- Jan 20, 2017
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Monster Iestyn authored
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- Jan 10, 2017
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Monster Iestyn authored
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- Jan 08, 2017
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Monster Iestyn authored
Hardcoded VAda Flickies Many thanks to MI for his help, even if he has sinful opinions on what the collection of creatures should be called. ;P * Flickies are now handled via A_FlickySpawn instead of hardcoded in P_KillMobj, so there can be mobjtypes with MF_ENEMY which don't create flickies, or other mechanisms which can much easier. * Added map header "FlickyList" (aka "AnimalList") parameter, which can either be set to: * A species (eg: "Rabbit" or "Bluebird", amongst 17 currently supported types in dehacked.c table FLICKYTYPES - including the seed from Sonic CD, which isn't limited to 'soniccd on' in the console now) * Any valid mobjtype that isn't MT_NULL (eg: "MT_FLICKY_GHOST") * A comma-seperated list of either of the above, up to 64 entries long (eg: "Cow,MT_FLICKY_SPIDER,Chicken") * "All" - sets behind-the-scenes stuff to use every 'normal' type of flicky in FLICKYTYPES (a distinction which can be utilised to hide secret level flickies where they wouldn't be appropriate for the main game) * "Demo" - sets behind-the-scenes stuff to use the five flickies closest to the species used in the game's long history. * "None" - prevents any flickies from spawning. "Demo" is functionally the default value if you don't include a FlickyList parameter in the header at all. Of note, a bunch of functions are now created: * A_FlickySpawn - spawns flicky. * A_FlickyAim - aims for area near target, but not directly on them - turns around when hitting wall * A_FlickyFly - flies/swims around target (calls A_FlickyAim) * A_FlickySoar - hacky alternate fly (calls A_FlickyAim) * A_FlickyCoast - slowing down before going off again * A_FlickyHop - fracunit-scale precision for A_BunnyHop * A_FlickyFlounder - A_FlickyHop with randomisation * A_FlickyCheck - State-setter for falling, or being on-ground * A_FlickyHeightCheck - State-setter for falling, or being below a certain height relative to target * A_FlickyFlutter - A_FlickyCheck, but with a slow fall/movement (calls A_FlickyCheck and A_FlickyAim) I don't need to enumerate the object types and states that have been added, do I? Oh yeah, I also made it so get_mobjtype's failure value was MT_NULL and prohibited SOC from editing the properties of it to compensate. IN ADDITION: Killed "soniccd" console command, since it made things more complicated and honestly being able to specify Sonic CD seeds in the level header is a better option. See merge request !60
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
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- Jan 07, 2017
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Monster Iestyn authored
Savegame hotfixes Yes, this another netgame related fix! Named this "savegame hotfixes" rather than "ERCZ hotfix" or the like in advance of the fact we probably need a general branch for other $$$.sav fixes? Anyway, fixes included in by this branch: * ERCZ's lava falls now act as expected rather than being stuck in place for the map's duration, fixing all other known desynchronisation issues known in the map for the time being (yay) * Changing sector tags in a map no longer causes joiners to netgames to have their SRB2 application stop responding etc * Player names should no longer turn red in the console in gametypes outside of CTF/Team Match if a resynch occurs (not $$$.sav related, but it's related to netplay so I lumped it in anyway) See merge request !150
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Monster Iestyn authored
Eggshield laser fix Fix for http://mb.srb2.org/showthread.php?t=42250 See merge request !152
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Monster Iestyn authored
Fix egg guard shields being endlessly killed by lasers. Simply make sure they have health first before killing them!
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Monster Iestyn authored
One Eggscalibur fix Use mobj->watertop instead of mobj->spawnpoint->z. CEZ3 is far from fixed in multiplayer, but this is still one less thing to worry about. See merge request !148
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Monster Iestyn authored
# Conflicts: # src/d_clisrv.c # src/r_things.c
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Monster Iestyn authored
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Monster Iestyn authored
Software plane rendering fixes/cleanup This is mostly cleanup, with the exception that polyobject planes should now behave somewhat better than they do in 2.1 currently (translucent polyobj planes should now always be actually translucent regardless of where you view them from, for instance). I can't claim I've fixed their rendering once and for all though, there may still be bugs for all I know... See merge request !136
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Monster Iestyn authored
Some texture-related fixes Bugs fixed in this branch: * upper/lower/middle textures with non-existent texture ids being capable of crashing the game. For instance, RVZ1 has colormap codes on non-colormap linedefs, which causes them to wind up with invalid texture ids because of how the game tries to interpret lower/upper textures with "#" followed by characters on normal linedefs. Fortunately these "textures" are normally not visible anyway (since they're all in control sectors) unless they are swapped with in-level textures by some crazy Lua script of some sort... * animated single-patch textures with holes displaying garbage on first viewing (see this thread: https://mb.srb2.org/showthread.php?t=42195) * the heights of the lighting (shadows or colormapping) from water/translucent/shadowcasting/etc FOFs become messed up when displayed on repeated midtextures. See merge request !144
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- Jan 06, 2017
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Monster Iestyn authored
Flat changing hotfix This should fix how Lua scripts that change flats in levels, particularly to flats that don't already exist in the level, cause SRB2 to crash for anyone who joins a netgame afterwards. (I'm not sure if it's a consistent thing or not though) Probably needs a good test to verify the issue is completely fixed before being merged in. Maybe there are other minor things I didn't account for in this fix? I don't know! See merge request !141
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- Jan 05, 2017
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Monster Iestyn authored
Added the thinker creation function and the thinker itself, we now have functional plane displacement thinkers!
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- Jan 03, 2017
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Monster Iestyn authored
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Monster Iestyn authored
Fix player colors mysteriously turning red if a resynch occurs outside of CTF/Team Match. Not technically a $$$.sav fix, but still netplay related of course At least, I assume this is how it's happening for some, I haven't been able to get the full info since WHERE IS EVERYBODY?
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Monster Iestyn authored
Dunno who thought it was a good idea to lump tag, nexttag and firsttag together in $$$.sav, but that meant changing sector tags caused SRB2 to stop responding since it lead to the tag lists being broken
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Monster Iestyn authored
This fixes ERCZ's lava falls not moving after joining a netgame at that stage. Possibly explains other various floor/ceiling related netgame quirks that haven't been noticed until now, maybe even in multiplayer levels.
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Monster Iestyn authored
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Monster Iestyn authored
Remove secplanes This is just removing SSNTails's old port of ZDoom's secplane code and math, from back when he attempted slopes himself. The slopes we've had since 2.1.15 however do not need these, so we can pretty much toss the code for them out now (nothing uses them anyway). See merge request !149
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- Jan 02, 2017
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Logan Aerl Arias authored
Netcode shit
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Logan Aerl Arias authored
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Monster Iestyn authored
Remove all traces of SSN's old port of ZDoom's secplanes for slopes, since our slopes do not need them
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toaster authored
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toaster authored
CEZ3 STILL has some ridiculous inconsistencies, but this is one less to worry about.
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LJ Sonic authored
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Monster Iestyn authored
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Monster Iestyn authored
FixedRounding hotfix Fix the FixedFloor, FixedTrunc, FixedCeil, and FixedRound functions. See merge request !142
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toaster authored
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Monster Iestyn authored
Savegame hotfix This fixes the first mobj thinker added/read from $$$.sav not being relinked to other objects as their target/tracer/etc properly. In particular, this fixes Brak's electric shield disappearing for anyone joining a netgame playing ERCZ (as Brak happens to be the first object added/read in this case, and Brak is the shield's target). See merge request !146
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- Jan 01, 2017
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LJ Sonic authored
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LJ Sonic authored
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LJ Sonic authored
-Fixed broken net commands, thus fixing (or at least greatly improving) chat/commands/joins/leaves and possibly other annoying bugs -Updated packet name list so the debug file no longer shows garbage packet names -Replaced byte values with actual net command names in the debug file. Only the first net command in a packet will be shown though -Added a MOBJCONSISTANCY define that makes the game takes all revelant mobjs to be counted in the synch seed -Added a PACKETDROP define that adds two console commands "drop" and "droprate" to simulate bad internet by dropping packets -Added/changed comments here in there in the netcode -Fixed a minor error that would ignore one of the urgent ack slots -Added a space between the map name and "zone" for the messages shown in a joiner's console
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toaster authored
* Removed Soniccd command, as flicky selection involves a P_RandomKey call - this messes with replays and demos.
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toaster authored
Prevented Mario mode from bailing out P_InternalFlickySpawn. What's the point? Goombas don't call A_FlickySpawn...
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Monster Iestyn authored
Start mobjnums at 1 instead of 0, so that the first found mobj can be relinked as a target etc to other mobjs properly This fixes Brak's electric barrier disappearing for joiners to ERZC. There seems to be some issues with the lava falls there too I've found, but the electric barrier actually stays around now at least
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toaster authored
* Added "Flickylist = DEMO" option, creating the five species of flicky similar enough in appearance to the Freed Animals from the days of yore. * Set the default flicky group to be equivalent to Flickylist = Demo. * Refactored a little. (This also removed a crash-causing typo in a Z_Free in P_ClearSingleMapHeaderInfo.)
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