Skip to content
Snippets Groups Projects
  1. Mar 13, 2017
  2. Mar 12, 2017
  3. Mar 10, 2017
    • Monster Iestyn's avatar
      Merge branch 'metal_unsuck' into 'master' · 4f80bd82
      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
      4f80bd82
  4. Mar 04, 2017
    • Monster Iestyn's avatar
      Merge branch 'master' into next · 0f014fe2
      Monster Iestyn authored
      0f014fe2
    • Monster Iestyn's avatar
      Merge branch 'precip-overflow-fix' into 'master' · 5019077f
      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
      5019077f
  5. Mar 02, 2017
  6. Feb 14, 2017
  7. Feb 13, 2017
  8. Feb 12, 2017
  9. Feb 09, 2017
  10. Feb 05, 2017
    • Monster Iestyn's avatar
    • Monster Iestyn's avatar
      Merge branch 'dedicated-console-fix' into 'master' · 591fe13c
      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
      591fe13c
  11. Feb 04, 2017
  12. Feb 03, 2017
    • Monster Iestyn's avatar
      Merge branch 'td-render-fix2' into 'master' · 823aa7d2
      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
      823aa7d2
  13. Jan 31, 2017
  14. Jan 30, 2017
    • Monster Iestyn's avatar
      Fix endless loop of R_DrawRepeatMaskedColumn if both sprtopscreen and... · 3212ee0b
      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)
      3212ee0b
  15. Jan 25, 2017
  16. Jan 24, 2017
    • Monster Iestyn's avatar
      Merge branch 'flat_alignment_revamp' into 'master' · fb814031
      Monster Iestyn authored
      Revamps of several dated linedef type effects
      
      Felt like being productive so made some things I hate suck less.
      
      Linedef type 7 (flat alignment) now works as follows.
      * Linedef angle (from v1 to v2) is flat angle.
      * Origin of flat is manipulated to match v1's coordinates - unless ML_NOKNUX is flagged, in which case uses frontside x and y offsets as flat offsets instead.
      * ML_NOSONIC prevents changing floor.
      * ML_NOTAILS prevents changing ceiling.
      * Both of the above flags at once prints a warning.
      * (THZ and probably a few other maps need updating.)
      
      Linedef type 540 (friction) now works as follows.
      * Controlled by x offset instead of length - offset of -100 is maximum iciness, offset of +483(!!!) is the maximum sludginess BUT things are scaled such that +100 is about the maximum sludginess any reasonable human being would want in a level, 0 is ORIG_FRICTION)
      * Not reliant on a sector special to function (can be applied solely by tag to in-map sectors or solid FOF control sectors)
      * Uses less memory, perform less calculations, and not bug out objects which just happen to use movefactor for something
      * PHYSICS CHANGE: Low friction surfaces actively impede your acceleration (and make your animation speeds faster to give off that Looney Tunes out-of-control effect)
      * (ACZ and Frozen Hillside needs updating.)
      
      Sector types 1 and 3 in section 3 no longer do anything.
      
      Linedef type 3 (zoom tube) now works as follows.
      * Abs of frontside x offset is speed in units of FRACUNIT/8.
      * Abs of frontside y offset is waypoint sequence number.
      * Effect 4 flag rotates the player to match the waypoint direction (same as before).
      * (ERZ needs updating.)
      
      Linedef type 11 (rope hang) now works as follows.
      * Abs of frontside x offset is speed in units of FRACUNIT/8.
      * Abs of frontside y offset is waypoint sequence number.
      * Effect 1 flag makes rope transfer one-way. (same as before)
      * No climb flag makes rope static. (same as before)
      * (ACZ and maybe ERZ need updating.)
      
      Linedef type 258 (laser) is almost the same as before, but has altered functionality.
      * Its flashing is less obnoxious. (56.25% to 68.75% instead of 100% to 0%, at half the speed)
      
      Linedef type 14 (Bustable block parameters) is new, and works as follows.
      * Tagged to the control sector of a block that is likely to be busted (via executor or collision, doesn't matter)
      * Concatenation of frontside textures is MT_ object type to spawn, defaults to MT_ROCKCRUMBLE1 if not present
      * Sound played when being busted is object type's activesound
      * Frontside x offset is spacing (in fracunits) of spawned particles, defaults to 32<<FRACBITS
      * Frontside y offset is the fuse of spawned particles in tics, defaults to 3*TICRATE, if set to -1 fuse is not set
      * Effect 1 flag makes particles "fly out" horizontally and vertically from the center of the FOF
      
      Sector types 7 through 15 in section 3 no longer do anything.
      
      Linedef type 250 (Mario Block) is almost the same as before, but has new functionality and is slightly different in another way.
      * No Climb flag turns it into a brick block (set on Custom FOF via presence of FF_SHATTERBOTTOM - busts when hit from the bottom, player hits their head/fist/whatever, no more upwards momentum)
      * Effect 1 flag makes it an invisible block (set on Custom FOF via absence of (FF_SOLID|FF_RENDERALL|FF_CUTLEVEL) - intangible from every side except the bottom. Becomes visible and tangible when it's hit once)
      * Only updates side textures when moving down or stationary, not whilst moving up - more fidelity to the source material, less processing on the CPU, everyone wins.
      * If FOF master linedef has a backside, then: [If there's items in it the FOF's flats are set to that of the backside sector's ceiling, otherwise the floor.] Otherwise, no flat change.
      
      Linedef type 4 (Speed Pad parameters) now works as follows.
      * Frontside x offset is speed in fracunits.
      * Effect 4 flag doesn't center the player. (same as before)
      * Effect 5 flag sends them off in rolling frames.
      * Frontside upper texture is sound to play on launch, defaults to sfx_spdpad when not given
      
      Sector type 6 in section 3 no longer does anything.
      
      Object type 757 is changed as follows, and no longer works on its own - see Linedef type 15 for more details.
      * Tag via its angle field
      * Number of objects to spawn per tic around it via its z field, if zero then just spawn at center
      * Is flipped if given MTF_OBJECTFLIP.
      * (ERZ and Seraphic Skylands - if we use that map - needs updating)
      
      Linedef type 15 (Fan particle spawner parameters) is new, and works as follows.
      * Tag is tag of object(s!)
      * Object type set via concatenation of frontside textures, MT_PARTICLE is default
      * The length of the linedef is the radius the particle is spawned out (zeroed if z field is 0)
      * Frontside x offset is speed upwards
      * Frontside y offset is number of degrees to turn each tic (zeroed if z field is 0)
      * Frontside floor and ceiling heights are the heights in which the particle is bound through some fun mathematics
      
      A_ParticleSpawn is changed, too.
      * Object type is now changed through actor->threshold instead of var1 to support Linedef type 15.
      
      Test executable uploaded at /toaster/srb2win_branch_flatalignment.exe on the ftp.
      
      Test file uploaded at /toaster/flatalignment.wad on the ftp.
      
      Breaks compatibility with 2.1 so put in internal.
      
      See merge request !29
      fb814031
    • Monster Iestyn's avatar
      Merge branch 'plane-displacement' into 'master' · 4b97333e
      Monster Iestyn authored
      Plane displacement
      
      Basic support for plane displacement, no netplay support as of writing but this is what Nev3r wanted moreorless at least.
      
      Linedef types 66-68 are the plane displacement specials; 66 = move floor only, 67 = move ceiling only, 68 = both
      
      Front sector = control sector
      Tag = tag of target sectors to be moved whenever the control sector floor moves
      Linedef length = movement factor relative to control sector movement, 256 = 1:1 with control sector. 128 is half as much, 512 is twice as much, etc.
      
      Whenever the control sector floor moves (not ceiling, never ceiling), the selected planes of the tagged sectors all move (mind, they have a tic delay due to how it all works, it's not perfect really). No support for reverse speeds yet sorry.
      
      EDIT: oh, btw, test exe and test map are included in my folder on the FTP (srb2win-plane-displacement.exe and plane-disp-test.wad, respectively)
      
      See merge request !61
      4b97333e
Loading