mazmazz
ecfc2e66f1
Replace firsttic with timer increment
2018-09-09 20:45:12 -04:00
mazmazz
bb55774171
Fix tic-based bug returning early
2018-09-09 19:57:41 -04:00
mazmazz
295ff73e70
Cap lightlevel fading at spawn_lightlevel (don't make darker)
2018-09-09 19:44:35 -04:00
mazmazz
f77957ddf0
Added tic-based logic to FOF fade (ML_EFFECT5)
2018-09-09 19:31:32 -04:00
mazmazz
44ba282d5f
Finalize light level on fade finish (not forced stop)
...
* Added destlightlevel property to fade_t
* Fixed dotranslucent, dolighting, docollision order weirdness in function calls
2018-09-09 17:20:35 -04:00
mazmazz
4e3f0c9a84
Fade FOF lighting fixes; properly calculate destlightvalue
2018-09-09 15:41:30 -04:00
mazmazz
18c6f560e4
Merge branch 'lightfade-ticbased' into le-fadefof
2018-09-09 13:44:30 -04:00
mazmazz
cbf692fc52
Revert "Snap light level to software values (32 levels)"
...
This reverts commit 8ec3e23ed5 .
2018-09-09 13:43:00 -04:00
mazmazz
96d8723238
Flag re-organization
...
* Change alternate param flag from BLOCKMONSTERS to DONTPEGBOTTOM
* Change tic-based flag from NOCLIMB to EFFECT5
2018-09-09 09:34:36 -04:00
mazmazz
47cf5ebdd7
Merge branch 'master' into change-colormap-ldef
2018-09-09 08:40:38 -04:00
mazmazz
baeb1f2aa5
Don't add a thinker if alpha is already equal
2018-09-09 08:10:45 -04:00
mazmazz
b0fca6b7b4
Polyobject Fade logic
2018-09-09 08:08:48 -04:00
mazmazz
deb0ba1648
Add light fading to FadeFakeFloor
...
* Declare P_RemoveLighting in header for p_spec.c use
2018-09-08 23:44:29 -04:00
mazmazz
8571b407c6
Merge branch 'lightfade-ticbased' into le-fadefof
2018-09-08 23:03:18 -04:00
mazmazz
8ec3e23ed5
Snap light level to software values (32 levels)
...
* New properties `exactlightlevel` and `lightlevel` in `lightlevel_t`
2018-09-08 23:01:35 -04:00
mazmazz
07c6705bdb
Implemented tic-based light fading
...
* ML_BLOCKMONSTERS specifies destvalue and speed by texture offsets
* ML_NOCLIMB toggles tic-based logic
* Added props `duration`, `interval`, and `firsttic` to `lightlevel_t`
2018-09-08 22:10:51 -04:00
mazmazz
b74fa1e9c8
Re-render lighting when setting FF_EXISTS
2018-09-08 20:49:32 -04:00
mazmazz
47dce92d8b
Add dolighting flag to FadeFakeFloor thinker
2018-09-08 20:41:45 -04:00
mazmazz
e78ce5fdc3
When detecting invisible FOFs, don't include light blocks
2018-09-08 20:08:48 -04:00
mazmazz
c6ffa6fbe5
Initialize invisible FOF alpha to 1 on first fade
2018-09-08 09:31:23 -04:00
mazmazz
bbdf09f19e
Handle rendering flags for invisible FOFs
2018-09-08 09:08:32 -04:00
mazmazz
6cd3fd8c7d
Enable FF_CUTSOLIDS handling and updating by sector->moved
2018-09-08 08:59:17 -04:00
mazmazz
8ad62de044
Disable FadeFakeFloor for laser block
2018-09-08 01:33:12 -04:00
mazmazz
2a89fcfc87
Never handle FF_EXISTS if FF_BUSTUP
2018-09-08 01:23:15 -04:00
mazmazz
61960937b0
Fix Mario block triggering during ghost fade
2018-09-08 01:12:34 -04:00
TehRealSalt
045d3bf91d
Speed pads always play a boost voice clip
...
For the extra SA1 feel :P
2018-09-07 16:20:20 -04:00
mazmazz
9055c58783
Initial polyobj fade skeleton
2018-09-07 15:27:18 -04:00
mazmazz
71b1a78f76
Merge branch 'master' into le-fadefof
2018-09-06 18:12:24 -04:00
Monster Iestyn
cd8a46b3a1
Fix mixed d+c in NiGHTS trigger code, fix stray "INT8" in A_ConnectToGround
2018-09-04 17:04:24 +01:00
TehRealSalt
79c49550c1
Move wall sector type to from Section1:14 to Section1:12
...
The SMK maps will probably need an update
2018-09-02 20:57:40 -04:00
TehRealSalt
1be9b16f3a
Scale the speed of SA dash pads with higher scales
...
Also, added a define for GROWNEVERMISSES, which fixes every single jump with Grow but with feels terrible.
2018-08-31 00:05:46 -04:00
TehRealSalt
2e809548e4
separate var for dashpad cooldown
...
- no longer has weirdness with pw_flashing
- can now have an SA1-style effect for it
2018-08-30 22:27:18 -04:00
TehRealSalt
79eb4feb74
Lower capped spring pad max speed even harder, to properly fix BC3
2018-08-29 14:46:42 -04:00
mazmazz
c43c15ff10
Merge remote-tracking branch 'origin/master' into nightsplus-le
2018-08-29 11:06:00 -04:00
TehRealSalt
9ff5e2d2e2
New voices
...
- 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
2018-08-28 16:29:50 -04:00
TehRealSalt
8f790957f1
Last touches for smk maps
...
- different min/max on capped spring pads
- turn the normally almost-useless "non-ramp sector" type into "wall sector", which disables both stepup AND stepdown instead of just stepdown
2018-08-27 18:09:32 -04:00
mazmazz
3488501b03
Add "finalize" flag to Type 453 Stop Fade
2018-08-18 06:04:11 -04:00
mazmazz
95a6299ff6
P_ResetFakeFloorFader: Unclamp rover->alpha from software levels
2018-08-18 05:31:41 -04:00
mazmazz
ccf5a0a810
Add alpha clamping so OpenGL conforms to Software's translucent levels
2018-08-17 17:07:07 -04:00
mazmazz
81d7039f8e
Cleanup fade fake floor code
2018-08-17 15:59:34 -04:00
mazmazz
5a3499f833
Refactor function and variable names; change defaults for fake floor fader line flags
2018-08-17 15:25:25 -04:00
mazmazz
9b88c25fda
Revised and re-organized P_DoFakeFloorAlpha fading procedure
...
* dosolid routine now refers to spawnflags
2018-08-17 14:49:33 -04:00
mazmazz
1f51c8e076
Move fading thinker to ffloor_t.fadingdata
2018-08-17 02:28:52 -04:00
mazmazz
52f7b009f0
Move fadingdata (fade_t thinker) to line_t
2018-08-17 01:11:04 -04:00
mazmazz
9f9bf86d2b
Rename dofadeinonly to doghostfade
...
* Ghost fading: when transitioning to/from alpha=0, don't set solid/tangibility until fade is finished
2018-08-16 22:27:26 -04:00
mazmazz
a49aa9babe
Fix bonus time quirk where lines are run if player->marebonuslap is 0
...
* Bonus laps start at 1, so if a line is looking for bonus laps, they should only be run at >= 1.
2018-08-14 16:08:21 -04:00
mazmazz
6ba6454056
Comments
2018-08-14 14:57:58 -04:00
mazmazz
b1368078c6
Make Bonus Time Start executor into a general Egg Capsule Touch executor
...
* Entrance/exit flags
* Enough/not-enough-rings flags (with "doesn't matter" line option)
2018-08-14 12:00:37 -04:00
mazmazz
3a3976bd71
Make LE Ring triggers accept spheres for NiGHTS levels
2018-08-14 11:10:10 -04:00
mazmazz
e399d08d76
Add ML_BOUNCY flag to Bonus Time executor to execute BEFORE the capsule is destroyed and player has enough spheres
2018-08-14 10:48:50 -04:00