- Uses in level waypoint colors:
- Green for player's next waypoint
- Pink for shortcuts
- Gray for disabled waypoints
- Yellow for ego orb
- Blue for ordinary waypoints
- The player's next waypoint appears slightly larger
The idea is to return it as a meter item while keeping and putting a restriciton on the speed building and storing part from the previous version. Using the boost while its active will drain time from the main timer to fill up store as it were, this store is what handles the boost duration which caps at 2 seconds. The speed increase from using the flame shield more and more now diminishes and caps around 81 fu/t on knuckles for example and is done seprately from the main drain timer and the store.
this mostly works but now maps using nothing but waypoints allow you to gain a free lap on racestart. This seems like i would need some sort of lap validation for the new waypoint system.
- Battle Capsules for Break The Targets, to improve conveyability
- No Contest players have a special X icon
Also fixes a few issues with minimap rendering
- obviously written before netsplits and bots
- mixing up array indices and loop iteration for local players
- mixing up SPB object and target
- old version of hyudoro with double time in Race
- using explicit gametype comparisons instead of gametype rules
- SPBs with hitlag disappeared from the minimap
- Implementation details:
- grandprixinfo.eventmode is the reference point
- All bots have spectator applied and removed at map start depending on eventmode, and I've done my best to guard against side effects of not removing them entirely
- You shouldn't turn off grandprixinfo.gp when turning on things like specialStage.active or bossinfo.boss when pursuing eventmode behaviour
- Probably needs to be integrated into XD_MAP for any future netplay support, is currently disabled.
- You technically don't have to assign a Capsules map to be the bonus and a Special Stage to be the special. A Capsules map can be assigned to a Special Stage too, and a Boss can be assigned to either of them.
- Special Stages are still just as incomplete as they were before.
- Break the Capsules has special behaviour.
- Timelimit starts at 20 seconds.
- Earn 10 seconds (plus a little extra cheaty time) every capsule you destroy.
- WIN + extra life if you bust all the capsules, COOL if you get some but run out of time, LOSE if you lose your bumper or run out of time without breaking a single capsule.
- Supposed to also give you rings, but ran into a LOT of difficulty with this and didn't want to commit half-baked stuff, so it'll be a later project.
Also:
- Fix a long standing bug where totalring was reset between maps, preventing the sum from adding up across GP rounds and depriving you of extra lives you were owed.
- Fix an issue where Break the Capsules record attack was KARTSPEED_HARD.
- Send timelimitintics in savegames, since it's handled seperately now.
* Set view context in the player HUD loop inside `ST_overlayDrawer()`.
* The HUD code now gets all interpolated camera data from the view context instead of half-heartedly recreating it.
* Move Lua HUDlib data to the view context system instead of an else ladder.
* View roll support in HUD tracking, because the other changes made this trivial.
* Remove old_viewrollangle as it is now redundant.
- Rename to Lightning Shield (it keeps fucking me up when I want to kartgiveitem it to myself)
- Fix inflictors causing damage being considered damage hitlag. Fixes the player using Lightning Shield being in damage hitlag state (most notable in the DI branch because hurting someone with it lets you DI afterwards, which also fucks with your turning)
- Rewrote attack function to use custom blockmap search instead of P_NukeEnemies.
- It can no longer attack below you, only above & around you.
- Increased the attack radius, so that it actually lines up with the sprites...
- Fixed extremely inconsistent ring blockmap search by moving it to playerafterthink (don't ask me why)
- Rings get joulsted by Lightning Shield when you pass by them without
- Added MAXRADIUS to the blockmap checks for lightning shield & mines, to reduce blockmap inconsistencies
* Rework HU_UpdatePatch to HU_UpdateOrBlankPatch with a "required" boolean.
* If desired graphic is not present in resources:
* If required is true, return `missingpat`.
* If false, return NULL as before (font compatibility).
* Add an alias with the previous function signature, so you don't need to add a million `true`s everywhere.
* Remove a ton of irrelevant graphics the game attempts to cache only because of code inherited from vanilla SRB2.
* Remove the unused hudinfo system, also inherited from vanilla SRB2.
* Fix majority of Battle resyncs.
* Change how Paperitem spawners work. Instead of rerolling the RNG if a map spot is already used, maintain a list of available spots...
* Correct over-the-network type of player->spheredigestion.
* Remove the condition that prevented the spheres' spawnpoints from being sent over the network, which meant they were only respawning on the host's end...
* Fix itemroulette on Battle playerarrow. (Rarely seen these days but still possible to observe as spectator for Break the Targets)
* Change draw order of Position Faces and Tab Rankings to allow for players' numbers to draw on top of the big out-of-bumpers X.
HUD:
* Miniaturised Spheres and Emeralds HUD for 3P/4P.
* Repair 3P minimap.
* Move accessibility icons in 3P/4P to next to the lap/bumper sticker (currently only kickstartaccel exists)
* Change language on menu retry to be more generalised.
* Adjust HUD code structuring a bit.
MECHANICAL:
* Now correctly set number of bumpers in Break the Capsules to 1 (from 3).
* The above required reworking K_SpawnBattleCapsules into K_BattleInit, which is a good staging ground to handle more battle-specific setup in future.
* Do not spawn Emeralds or Sphereboxes in Break the Capsules.
* If everyone is WANTED... nobody is.
* Try to handle exceptions to timelimits a little more thoroughly (still not perfect).
* Disable pointlimits in bosses.
* Add a little "ding" sound and HUD dorito bounce when your kickstartaccel reaches max, so you can let go of accelerate/know when you need to tap to stop.
* Make the name on top of the boss healthbar only show up once the titlecard is over.
* Properly reset boss healthbar fill between maploads.
Makes a little easier to parse. I might have gone overboard but I really wanted to test my hunch if Ivo's issue was mostly the fact it jitters so hard :V
- Invert high contrast greyscale colorization effect for damage hitlag
- Jitter is now also exclusive to damage-related hitlag
- Since jitter is now just tied to a flag, removed the old trick momentum hack
Values are subject to tweaking.
(AngleDelta stuff is a leftover of the previous attempt, but I think the code's useful so I kept it in this commit anyway)
All my work thus far on solving the drawflag/renderflag/additive/subtractive conundrum.
Outstandng problems:
* Bad additive/subtractive tables means that they appear opaque except under certain conditions.
* No support for FOFs, Polyobjects, or linedefs in OpenGL yet.
* All OpenGL support mostly done blind, may or may not function in practice.
If nothing else, the hard engineering problems are solved and it's just bug hammering...
* None of the following things (grouped by the fact they fade/slide in) use hardcoded static numbers; they'e now attached to the titlecard ticker.
* Minimap.
* All V_HUDTRANS items. (Not add/sub) - this was previously broken entirely
* FREE PLAY
* Record Attack Input (no longer slides in at all - needs to be visible from start of play.)
* Fixed a rare case where V_SLIDEIN HUD elements would occasionally jump a step too far.
We had SEENAMES disabled before, and vanilla removed the define, so I went ahead and removed it. Repurposed the old seenames console variable for our nametags.
* Introducing K_GetKartButtons(player_t), for adding false presses to.
* K_GetForwardMove(player_t) takes kickstarting into account, and is now applied to engine sound generation too.
* BT_REALACCELERATE has been deleted.
* Display even if the player (or Lua) has disabled the speedometer.
* Support splits all the way up to 4p.
* Abstract out to a function that could hypothetically display more accessibility-related icons down the line.
It's no secret that holding down a button a lot can fuck with your wrists and fingers. It's too late for me to be damageless, but I can at least create an option to reduce further harm.
This accessibility feature, when enabled (kickstartaccel and kickstartaccel2/3/4 in the console) behaves with the following properties:
* Hold accelerate for 1 second to lock it down.
* Press again to release.
* Short holds/presses do nothing (good for POSITION).
* Continue holding it during the releasing press to re-lock it.
* A small triangular UI element is added next to the speedometer sticker, which displays the current state of the acceleration kickstart for visual feedback. (NO SPLITS SUPPORT YET)
In addition:
* Add PF_ACCELDOWN and PF_BRAKEDOWN, and BT_REALACCELERATE (which ACCELDOWN tracks). Even if this feature never gets merged, BT_REALACCELERATE is required because sneakers and boosters force it on too (extending this is how I implemented it).
* Fix the dehacked playerflag list being out of shape.
* I replaced some existing flags during development of this branch, so their old uses have been whittled away.
Hasn't been needed after all of the movement bugs causing this discrepency were fixed, so now it just looks weird when you use a Sneaker and it shows you at 105% afterwards.
Was a long time coming :V
Nev3r's supported different FOV. I also expanded it to let it support splitscreen's different screen sizes in a better fashion than the old method of just dividing the final coordinates.
The results are also stored in a struct, instead of modifying passed in variables, so it's also less dunderheaded than what I was doing before overall.
Looks far more colorful this way! By default it is additive... but like SMK, there is a map header option for subtractive, intended for maps with white roads.
- Fixed the bugs with them in our last netgame
- Karma bombs are no longer slippery or have stat changes
- Karma bombs cannot pick up spheres. Their remaining spheres before they died are removed 1 per tic.
- Karma bombs are out of the game permanently when touching the overtime barrier
- When successfully hurting another player, instead of getting 0.5 bumpers, they steal ALL of the opponent's bumpers, effectively swapping places with them. One bumper is lost in the process, meaning bumpers are slowly flitered out the more people need to come back.
- Removed karma items/eggboxes... hopefully this is temporary and we can bring them back later, but currently we don't have a design for how they should work under the new rules :x. They are still in the code behind the `OTHERKARMAMODES` define
- Bumpers & comeback timer are now player_t variables instead of kartstuff shit
- eliminated boolean on player_t for checking when a player touched the barrier
Object tracking is off, but it was off before so I don't know if I actually
broke it. Minor refactoring in HWR_RenderPlayerView and HWR_RenderSkyboxView.
Instead of doing its best to avoid P_DamageMobj, it embraces it, using the damagetype system to decide how the player takes damage. Overall less stupid.
- Split HUD stuff into k_hud.c/h
- V_SPLITSCREEN replaces the old function that sets V_SPLITSCREEN/V_HORZSCREEN flags system, and instead automatically moves it based on player number
- V_SLIDEIN makes HUD items slide in after the intro animation.