Commit graph

468 commits

Author SHA1 Message Date
TehRealSalt
e84c618da8 Rudimentary Record Attack support 2019-09-24 07:17:05 -04:00
toaster
571daa256a Always pretend cv_playersforexit is 4 in co-op special stages. 2019-09-19 18:44:55 +01:00
toaster
667dcd5bca Continue screen! With aaaaaall the new assets to go with it.
* https://cdn.discordapp.com/attachments/428262628893261828/621129794045870108/srb20077.gif
* https://cdn.discordapp.com/attachments/428262628893261828/621129785124585502/srb20078.gif
* I will be accepting no further questions at this time.
2019-09-11 00:50:51 +01:00
Jaime Passos
398b320aec initial stuff 2019-09-08 18:27:35 -03:00
mazmazz
c6dcb853e1 Merge remote-tracking branch 'origin/master' into newmenus 2019-09-07 22:25:47 -04:00
toaster
135a6636a7 Fix compilation warning for Match penalty string. (Egads, straight into master! Shock! Horror!) 2019-09-07 12:10:50 +01:00
Latapostrophe
1d66d8e213 replay freecam + enhancements 2019-09-05 23:24:23 +02:00
toaster
ffec691023 Bunch of fixes for dying in MP special stages.
* Don't allow the stage to be reloaded in G_DoReborn.
* If you do ANY spawn after the very beginning moment, you're forced to be a spectator.
* Have the "%d player%s remaining" Co-op exiting count visible at the same time as spectator controls.
2019-09-04 15:51:14 +01:00
toaster
b5ddea4827 Seperate "Game" and "Over" assets, per Sev's request and design.
https://cdn.discordapp.com/attachments/428262628893261828/618812279127015475/srb20069.gif
2019-09-04 15:21:00 +01:00
Jaime Passos
c72f3cbc69 Merge remote-tracking branch 'origin/master' into newmenus 2019-09-02 23:34:25 -03:00
toaster
0700ad229f Lots of death stuff.
* Genesis-style love and attention to the death event.
	* Only visibly decrement lives/rings when you're respawning (or game over, see below).
	* Faster no-button-press respawn.
* Game Over specific love.
	* Animation of Level Title font coming in from the sides.
	* https://cdn.discordapp.com/attachments/428262628893261828/617692325438554132/srb20067.gif
	* Change gameovertics to 10 seconds instead of 15.
	* Make the minimum time before you can force going to the Continue screen longer.
* Accomodate death in MP special stages as a form of exit.
	* Don't have your rings or spheres reset when you die in a special stage, so that the stage isn't softlocked with the new harder limits.
* Fix a bug with CoopLives_OnChange where changing to infinite lives didn't force a game-overed player to respawn.

Also, two not-quite death things which nonetheless were relevant to change:

* Fix quitting a special stage having some of the shared spheres/rings disappear into the aether.
* Fix a warning during compilation for the Ring Penalty print.
2019-09-01 15:55:23 +01:00
James R
d51b516446 Show a negative number to indicate ammo penalty 2019-08-26 16:07:17 -07:00
Steel Titanium
41d24cc5c7 Work on new title card
Even though it's not complete there's an issue where it would stop breifly during a fade.
2019-08-23 00:21:12 -04:00
Jaime Passos
518bb32ecb did The Thing 2019-08-19 14:23:03 -03:00
TehRealSalt
aad0dbd076 Encore invert fade 2019-08-10 00:54:16 -04:00
toaster
dec517f224 Merge branch 'ending' into 'master'
ENDINGS

See merge request STJr/SRB2Internal!264
2019-08-03 16:23:51 -04:00
toaster
06a7d0d8d2 Add a condition to bail on the HUD's ring counting down calculation if nummaprings is 0 or -1. 2019-08-03 12:25:46 +01:00
toaster
293c5dacf5 Add rings to old/MP special stage HUD + make both them and spheres (in old special stage only) count down rather than up, to match s3k 2019-08-02 23:51:22 +01:00
toaster
be14e062e8 Make MANIASPHERES' #define'd away stuff also recreatable with SOC, since I want to release it publically if the team don't want it. 2019-07-29 21:06:17 +01:00
toaster
74c32c1b2b A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)

Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-28 00:32:57 +01:00
Jonas Sauer
b7c783223a Fixed the thinkerlist issues by removing THINK_LIMBO. Delay-removed thinkers now stay in their list.
Also includes toaster's assorted fixes and improvements from target_painted_on_your_ass.
2019-07-13 01:42:03 +02:00
toaster
e5cdfe998b Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into toast_cleanup
# Conflicts:
#	src/p_mobj.c
2019-07-08 13:53:31 +01:00
MascaraSnake
9f666e125e Merge branch 'master' into thinkerlists
# Conflicts:
#	src/f_finale.c
#	src/p_enemy.c
2019-07-02 23:08:37 +02:00
toaster
982d97a267 Do some minor HUD fixes.
* Move HUD text's anchoring to underneath STR instead of above Lives.
* Adjust chat position slightly, to take advantage of SRB2's HUD layout having less content towards the bottom (unlike Kart, where it has roughly equal).
* Fix Match emeralds not displaying while in tab rankings with all-seven invuln/shoes bonus active.
2019-06-22 16:53:38 +01:00
toaster
7cf70cf89c Add HUD icon for Pink shield. (Don't worry, this is my last expected commit in this branch. Gonna cherry pick everything unrelated to the Pink shield into a bunch of other branches now.) 2019-06-22 16:44:32 +01:00
toaster
597d56d151 Do some minor HUD fixes.
* Move HUD text's anchoring to underneath STR instead of above Lives.
* Adjust chat position slightly, to take advantage of SRB2's HUD layout having less content towards the bottom (unlike Kart, where it has roughly equal).
* Fix Match emeralds not displaying while in tab rankings with all-seven invuln/shoes bonus active.
2019-06-18 18:51:24 +01:00
Sryder
6bcc283d3b Reimplement system for specials that activate when crossing a linedef from DOOM
Used for the finish line, crossing it the correct way increments the lap count, the wrong way decrements it
Remove usability of the sector special for the finish line
Undo another check of numstarposts to force all of them to need passing to complete the stage
player laps start from 0 now, it goes to lap 1 when you initially cross the start line.
2019-06-16 22:03:57 +01:00
Latapostrophe
a35cea9243 chaos conflict 2019-06-11 17:02:47 +02:00
Jaime Passos
157b510f2b Merge remote-tracking branch 'upstream/master' into gl_shaders 2019-06-10 16:21:46 -03:00
Monster Iestyn
67392baae0 Merge branch 'public_next'
# Conflicts:
#	src/doomdef.h
#	src/hardware/hw_draw.c
#	src/m_misc.c
#	src/sdl12/macosx/Srb2mac.xcodeproj/project.pbxproj
2019-06-09 20:04:08 +01:00
TehRealSalt
dc41fe3d8d Port over only the relevant changes from the reduced-palette branch, update some of the Kart-specific stuff 2019-05-12 17:19:49 -04:00
TehRealSalt
f48a08cd53 Merge v1 2019-05-06 21:23:29 -04:00
TehRealSalt
ab7e747648 Fix warnings
Remove entries from dehacked, remove P_DoJump, remove debug stuff
2019-05-02 02:51:13 -04:00
Nev3r
09ff071656 Fixed more mobj thinker iterator oversights and removed all mobj thinker function checks
Mobjs got their own thinker list after all, and disappearing thinkers are automatically purged from their lists and sent to the limbo list.
So it's safe to assume all thinkers inside the mobj list must be mobjs.

Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-21 16:39:57 +02:00
Nev3r
5a4eded7af Added a mobj-only list entry for mobj thinkers
Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-20 23:29:20 +02:00
Nev3r
baeda5060c Basic multiple thinker list implementation
Set up a main thinker list and a polyobject mover list to test things up. Works so far, networking as well.

Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-20 22:39:22 +02:00
TehRealSalt
089be795a2 Huge splitscreen refactor
Did not get to finish all refactoring or even compile this, I'll continue later
2019-04-18 03:08:11 -04:00
fickleheart
fcc188ec0b Show player names on the bottom in 4p
Also adjust margins to better match other HUD stuff
2019-04-14 23:52:03 -05:00
Jaime Passos
4548b4bb13 The player should be able to toggle shaders 2019-04-07 00:09:53 -03:00
fickleheart
91868fc3a4 Allow entering a title for replays on save 2019-03-24 22:40:52 -05:00
fickleheart
8d9462d4aa Refactor replay saving handler for later use 2019-03-24 21:55:08 -05:00
fickleheart
f60e92aa70 Move public demo vars to a single struct 2019-03-24 21:32:15 -05:00
fickleheart
557ac6f0d3 Move save replay prompt into the upper-right corner 2019-03-24 19:57:11 -05:00
Jaime Passos
fd5fb73671 gl4 2019-03-17 22:27:50 -03:00
James R
50c42609a2 Merge remote-tracking branch 'origin/new_netreplays' into netreplays-errors 2019-03-03 19:53:25 -08:00
James R
bfcb6cc67e Try to fix compiler errors 2019-02-24 17:47:33 -08:00
fickleheart
0b92743244 Support netreplays in titledemos
TDEMO###, where ### is a number from 1 to 255.
2019-02-17 13:13:45 -06:00
fickleheart
8ae26d24e3 Merge remote-tracking branch 'remotes/james/netreplays-viewcommand' into new_netreplays
# Conflicts:
#	src/g_game.c
2019-02-16 20:20:11 -06:00
fickleheart
1c6046ac43 Merge remote-tracking branch 'remotes/upstream/master' into new_netreplays
# Conflicts:
#	src/g_game.c
#	src/k_kart.c
2019-02-06 20:47:35 -06:00
Sally Cochenour
2c8c994324 In-game player cap & spectator queue
Force everyone beyond a certain point to spectate -- spectators get to queue up. In response to me doing a 1v1 match, tons of people wanting to join to watch, and just relying on honor system to prevent mid-joiners. Spectators are prioritized by how long they've been waiting. I'm thinking of hijacking base SRB2's team scramble for a scramble option later.
2019-02-03 16:43:11 -05:00