- Jun 03, 2018
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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.)
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- May 31, 2018
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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.
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- May 30, 2018
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toaster authored
* Robo Hood. * Hi MI, I know you're looking at this just because it features Robo hood. :V
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- May 29, 2018
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toaster authored
Realised I forgot to commit these, didn't want to move to a new laptop-tablet and just have them disappear on me. * Facestabber statues now have fun breaking effects. * Fake coronas for candles and prickets. * hnext and hprev are properly dealt with in MobjThinker if P_MobjIsRemoved.
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- May 24, 2018
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toaster authored
Fix bugs (uninitialised memory the compiler didn't pick up, and not setting scale) I sleepily caused last night.
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toaster authored
* Facestabber statues, of both the suspicious and non-suspicious kind. * New object type for the end of grabbable chains. * I moved my compilation .bat file to my Releases folder, so it should .gitignore .bat's. * Random extra stuff.
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- May 22, 2018
- May 19, 2018
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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.)
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- May 15, 2018
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https://git.magicalgirl.moe/STJr/SRB2Internal.gittoaster authored
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into hardcoding-time-again
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toaster authored
No hardcoding of states, but the test .wad they're stored in right now is predominantly state, object, and sprite definitions/assets right now - the only hook is for setting the colour of the balloons!!
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MascaraSnake authored
Change to linedef type 7 (flat alignment): If no tag is given, affect front sector. See merge request STJr/SRB2Internal!145
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MascaraSnake authored
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- May 14, 2018
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MascaraSnake authored
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toaster authored
* Some fun with the chain. https://cdn.discordapp.com/attachments/402861856219463681/445539938633515018/srb20022.gif * More corrections to closed captions.
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toaster authored
* Behaves a bit differently to the one in DSZres.pk3. * Can now punch DSZ mines! * Also has mapthingnum 126 instead of 610. * Some other mapthingnum changes. * DSZ2 stalagmite is now 1009, formerly 999. * Big DSZ gargoyle is now 1011, formerly 1009.
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- May 13, 2018
- May 08, 2018
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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.
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- May 04, 2018
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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.
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- May 03, 2018
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toaster authored
* Make my changes to its thinker slightly more consistent.
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- May 02, 2018
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toaster authored
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toaster authored
* MF2_FRET application and removal. * Flashing when flag present. * Bounce player back on successful damaging. * Add their spawnhealth to the chain. * Reduce code duplication in P_TouchSpecialThing. * Play with Crawla Commander a little bit as a test of its power.
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toaster authored
Remove the ugly double-hack for monitors! Doesn't QUITE do it via the return value of P_DamageMobj like MI and I theorised it should do, but it's functionally identical whilst being less code to maintain.
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toaster authored
Kill MF2_STANDONME (mechanically; still occupies the slot... will change that next time I have to handle the DEHACKED lists.)
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toaster authored
* Springs no longer need MF_SOLID to function. (I tried to add a special Sonic 1-3 style "springs are solid from the side" thing with native support, but it turns out that requires too many hacks for an optional extra feature not used in the campaign, so No.) * Springs no longer send you flying relative to the slope whilst you're on a slope. (I tried fixing this before, but this is a much more solid fix.)
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- Apr 28, 2018
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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.
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- Apr 26, 2018
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toaster authored
* Billiards mines! With support for both above and below water, replacing both the below-and-above-water old mines at once. * Explosion executors. * Minor refactor of P_KillMobj.
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- Apr 08, 2018
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https://git.magicalgirl.moe/STJr/SRB2Internal.gittoaster authored
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into hardcoding-time-again
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toaster authored
[13:01] toaster: would anyone object if i pushed this to master [13:02] toaster: so my changes to devmode don't fuck with gifs, for example https://cdn.discordapp.com/attachments/428262628893261828/432500920773771264/srb20575.gif [13:02] NEV3R: ¯\_(ツ)_/¯ [13:02] toaster: ok i'll just do it
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- Apr 07, 2018
- Apr 06, 2018
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toaster authored
Texture fixes See merge request STJr/SRB2Internal!135
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toaster authored
Merge branch '100-make-slopes-static-by-default-and-require-flag-to-turn-them-dynamic' into 'master' Resolve "Make slopes static by default, and require flag to turn them dynamic." Closes #100 See merge request STJr/SRB2Internal!140
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toaster authored
Pretty stuff See merge request STJr/SRB2Internal!131
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https://git.magicalgirl.moe/STJr/SRB2Internal.gittoaster authored
# Conflicts: # src/hardware/hw_draw.c
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Monster Iestyn authored
# Conflicts: # src/f_finale.c # src/hardware/hw_draw.c # src/hardware/hw_main.c # src/hardware/r_opengl/r_opengl.c # src/sdl12/hwsym_sdl.c # src/sdl12/i_video.c
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toaster authored
* Make sure showfps never covers anything relevant to the base game. * Tweak spectator text for raising/lowering. * Minor code-smell squishes.
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