See MonsterIestyn/lua-more-stuff on the FTP for a test exe (srb2win-lua-more-stuff.exe) and some test scripts for the above changes. See merge request !67
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Monster Iestyn authored
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Monster Iestyn 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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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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Alam Ed Arias authored
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- Mar 12, 2017
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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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- Mar 10, 2017
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Monster Iestyn authored
Making Metal's pinch cues suck less Does what it says on the tin. Give it a shot with <root>/toaster/metaltest.wad to skip the race and go directly to the boss to see what it does! See merge request !70
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- Mar 04, 2017
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Monster Iestyn authored
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Monster Iestyn authored
Precipitation sprite overflow fix This fixes artifacts of rain/snow sprites appearing on-screen in levels that have rain/snow, if said sprites were high enough above the camera. This kind of thing was previously fixed for sprites of regular objects (and textures of FOFs?), but apparently the fix wasn't applied to sprites for precipitation as it turns out. I found this most easily reproducable in SRB2TD's Stormy Streets level, because some of the invisible FOFs make raindrops continually splash right up at the sky ceiling itself. Position your camera underneath them right and ...voila, ghostly precip sprites apparently appearing. (You'll need to make a SOC to make the level playable in vanilla SRB2 mind) See merge request !169
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- Mar 02, 2017
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Monster Iestyn authored
Played TD's Stormy Streets enough to know precipitation sprites didn't get an overflow test of their own (various large invisible blocks used in the level cause rain to make splashes high above the main level, high enough to make ghostly rain splash sprite artifacts appear sometimes in nearby areas)
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- Feb 14, 2017
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toaster authored
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- Feb 13, 2017
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toaster authored
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- Feb 12, 2017
- Feb 09, 2017
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Monster Iestyn authored
Record attack custom exit fix This fixes the bug reported here: http://mb.srb2.org/showthread.php?t=42342 Record Attack now no longer allows the tally to be skipped, whether by custom exits or by Lua etc. See merge request !164
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- Feb 05, 2017
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Monster Iestyn authored
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Monster Iestyn authored
Dedicated console shift-down fix This fixes the special console window used by dedicated mode not properly telling the game when shift is held down since the console improvements added in 2.1.17. This means shift+1 is properly interpreted as "!" again rather than 1, shift+- should be "_" rather than "-", etc. Sorry LJSonic your problems from pre-2.1.17 are probably just your keyboard being for a different locale than the one most SRB2 players play with so I'm aware, I'm not sure what can be done for the time being. =V Fun note, you can see how the game interprets un-executed input to the console window by playing normal (not dedicated) SRB2 with `-console`, which creates a second window for the console just like you'd see for dedicated mode. Drop down the console on the main SRB2 window, switch to the console window and type something in (DON'T PRESS ENTER), and you'll see the input appearing in the input space in the console window at the same time! See merge request !163
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- Feb 04, 2017
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Monster Iestyn authored
console window uses ev_keyup too so don't worry about turning off
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- Feb 03, 2017
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Monster Iestyn authored
TD render fix 2: Electric boogaloo This fixes TD's terminal stage freezing the game in a similar manner to Lava Mountain, except this time the FOFs aren't zero-height so it's a slightly different situation? See merge request !160
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- Jan 31, 2017
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Monster Iestyn authored
Fixes TD's terminal from freezing the game this time, oh boy
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Monster Iestyn authored
TD rendering freeze fix This is a fix for the Lava Mountain freeze issue from TD (KartKrew/TD#13) which can also occur in vanilla SRB2 as it turns out. Basically the issue occurs whenever an FOF with a single-patch texture with holes goes off the bottom of the screen far enough. See merge request !159
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- Jan 30, 2017
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Monster Iestyn authored
Fix endless loop of R_DrawRepeatMaskedColumn if both sprtopscreen and sprbotscreen are CLAMPMAX (INT32_MAX) This fixes the grid floors in TD's Lava Mountain freezing the game if they go off the bottom of the screen far enough (they have ACWRFL1A as the wall texture, which is a single patch texture with holes)
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- Jan 25, 2017
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Monster Iestyn authored
Better papercollision Diagonal bounding boxes are no longer root 2 larger than they should be. Testwad is <root>/toaster/sawb.wad. Nice and simple. See merge request !49
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Monster Iestyn authored
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Monster Iestyn authored
Slopewall transfer As @Nev3r wants. Go along a slope, hit a wall? LAUNCH! Well, I mean. He wants it slightly less weak. I have already made it less weak than P_SlopeLaunch. Also also I made the trail that goes behind the player when they're rolling take into account vertical momentum as well as horizontal, so that being launched directly up didn't leave you trailless. Test with <root>/!LatestSRB2Files/srb2win_branch_transfer.exe and <root>/Nev3r/ACZMaster.wad (roll down slope directly in front of you). See merge request !66
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Monster Iestyn authored
Hardcode some stuff in patch.dta Does what it says on the tin. I wanted to do the Christmas objects before creating the merge request, but it's advisable to block patch.dta's updating as little as possible, and I'm slowing down on my own development speed, so better move quickly. Also, I hardcoded a nicer rolling trail aura from smiles.wad/smilespatch.wad, a nicer fire from new CEZ1, made the Koopa shell more fun and made the spinning flame jet WAY less hacky. Check <root>/!LatestSRB2Files/ for srb2win_branch_hardcode.exe and the patch.dta fork it runs off, which includes all the necessary changes here. See merge request !65
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toaster authored
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toaster authored
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toaster authored
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toaster authored
Added modified Mario shells. They now hurt everyone if you touch them from the side, and can be stopped by anyone if they stomp on their tops.
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