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  1. Jun 06, 2018
    • toaster's avatar
      * Patch.pk3 as requested by literally everyone else on the team. · 5032ae25
      toaster authored
      * Enable SECTORSPECIALAFTERTHINK since we probably really want to use that sloped lava wave in RVZ.
      * Allow for infinite lives to be set via the setlives command/Pandora's Box.
      * Refactor P_DoFiring(), with guidance from Sal.
      * Correct the CRAWLA HONCHO\nCAN NOW BECOME\nSUPER CRAWLA HONCHO sliding movement in non-green resolutions.
      5032ae25
  2. Jun 05, 2018
    • toaster's avatar
      There's always something... a slightly more forgiving radius for the... · db8f3e83
      toaster authored
      There's always something... a slightly more forgiving radius for the Crushstacean's claw, since I've gotten hit whilst apparently jumping at a safe place next to the claw a few times this evening.
      db8f3e83
    • toaster's avatar
      * Some minor info.c tweaks I discovered I needed to make while transferring... · adf8f0e3
      toaster authored
      * Some minor info.c tweaks I discovered I needed to make while transferring material across from patch.dta to srb2.pk3.
      * Making the particle generator dynamic, as requested by Nev3r.
      * i....... think this is done? i'll double check in the morning.
      adf8f0e3
    • toaster's avatar
      * Almost everything except players and badniks get removed on deathpit... · 9c2d30ce
      toaster authored
      * Almost everything except players and badniks get removed on deathpit collision, as requested by Nev (very useful for the Bridge). May need serious checking for mobjtypes this is safe to do for.
      * Flames fall with flameholders.
      * New modification to teleport cheat: -sp <val> <val> allows instantaneous jump to any starpost in the map, including spawnpoints as starpost index 0!
      * Also, -ang <val> and -aim <val>, which can be combined with -nop to pivot on the spot.
      9c2d30ce
    • toaster's avatar
      Bit of a random one today, but the branch approaches completion... · 3725203b
      toaster authored
      * Bomb sphere! Paraloopable hazard. Replaces MT_SPECIALSPIKEBALL.
      * Blueberry bushes, both normal and Xmas, from patch.dta.
      * BSZ tulips, also from patch.dta!
      * Frozen Hillside badniks - Penguinator and Pophat.
      * Frozen Hillside ice decoration!
      * Fixed some big bugs with the DSZ light beams.
      * Made multi-mare special stages work, in a troll way - the Chaos Emerald disappears in a puff of smoke, and the Spinbobert laughter sound plays... >:3c
      * Reverted the mobjtype number changes from the source SOC/Lua, which we can do later when doing a final pass of the levels.
      * State optimisation.
      * Serious cruft-removal of the NiGHTS drone thinker.
      * Fix the issues where the player wouldn't curl into jump in waterslides or dropping off rope-hangs.
      * Tweak NiGHTS player flashing.
      * Add text colour support to the titlecard font.
      * Use that to make the PRESS SPIN\nMID-JUMP thing when you get all Chaos Emeralds use the titlecard font for readability.
      * Fix the GOT ALL EMERALDS page not lasting the correct, extended amount of time.
      * Fix that thing where flying mid-spin didn't enact autobrake.
      * Modify graymap a little on Sryder's suggestion.
      * [COMPLETELY UNRELATED] fix that thing where the addons menu will fail on files/paths with spaces in [/COMPLETELY UNRELATED]
      3725203b
  3. Jun 03, 2018
    • toaster's avatar
      MONSTER COMMIT. · 6e07631c
      toaster authored
      OLD SPECIAL STAGES:
      * Spheres in old special stages instead of rings!
      * Individual timers in old special stages instead of a global one!
      * Old special stages use a variant of the NiGHTS HUD now!
      * Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres!
      * All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore.
      * Made emerald gaining function be based on special stage number rather than gained emeralds!
      * Consistency with...
      
      NiGHTS SPECIAL STAGES:
      * Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif
      * Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.)
      
      SPECIAL STAGES IN GENERAL:
      * useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS.
      * CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif
      * SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif
      
      NiGHTS NON-SPECIAL STAGES:
      * Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages.
      * Colour Chips turn yellow in bonus time.
      * Ideya!
      * Its own "drowning" music!
      * All of the object types for Dream Hill.
      * GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif
      
      RANDOM BS:
      * Turn super with the spin button instead of the jump button!
      * Followmobj now correctly set with P_SetTarget instead of pointer assignment.
      * Emerald hunt uses new sprites!
      * Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
      6e07631c
  4. May 31, 2018
    • toaster's avatar
      New CEZ hardcoding done!! · 8d00192f
      toaster authored
      * Better Robo Hood arrows.
      * Shield break animation for Egg Guard. (Temporary state slot so I don't have to compile from scratch until I do something more complicated later.)
      * Suspicious Facestabber Statue animates a little before bursting open.
      * Fix Facestabber radius.
      * Fix some stuff in Flicky functions that could be overwritten in Lua call actions by mistake.
      8d00192f
  5. May 30, 2018
  6. May 29, 2018
  7. May 24, 2018
  8. May 22, 2018
    • toaster's avatar
      * New Egg Guard behaviour! · dbcd259b
      toaster authored
      * Fix the thing I mistakenly messed up with all of the things I moved out of P_SpawnMapThing without good reason to.
      dbcd259b
    • toaster's avatar
      * CEZ decorations! · 847f8b4e
      toaster authored
      * Moved a bunch of stuff that had no business being in mapthing spawns into mobj spawns.
      847f8b4e
  9. May 19, 2018
    • toaster's avatar
      * Bumpers and Balloons in a more final state. · ee42132e
      toaster authored
      * Blue diagonal springs, because that gap is very, very odd.
      * Improved A_SpawnFreshCopy.
      * Tweaked P_LookForEnemies for consistency's sake. (Previously, it was impossible to make a spring that could neither be homing-attacked or attraction-shotted.)
      ee42132e
  10. May 15, 2018
  11. May 14, 2018
  12. May 13, 2018
    • toaster's avatar
      Fix inverted chaining condition! · 5c111312
      toaster authored
      5c111312
    • toaster's avatar
      * DrT's Spincushion hardcoded. · a738ef99
      toaster authored
      * Make the MF_PAIN stuff ONLY depend on mass, using the bottom 8 bits for the type and the custom sound in the upper ones.
      * A bunch of cleanup of random other stuff, including an unused Deton state and an unused Jetty type's sprite.
      a738ef99
  13. May 08, 2018
    • toaster's avatar
      * Add new damagetype flag (DMG_CANHURTSELF) that allows a player to hurt themselves indirectly. · 8a61d879
      toaster authored
      * Add damagetype to P_RadiusAttack (optinteger in lua, A_Explode var1).
      * Removed the prevention of MF_BOSS objects from getting P_RadiusAttacked. This was a holdover from DooM (I checked) - a way to prevent the Cyberdemon from gibbing itself when firing point blank into a wall, and also a way to make it and the Spider Mastermind harder.
      * Enemies are solid to other enemies movement-wise now.
      * (Fun little aside - if you remove MF_SOLID from a monitor, it now behaves like they did in Sonic Adventure (poppable by colliding with, not just attacking).
      * Fixed Metal Sonic battle conflict in MF_PAIN/mass not picked up earlier.
      * Miscellaneous tiny code tweaks.
      8a61d879
  14. May 04, 2018
    • toaster's avatar
      * Hive Elementals and Bumblebores, plus associated useful action functions. · d0575f7f
      toaster authored
      * Made Facestabbers take two hits and have associated pain/death animations. No other changes, just wanted to make sure THIS was done.
      * Move Bubblebuzz-related stuff to go alongside the secret badniks and etc.
      * MF2_INVERTAIMABLE. Inverts whether P_LookForEnemies can get at; replaces a hardcoded thingy.
      d0575f7f
  15. May 03, 2018
  16. May 02, 2018
  17. Apr 28, 2018
    • toaster's avatar
      * Haunted Heights! Smashing spikeball, Cacolantern, Spinbobert and Hangster,... · 5cc1befc
      toaster authored
      * Haunted Heights! Smashing spikeball, Cacolantern, Spinbobert and Hangster, along with the Spider and Bat flickies and general decoration/ambience stuff.
      * MF_PAIN and MF_MISSILE now support setting damagetype via their Mass parameter. The two existing conflicts - the fuse setting for the grenade weapon ring and the Cybrakdemon napalm bomb - had these moved to other free parameters.
      * A_ConnectToGround is EXTREMELY useful for palmtrees and stuff.
      * Some other, relatively hacky A_ functions.
      * (Unrelated) Remove the need for a "Mario block mode" for the token by making it natively compatible.
      * Spikes and their time-offsetting via that Lua script sphere made. Also allow for wallspikes to do it via their angle/360.
      5cc1befc
  18. Apr 26, 2018
  19. Apr 08, 2018
  20. Apr 07, 2018
  21. Apr 06, 2018
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