- Nov 10, 2018
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Sal authored
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- Oct 31, 2018
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wolfs authored
TODO: fix comment alignment
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- Oct 23, 2018
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Sal authored
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- Oct 20, 2018
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Latapostrophe authored
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Latapostrophe authored
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- Oct 16, 2018
- Oct 09, 2018
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Sal authored
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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
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Sal authored
9 unique engine classes with 13 sounds each, which smoothly change. Each character sounds distinct now!
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- Sep 21, 2018
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Latapostrophe authored
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Latapostrophe authored
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toaster authored
Okay, seems like reducing it to 1x is enough - making it singular is overkill and means that often if the furthest one away from you is the one to yell, you'll barely hear it. At least this way you'll only hear overkill chao if you're super close to the stands and the mapper's placed way too many
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- Sep 20, 2018
- Sep 13, 2018
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toaster authored
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- Sep 12, 2018
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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.
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- Sep 10, 2018
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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.
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- Sep 07, 2018
- Sep 06, 2018
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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.
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- Aug 30, 2018
- Aug 28, 2018
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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
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- Aug 14, 2018
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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.
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- Aug 08, 2018
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toaster authored
* Turns out the Linedef Type 606 support WAS working and I just had a bad MAP01E lump. * Ruby fade and ambience start track. * Fix bad phrasing.
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- Aug 04, 2018
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Sal authored
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- Jul 27, 2018
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Sal authored
- Ballhog explosion separated onto another sprite - Disabled banana jitter
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- Jul 25, 2018
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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
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- Jul 22, 2018
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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.
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- Jul 10, 2018
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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
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- Jul 01, 2018
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Sal authored
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- Jun 30, 2018
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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...
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- Jun 27, 2018
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SeventhSentinel authored
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- Jun 26, 2018
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SeventhSentinel authored
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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
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- Jun 19, 2018
- Jun 18, 2018
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Sal authored
- More Jawz states for later - Jawz orbit their user in the right direction now. - Banana trails made closer to each other - wheels.lua hardcoded - All held items take a double press, for consistency. - Fixed Karma Items not being able to be collected by invincibility or hyudoro users
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- Jun 15, 2018
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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
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