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  1. Mar 25, 2019
  2. Feb 20, 2019
  3. Feb 17, 2019
  4. Feb 16, 2019
  5. Jan 28, 2019
  6. Jan 27, 2019
  7. Nov 25, 2018
  8. Oct 18, 2018
    • Sal's avatar
      New SPB · 8d6e203b
      Sal authored
      May not make it to R1, but oh well
      8d6e203b
  9. Oct 07, 2018
  10. Oct 04, 2018
    • Sal's avatar
      Always move the camera · 71efda2b
      Sal authored
      According to wolfs, this improves fps. Let's confirm, shall we?
      71efda2b
  11. Oct 03, 2018
    • toaster's avatar
      Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full... · cfd2b021
      toaster authored
      Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows.
      
      p_inter.c -
      	Everything to do with setting states for starposts
      		In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state.
      	Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example)
      		These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them?
      	Disable all mechanisms of damaging bosses or enemies with the player's physical contact
      		With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out.
      	Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects)
      		NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled.
      	Comment out Tag mechanisms
      		Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily.
      d_clisrv.c
      	Comment out Tag mechanisms
      		See p_inter.c
      d_netcmd.c
      	Disable several devmode commands which are irrelevant to SRB2Kart gameplay
      		When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us.
      	Comment out Tag mechanisms
      		See p_inter.c
      g_game.c
      	Disable NiGHTS-related material
      		See p_inter.c
      	Disable some team-related material
      		Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now.
      	Everything to do with setting states for starposts
      		See p_inter.c
      m_cheat.c
      	Disable several devmode commands which are irrelevant to SRB2Kart gameplay
      		See d_netcmd.c
      p_map.c
      	Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example)
      		See p_inter.c
      	Disable NiGHTS-related material
      		See p_inter.c
      p_mobj.c
      	Disable P_EmeraldManager
      		Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required.
      p_setup.c
      	Everything to do with setting states for starposts
      		See p_inter.c
      p_spec.c
      	Disable NiGHTS-related material
      		See p_inter.c
      	Everything to do with setting states for starposts
      		See p_inter.c
      p_telept.c
      	Everything to do with setting states for starposts
      		See p_inter.c
      p_tick.c
      	Disable some team-related material
      		See g_game.c
      	Disable P_EmeraldManager
      		See p_mobj.c
      	Do not run shields
      		Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker.
      	Do not run special stages
      		SRB2Kart does not have special stages.
      	Comment out Tag mechanisms
      		See p_inter.c
      y_inter.c
      	Disable some team-related material
      		See g_game.c
      p_user.c
      	Disable NiGHTS-related material
      		See p_inter.c
      	Disable 2d movement for players
      		2D mode? In a kart racer? :nick:
      cfd2b021
  12. Sep 29, 2018
  13. Sep 22, 2018
  14. Sep 21, 2018
  15. Sep 13, 2018
  16. Aug 11, 2018
    • toaster's avatar
      * Encore on the voting screen! Appears randomly once unlocked in the same slot... · a6d1e799
      toaster authored
      * Encore on the voting screen! Appears randomly once unlocked in the same slot as that which sometimes represents a gametype change (odds inflated for testing purposes).
      * A better representation of an Encore level, now with inverted graphics (a special remapping we can now use elsewhere whenever if we want!) and a floating Ruby!
      * Decouple encore's setting from cv_kartencore on mapload. Instead, bake it into D_MapChange and related, which will only some of the time be fed by cv_kartencore's value.
      * Encore mode now has a special mapheader palette setting, "encorepal", rather than using the same one as non-encore.
      a6d1e799
  17. Jul 22, 2018
    • toaster's avatar
      * FREE PLAY! The necessary corollary to HERE COMES A NEW CHALLENGER... · 7564aa46
      toaster authored
      	* Activates when there are less than two non-spectators in a netgame.
      	* Shows flashing text at the bottom of the screen.
      	* Prevents drawing several UI elements that only make sense with multiple players.
      	* Prevents matchesplayed being increased.
      * Improve the mapreset timer's behaviour.
      	* Now you get to see the HERE COMES A NEW CHALLENGER screen as the starting frame of the relevant map transition, since it happens on mapreset being 1 rather than 0.
      	* Make a bunch of normal gameplay stuff that might've activated unnecessarily during mapreset now not able to.
      	* Hide some other stuff that might've been visible for no good reason.
      * Improve Mirror mode.
      	* First person now works with it!
      	* Tweaked the minimap player heads. Although the main section of the automap is mirrored, it feels... wrong to mirror the player head? IDK, you may wish to revert this, but given that everything else is the right way around except for the level itself...* Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
      * Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
      7564aa46
    • Sal's avatar
      HERE COMES A NEW CHALLENGER · 77165631
      Sal authored
      77165631
  18. Jul 21, 2018
  19. Jul 04, 2018
  20. Jul 01, 2018
    • Sal's avatar
      WANTED · 5c7b66cc
      Sal authored
      5c7b66cc
  21. Jun 15, 2018
    • Sal's avatar
      Minor fixes · bfb4c0fa
      Sal authored
      bfb4c0fa
    • Sal's avatar
      Item tweakings · 788c9814
      Sal authored
      - Mines last twice as long
      - Mines can appear in 1st with a measly 5% chance, for maximum ass-blasting
      - Mine shiiiiink sound no longer plays globally
      - Thrown Bananas and Eggman Monitors bounce off walls like Mines
      - Hyudoro can steal from anyone
      - Halved invincibility alarm/music distance
      - Getting out Orbinaut/Jawz plays a shield sound
      - Using Shrink plays a devastating Chaotix sound
      - SPB plays a high-pitched wail when it's locked in
      - Hyudoro plays a ghosty sound when used
      - Fixed Battle arrow roulette
      788c9814
  22. Jun 11, 2018
    • Sal's avatar
      SPB fixes · e6b33ef6
      Sal authored
      Shrink also plays its sound, and Shrink/Grow have slower scaling speeds
      e6b33ef6
  23. Jun 06, 2018
    • Sal's avatar
      The Lightning Update · 5f610982
      Sal authored
      - 30 sec cooldown on all lightning types
      - Delay before Blue Lightning hits, based off of distance
      - Blue Lightning can swap targets if 1st place is passed
      - Blue Lightning can only be handed out if 2nd is far away enough from first
      5f610982
  24. May 31, 2018
    • Sal's avatar
      A couple of RA-related things · 240f037b
      Sal authored
      An unlockables/time emblems update, the stats screen shows all maps without needing to visit each one, and respawning is enabled in Record Attack now
      240f037b
  25. May 08, 2018
  26. Dec 17, 2017
  27. Nov 01, 2017
  28. Oct 12, 2017
  29. Apr 17, 2017
    • ZTsukei's avatar
      v1.3.04 - The Bouncy One · cfdb1276
      ZTsukei authored
      --------
      Hardcoded Collide.lua.
      Added player boolean array "Collide", used by Collide.lua.
      Walls are now bouncy by default again, like they were in 1.09.
      Buffed Orange Drift sparks, the boost now lasts 60 frames up from 40.
      cfdb1276
  30. Jul 06, 2016
  31. May 18, 2016
  32. Mar 29, 2016
    • Inuyasha's avatar
      *_Random is now *_RandomByte. · ac03ce39
      Inuyasha authored
      P_RandomChance is now a macro for something that should happen a
      certain percentage of time.
      
      P_SignedRandom was moved to a macro. Nobody cared.
      
      # Conflicts:
      #	src/p_inter.c
      ac03ce39
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