JTE
Member
I can't fix everything. But I can try.
ERZ2 still crashes a lot, yes, and I haven't actually "added" anything (as that's not the point of this edit)... I just felt I should go back and fix sprite scaling in software mode, since hardware mode is currently defunct and you guys used scaling without fixing it (and indeed, ended up breaking it a bit more).
I also fixed some of the issues with the camera and other things that have been bugging me for a long time which hadn't been changed in the slightest.
Latest changes:
Previous changes:
ERZ2 still crashes a lot, yes, and I haven't actually "added" anything (as that's not the point of this edit)... I just felt I should go back and fix sprite scaling in software mode, since hardware mode is currently defunct and you guys used scaling without fixing it (and indeed, ended up breaking it a bit more).
I also fixed some of the issues with the camera and other things that have been bugging me for a long time which hadn't been changed in the slightest.
Latest changes:
- Fixed Knuckles climbing ability (hopefully)
- Fixed vertical flip on objects with uncentered sprites and abnormal scale (no more floating/sinking, or should be)
- Fixed thok mobjs to work with the new colors
- Re-added netgame support (for now)
- Removed Spazzo's name from the title bar (It was a joke, honest!)
- Changed the color "Random" to "Junk" to avoid confusion
- Broke the laws of colormaps with HMS123 (This needs to be fixed, actually! For every colormap of every skin, there is a complete copy of the entire palette!?! TODO: Create a default translation table that works for all objects the same, keeping colors in one place, IMPORTANT: remove all these stupid joke colors)
- Renamed 1.09 Grey to Black
- Added MORE colors: Hot Pink (Amy), Light Blue, Light Orange, White Yellow, Pitch (Ridiculously dark Black), Grey (In-between Silver and Black: Now the entire spectrum of grays is available for your monotonous purposes!)
- Scaled up drowning numbers so you can see them when big
- Updated FLASHPAL (it was still the old palette), but I doubt it's even used anymore, so I'm not gonna include a wad just for the sake of it
- Made the default (non-player) yellow colormap actually yellow instead of a copy of gold.
Previous changes:
- Fixed the chasecam so it can handle larger distances again
- Made the chasecam autoreset most of the time when it gets stuck on something (No more camera-stuck-on-a-wall making you blind!)
- Fixed many graphical errors with object scaling, particularly with non-players (No more junk on non-player sprites, sprites appear correct)
- Fixed many physics errors with player scaling (Eggrock 3 is still extremely slippery and low-gravity, if not more so, possibly to accommodate Jazz's major ****ups in this area.)
- Made springs affected by scaling (both on scaled players and on scaled springs)
- Fixed "step-up" for scale changes
- Fixed player animation speeds becoming wrong when scaled
- Changed the scale command's cap to 5-400, since that much is graphically possible, though you should still stay within 25-250 if you really care about "correctness"
- Fixed ERZ3's map flag to scale instantly instead of smoothly (As it was always intended to do)
- Added scaling for rings, bubbles, etc. coming from scaled objects
- Fixed water jumping physics, splashes, skipping, and other stuff
- Fixed shield position scaling
- Changed MF_TRANSLATION to allow up to 255 unique colormaps for mobjs. Currently, 22 colors are available.
- Fixed the console variable "stretch" to properly clear the blank areas of the screen while off. Now you get black bars widescreen instead. (But only in Win32 DirectDraw software mode)
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