- Aug 28, 2021
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Claire Ellis authored
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- May 07, 2021
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LJ Sonic authored
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- Mar 30, 2021
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Monster Iestyn authored
I also put in a missing `defined (__APPLE__)` in d_netcmd.h related to cv_mouse2opt Also removed a redundant `!defined (__APPLE__)` in d_main.c
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- Mar 22, 2021
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Monster Iestyn authored
Remove all remaining traces of the following macros for the obsolete DOS port, which were missed previously: * `DJGPP` * `__DJGPP__` * `DJGPPDOS` * `PC_DOS` * `WATTCP` May get rid of `MSDOS` later once I get word on whether I should kill it or not
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- Feb 28, 2021
- Dec 12, 2020
- Oct 19, 2020
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Lactozilla authored
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- Oct 12, 2020
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Lactozilla authored
- Added render flags (see r_defs.h) - Implemented floor splats - Drop shadow sprite rendering through render flags
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- Sep 25, 2020
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SteelT authored
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- Sep 01, 2020
- Aug 31, 2020
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James R. authored
(cherry picked from commit 3437b0690a3f4278e3ecc657102a126a3e2f3d13)
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- Aug 30, 2020
- Aug 08, 2020
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Lactozilla authored
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- Jul 25, 2020
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SteelT authored
WIP because I don't know if this wording is right for the error.
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- Jul 11, 2020
- Jul 10, 2020
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SteelT authored
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- Jul 07, 2020
- Jun 27, 2020
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LJ Sonic authored
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- Jun 20, 2020
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James R. authored
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- May 28, 2020
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sphere authored
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- May 24, 2020
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James Hale 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 12, 2020
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Monster Iestyn authored
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- May 11, 2020
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James R. authored
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- May 10, 2020
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Monster Iestyn authored
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- May 02, 2020
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MascaraSnake authored
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- Mar 22, 2020
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LJ Sonic authored
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- Mar 21, 2020
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fickleheart authored
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- Mar 20, 2020
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LJ Sonic authored
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- Feb 22, 2020
- Feb 19, 2020
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James R. authored
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