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  1. Nov 13, 2018
  2. Nov 12, 2018
  3. Nov 11, 2018
    • Sal's avatar
      Clean-up of unused/removed sfx, replacement of the last remaining Mario sfx,... · 93ab9850
      Sal authored
      Clean-up of unused/removed sfx, replacement of the last remaining Mario sfx, and new sfx in some spots
      
      - Replaced eggitem landing sfx
      - Replaced banana landing sfx
      - Replaced item tossing sfx
      - Replaced item clashing sfx
      - Added sfx for drift spark tier changing
      - Added sfx for brake drifting
      - Reverted Mario Mode sound replacement back to vanilla
      93ab9850
  4. Nov 10, 2018
  5. Oct 31, 2018
  6. Oct 23, 2018
  7. Oct 20, 2018
  8. Oct 16, 2018
  9. Oct 09, 2018
    • Sal's avatar
      x2 distance, fix priority · 94c92c22
      Sal authored
      94c92c22
    • Sal's avatar
      Many adjustments · 5811ff52
      Sal authored
       - Volume of your own engine is lower than default
       - Engine sounds get quieter with more people around, ala SMK. 16 player servers should hopefully not be loud as fuck :V
       - Starting countdown and drop dash revs up your engine now
       - Doubled sound distance
      5811ff52
    • Sal's avatar
      New engine sounds · bb3d0149
      Sal authored
      9 unique engine classes with 13 sounds each, which smoothly change. Each character sounds distinct now!
      bb3d0149
  10. Sep 21, 2018
  11. Sep 20, 2018
  12. Sep 13, 2018
  13. Sep 12, 2018
    • toaster's avatar
      * Chao audience! · b1db70b3
      toaster authored
      	* Replaces the CZ64-era hopping Mario guys.
      	* ~50% randomised colours!
      	* 1/9 are FANS!
      		* On mapload, some Chao select a random player in the server (even spectators) as their idol.
      		* The fans cheer for their idol when they cross the finish line in a winning position!
      		* They also sob when their idol loses.
      	* The remaining percentage are the canon Aqua.
      * Minor on-field spikeball/fake radius alterations requested by Oni.
      b1db70b3
  14. Sep 10, 2018
    • Sal's avatar
      Drop Dash + alternate start boosts · 7a913980
      Sal authored
      New respawn boost behavior, where you just hold for long enough instead of timing it with hitting the ground. Also much weaker, just gives you enough boost to get going instead of being a free sneaker.
      
      Start boosts have been severely changed. The perfect one has an extra tic on its timing window and gets Sneaker boosting special effects, but every other possible boost has been severely nerfed.
      7a913980
  15. Sep 07, 2018
  16. Sep 06, 2018
    • toaster's avatar
      Dropping items! · 4de68f7f
      toaster authored
      * Shield Drop...
      	* Whatever you've got orbiting or trailing you, DROP THEM WHERE THEY STAND. (Except for the ghost sink. That one's OK.)
      	* Pops your Thunder Shield.
      	* Happens upon ANY hit, except for deathpits.
      * HUD Drop...
      	* Also does the above, except for the Thunder Shield thing.
      	* If there's any item left in your item box, pop it out as a little hovering, rotating Minecraft item!
      	* You can pick up the Minecraft item by driving over it if your item box is sufficiently empty, or the item which is contained within it is of the same type.
      	* Happens upon Size Down and battle elimination.
      	* Can also be forced on with `cv_kartdebughuddrop on`!
      * Some other random stuff.
      	* Fix a bunch of `a->scale = b`'s into `P_SetScale(a, b)` form, for maximum validity.
      	* Make K_CleanHnextList and K_UpdateHnextList one function, since they only differed by one continue clause (and the type of their input parameter).
      	* Allow shrunken players to pick up item boxes again.
      	* Fix MF_NOCLIPTHING. (Gonna pass this fix to vanilla when I get the chance, too.)
      	* Break NiGHTS a little through my machinations.
      4de68f7f
  17. Aug 30, 2018
  18. Aug 28, 2018
    • Sal's avatar
      New voices · 118d9caa
      Sal authored
      - Following Oni's proposal. This means taunts are split into 2 types for offensive items and boost, 2 less hurt sounds, and there's another clip for using invincibility item (or whatever other powerful items we want to apply it to later; maybe size-down?)
      - Win/lose quotes are played at full volume for the person who said it.
      - A new sound effect plays when you hit someone with voices disabled.
      - Reduce amount of RNG being called from the vanilla P_Play[whatever]Sound functions
      - Added our skin sound constants to the dehacked list.
      - Unrelated: finish line sfx plays in splitscreen
      118d9caa
  19. Aug 14, 2018
    • toaster's avatar
      Odds and ends of bugfixing and polish. · c19a7798
      toaster authored
      * Flashing Eggman-hit players.
      * Fix typo with Rocket Shoe item bar, and make it extensible for potential future purposes since I was fiddling with it anyways.
      * More complete playerarrow visuals for various items.
      * Eggman fake (and debug) item get sounds.
      c19a7798
  20. Aug 08, 2018
  21. Aug 04, 2018
  22. Jul 27, 2018
  23. Jul 25, 2018
    • Sal's avatar
      Finishing touches on Ballhog · b42d083b
      Sal authored
      - Ballhog has explosion + sound on death
      - Ballhog shrinks to nothing if it didn't hit anything
      - Replaced a Mario sound on Orbinaut
      - Fixed Jawz's sound effect
      - Fixed Mines not being removed on death pits
      b42d083b
  24. Jul 22, 2018
    • toaster's avatar
      MAP HELL IS REAL · 992b1dc7
      toaster authored
      * Force map hell if there are two or more non-spectators (ie, same condition as to not be in FREE PLAY) and everyone has selected the RANDOM level slot.
      * Unique gasp-and-Shulk-based sounds for both forced and non-forced map hell occourances.
      992b1dc7
  25. Jul 10, 2018
    • Sal's avatar
      Sound & timer fixes · 301d1ffe
      Sal authored
      - Don't decrease spinout when boosting
      - Don't increase banana dragging when in the air or if you're not moving (Not sure about this one, just thought that this would feel better than it always increasing once we add the visual effect)
      - Play a sound for banana dragging
      - Correct finish line sounds
      301d1ffe
  26. Jul 01, 2018
    • Sal's avatar
      WANTED · 5c7b66cc
      Sal authored
      5c7b66cc
  27. Jun 30, 2018
    • toaster's avatar
      Don't look at this commit too closely until after netgame, I want to surprise yalls!! · cf6f85a7
      toaster authored
      * Lots of menu changes!
      	* Little arrows next to changeable cvars!
      	* Show default value for sliders!
      	* Pretty pretty pretty.
      	* I don't know how to describe some of these changes.
      * Effectively nuke MIDI music support!
      * Skiddown at the start of a race is more interesting!
      * Spinning in waterslides!
      * Tiny bugfix in voting, plus a little celebration...
      cf6f85a7
  28. Jun 27, 2018
  29. Jun 26, 2018
    • SeventhSentinel's avatar
      Final lap sound · 0f36c6a9
      SeventhSentinel authored
      0f36c6a9
    • SeventhSentinel's avatar
      Some fun sound changes · 920ce380
      SeventhSentinel authored
      - Peelout sound for sneaker boosts
      - Flicky grab sound for stealing balloons
      - Adaptive sounds for start boosts (drift boost for sub-optimal boosts, sneaker boost for good boosts, super transform sound for the frame perfect boost)
      - Orbinaut rollling sound
      920ce380
  30. Jun 19, 2018
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