Commit graph

267 commits

Author SHA1 Message Date
toaster
383b93e43a * New object types!
* Red and yellow Boost panels!
        * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better.
        * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif
        * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes.
        * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability!
    * Banpyura!
        * A Crushstacean with a spring instead of a crushclaw.
        * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif
        * Wanted this for a while, finally added it.
* Improved springs.
    * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground.
    * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity.
    * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well.
    * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN.
* Make directionchar "lag behind" a little bit in waterslides.
* Improved flame jets.
    * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1!
* Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!)
* Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode.
* Improved ZB config.
    * Add above new types.
    * Add Blue Diagonal Spring, which existed in the source but not the config.
    * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-18 18:33:45 +01:00
lachwright
54699398a0 Make MT_PUMA not hurt players' ears when placed in groups or loading the map (new functionality for A_PlaySound) 2019-10-09 14:24:27 +08:00
toaster
10136232e2 Change one of the Pyrefly captions. 2019-10-08 19:45:43 +01:00
toaster
ed304a5b19 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into rvz-hardcode
# Conflicts:
#	src/p_mobj.c
2019-10-08 19:43:43 +01:00
MascaraSnake
c4f1085f02 Hardcoded the Pterabyte (without the grabbing mechanic) 2019-09-29 10:39:09 +02:00
toaster
74efc0e1f4 Merge branch 'bossprovements' into 'master'
ACZ3 intro

Closes #217

See merge request STJr/SRB2Internal!346
2019-09-27 08:55:19 -04:00
toaster
85f50ef54b * Add vwre vwre intro for Fang Clone Fighter battle. (Still skipped with presence of MTF_AMBUSH)
* https://cdn.discordapp.com/attachments/428262628893261828/626792815451701259/srb20006.gif
* Add fadeout instead of slapstick for Fang Clone Fighter death.
* Allow placed Fang and Metal Sonic objects to be marked as Clone Fighters always through presence of MTF_EXTRA.
2019-09-26 17:06:29 +01:00
lachwright
4d31ebf47a Hardcoded DSZ3 shockwave 2019-09-26 05:27:51 +08:00
toaster
de82d338bd Remember when Lach recorded their live reaction to 2.2 so far? Do you recall what the reaction to ACZ3 was?
If you don't, the reaction was "WHAT?? Why is he here? This is GREAT but, what??" And while the reaction is on the positive end of things, it's stll clearly not advisable for our defining Big Reveal of the already huge update.

To this end: Here is a mini cutscene! https://cdn.discordapp.com/attachments/428262628893261828/626207624043429898/srb20005.gif
* He's digging through Eggman's trash.
* Clearly doesn't expect to see you!
* Ready for a fight all the same.
* You can attack him during the mini cutscene if you're impatient.
* Skipped if you give him MTF_AMBUSH.
* Requires new assets (including map) to test, but I'm not ready to make a MR yet because I have other thoughts first.

Also, since I was poking around in p_enemy.c, I fixed A_Boss1Laser's issues (not working with direct 2.1 port states and having the weird secondary attack).
2019-09-25 14:36:20 +01:00
toaster
ca616fe314 Add the new s1, s2, cd, 3db and kc sounds to sounds.c and sounds.h!
These have been in srb2.pk3 for a while, but they were inaccessible because of not having in-game references.
2019-09-10 15:06:20 +01:00
MascaraSnake
b50da9e3e6 Hardcoded the lavafall 2019-08-25 23:05:38 +02:00
toaster
3c5cbd5980 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into eggcolosseum
# Conflicts:
#	src/p_mobj.c
#	src/sounds.c
#	src/sounds.h
2019-07-09 19:52:52 +01:00
toaster
0124e248ee ha ha ha how can i possibly describe this commit
Just wait for the MR, it won't be far behind.
2019-07-08 13:26:40 +01:00
toaster
168a7f4768 Revert "Revert "Merge branch 'metalfixes' into 'toast_cleanup'""
This reverts commit c17ec4a77e.
2019-07-03 00:58:02 +01:00
MascaraSnake
c17ec4a77e Revert "Merge branch 'metalfixes' into 'toast_cleanup'"
This reverts merge request !239
2019-07-02 23:49:10 +00:00
toaster
dbec3c7e54 Metal Sonic fixes!
* Add more context clues to his fight, including an indicator for which laser attack is being used after chargeup.
* Make missiles able to vectorise him.
* Add another laser orb attack - vertical slice - and change the laser orb sequence to accurately reflect that horizontal is the hardest of the ones in 2.1.
* Optimise TC_BLINK, and fix an issue with TC_ALLWHITE that somehow avoided coming up in testing.
* Fix colorized bosses losing their colorization when flashing, by forcing TC_ALLWHITE.
2019-06-28 20:48:14 +01:00
toaster
c9c69d805a Now it's CA_TWINSPIN's turn to get the improvements!
* Remove PF_THOKKED every time a successful damage bounce occours.
* When this happens, spawn a number of particles based on thokitem at half scale! (Optimised, again, for MT_LHRT.)
* Also spawn these particles when a successful spring boost occours, as well as playing a twisted spring sound.

Also, some other related tweaks:

* Optimisations to A_VultureBlast, which was used as a base for the particle creation.
* Make the Metal Sonic boss use P_PlayerCanDamage instead of a custom, somewhat broken player damage detection mechanism.
* P_SpawnGhostMobj takes colorized into account.
* Fold Tails propeller damage into P_PlayerCanDamage.
* When performing an Attraction Blast, place the player in roll frames.
* Update all conditions preventing SH_PINK to incorporate thokitem and spinitem as well.
* Buff MT_LHRT travel distance at slow speeds.
2019-06-26 23:26:05 +01:00
MascaraSnake
720d84f87f More incomplete minecart hardcoding 2019-06-13 21:45:30 +02:00
MascaraSnake
67c3d87190 Hardcoded the new Snapper behavior 2019-06-10 20:32:50 +02:00
MascaraSnake
db6b94e7a7 Hardcoded the new Minus behavior 2019-06-10 17:42:37 +02:00
MascaraSnake
b8aac236f2 Hardcoded the Canarivore 2019-06-10 13:58:16 +02:00
MascaraSnake
6f7b77f650 Hardcoded train cameo 2019-06-09 13:48:07 +02:00
MascaraSnake
3653d5b46e Hardcoded the TNT barrels and proximity shell (using mazmazz's A_TNTExplode implementation from the minecart branch) 2019-06-09 10:51:33 +02:00
MascaraSnake
50a9a6c0bb Fixed dust scaling, changed sound captions 2019-06-08 14:12:39 +02:00
TehRealSalt
26065e9983 Bubble Shield updatin's
- Bigger hitbox
- Waves start smaller, grow up the old size near the end of the inflation
- Waves follow the shield slightly better
- Bubble Shield gives more base weight (this may not actually impact anything)
- Reduced slowdown from bubble trap
- Recoded bubble reflecting to ignore player held shield items
- Added more sound effects
- Increased Bubble max size
2019-05-21 18:02:21 -04:00
mazmazz
5e06530829 Implement MIXNIGHTSCOUNTDOWN
An alternate mode to NiGHTS countdown jingle: play it as an SFX while fading down the music.
2019-03-14 23:10:14 -04:00
TehRealSalt
6aa55bdbe2 Merge remote-tracking branch 'kartpublic/next' into fortnite 2019-03-11 13:49:12 -04:00
Sally Cochenour
02862f8010 Banana snipe sfx 2019-02-22 18:43:10 -05:00
mazmazz
81352aece1 WIP 20190101 merge
d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
TehRealSalt
43af067415 Add a 5-second delay before the kill-field kicks in
Until it's ready, the orbs are transparent and the minimap icon blinks. Also, tons more sounds. ALSO, Super Overtime mode.
2018-12-06 18:13:40 -05:00
TehRealSalt
4507ee18fd Merge remote-tracking branch 'srb2public/next' into merge-next 2018-11-29 08:49:50 -05:00
TehRealSalt
9a25d4e988 This sound doesn't exist yet, but I'm defining it anyway 2018-11-26 03:19:31 -05:00
mazmazz
c91b2b4456 Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
TehRealSalt
c2941d6ea5 Item roulette fun-times
- Colorize items, Combi-Catcher style, while the roulette is still going. Nice Chaotix reference, and tells you when the game's just lagged.
- Items blink when you first get them! They blink white when you wait out the whole roulette, red when you mash, or rainbow for enhanced items! Blinking prevents items from being stolen too, so items can't be literally stolen before you even have a chance to see what it was.
- New item roulette sound for mashing
- Fix TC_ limits in Lua
2018-11-23 19:15:14 -05:00
TehRealSalt
a8b57e6f0d Title demos don't interrupt the music 2018-11-13 21:01:59 -05:00
TehRealSalt
b442d8a042 Carry over old explosion sfx flags 2018-11-13 01:09:36 -05:00
TehRealSalt
80fdcad166 Fix clash sound flags not being carried over 2018-11-13 01:06:13 -05:00
TehRealSalt
dbff5e96cf Use S2 rips on the title screen 2018-11-11 19:22:15 -05:00
TehRealSalt
339a2a6ee6 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
2018-11-11 17:30:30 -05:00
TehRealSalt
092caa59fc Separate grow & invincibility alarms, donated by VAda 2018-11-09 21:47:36 -05:00
wolfy852
40ad082bcf SOC_CHAO hardcode
TODO: fix comment alignment
2018-10-30 20:35:33 -05:00
TehRealSalt
a57c6af1f0 Merge branch 'master' into fz-time-over 2018-10-24 21:39:02 -04:00
TehRealSalt
e11fe766ef fzboom.wad hardcode 2018-10-23 17:48:09 -04:00
Latapostrophe
7bf766eb25 Mementos hardcode 2018-10-20 21:17:13 +02:00
Latapostrophe
1a31fa726c Midnight Channel hardcode 2018-10-20 16:10:40 +02:00
TehRealSalt
8102756abd 1 minor, non-engine related change I wanted to make while I was at it:
Minor priority change to two voice lines; the "passing someone" line has the same priority as every other line, and gave it's boosted priority to the way more gameplay-important "hit 'em" line.
2018-10-16 12:48:46 -04:00
TehRealSalt
9891080360 Give engines SF_TOTALLYSINGLE, and bug-fix it so that it can work like a flag
Sryder's request
2018-10-16 12:30:47 -04:00
TehRealSalt
805b1dd0e8 x2 distance, fix priority 2018-10-09 18:04:25 -04:00
TehRealSalt
89d08fda84 Many adjustments
- 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
2018-10-09 14:07:05 -04:00
TehRealSalt
cdef7f4e1d New engine sounds
9 unique engine classes with 13 sounds each, which smoothly change. Each character sounds distinct now!
2018-10-08 21:31:55 -04:00