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<title>zittrig-4/models/weapons, branch master</title>
<subtitle>The server software used for the Der Bunker Tremulous servers.
</subtitle>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/'/>
<entry>
<title>* Move all non-source-code to assets directory</title>
<updated>2013-01-03T00:16:13+00:00</updated>
<author>
<name>Tim Angus</name>
<email>tim@ngus.net</email>
</author>
<published>2009-10-03T12:45:33+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=947d079b94b7cfb2cf42d612ede728c34552d373'/>
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<pre>
</pre>
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</entry>
<entry>
<title>* mass driver no longer creates a particle when it hits something (same as upstream)</title>
<updated>2013-01-03T00:15:29+00:00</updated>
<author>
<name>Roman Tetelman</name>
<email>kevlarman@gmail.com</email>
</author>
<published>2009-10-03T11:54:20+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=7145527a1ca44c6afd20adf7e369f5f6f983047b'/>
<id>7145527a1ca44c6afd20adf7e369f5f6f983047b</id>
<content type='text'>
* the whitespace police strike again
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<pre>
* the whitespace police strike again
</pre>
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</content>
</entry>
<entry>
<title>* Lucifer Cannon projectile and bounding box shrunk a little to fit muzzle box restrictions</title>
<updated>2013-01-03T00:15:03+00:00</updated>
<author>
<name>Michael Levin</name>
<email>risujin@fastmail.fm</email>
</author>
<published>2009-10-03T11:29:53+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=81e17582608465935041812242d0dbbf8a152727'/>
<id>81e17582608465935041812242d0dbbf8a152727</id>
<content type='text'>
* Buying a weapon with a number greater than 15 while having a Construction Kit will not give you zero ammo
* Human viewheight shrunk to prevent flamer and new Lucifer Cannon shots from exploding inside the ceiling because on account of the muzzle box -- better aligned with the model now too. This should prevent the flamer from burning people in vents.
* Some BG functions made more efficient; BG_GetPlayerWeapon should be used to get a Human's weapon because it may be switching
* Adv. Dragoon barbs regenerate 10 seconds after being shot, not at regular intervals
* Build weapons should no longer need to be in a block in bg_public.h
* Tremulous doesn't use multiple weapons but the G_GiveClientMaxAmmo function will properly restore regular ammunition when a energy weapon is selected
* MN_H_NOENERGYAMMOHERE obsolete; Changed some text to acknowledge that energy ammo is now available at armoury
* Particles can set 'physicsRadius #' to use a fixed bounding box for collisions
* Various HUD elements will immediately update to the new weapon when switching weapons
Flamer changes:
* Bounding box shrunk slightly
* Client-side particles now used a static bounding box that matches the server projectile 
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Buying a weapon with a number greater than 15 while having a Construction Kit will not give you zero ammo
* Human viewheight shrunk to prevent flamer and new Lucifer Cannon shots from exploding inside the ceiling because on account of the muzzle box -- better aligned with the model now too. This should prevent the flamer from burning people in vents.
* Some BG functions made more efficient; BG_GetPlayerWeapon should be used to get a Human's weapon because it may be switching
* Adv. Dragoon barbs regenerate 10 seconds after being shot, not at regular intervals
* Build weapons should no longer need to be in a block in bg_public.h
* Tremulous doesn't use multiple weapons but the G_GiveClientMaxAmmo function will properly restore regular ammunition when a energy weapon is selected
* MN_H_NOENERGYAMMOHERE obsolete; Changed some text to acknowledge that energy ammo is now available at armoury
* Particles can set 'physicsRadius #' to use a fixed bounding box for collisions
* Various HUD elements will immediately update to the new weapon when switching weapons
Flamer changes:
* Bounding box shrunk slightly
* Client-side particles now used a static bounding box that matches the server projectile 
</pre>
</div>
</content>
</entry>
<entry>
<title>* Lucifer cannon projectile a little bigger with charge</title>
<updated>2013-01-03T00:15:02+00:00</updated>
<author>
<name>Michael Levin</name>
<email>risujin@fastmail.fm</email>
</author>
<published>2009-10-03T11:29:22+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=685e9535db65b8117a93afd68b93ce1521a6ec28'/>
<id>685e9535db65b8117a93afd68b93ce1521a6ec28</id>
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* Sitting on a booster won't make it blink the warning bolt (SS_BOOSTEDWARNING), also made the warning fade
* Lucifer Cannon repeat rates fixed
* G_Damage() wont deal damage to dead entities
* Maybe fixed the buildable killed with shotgun won't show dying anim bug
* Attacked hives won't attack back when the OM is dead
* The monstrous hive bounding boxes shrunk to something reasonable
* Tesla Generator muzzle offset to the ball part, now fires over turrets
* HUDs can make vertical charge bars
* Human charge bar no longer overlaps scanner
* "There are no spawns remaining"
Changes to trample attack:
* No longer deals locational damage (wtf?)
* Charge "holding" restored
* Hit repeat rate limited to 50 ms
Changes to health cross icons:
* Inspired by Techhead, made new icons (sorry, yours didn't look so good in game :-\ )
* Icons fade from one to another
* Switched SS_HEALING_2X and SS_HEALING_ACTIVE meaning for Humans -- glows when on medi station, special icon for medkit
* Poisoned icon for humans (Techhead's idea)
</content>
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<pre>
* Sitting on a booster won't make it blink the warning bolt (SS_BOOSTEDWARNING), also made the warning fade
* Lucifer Cannon repeat rates fixed
* G_Damage() wont deal damage to dead entities
* Maybe fixed the buildable killed with shotgun won't show dying anim bug
* Attacked hives won't attack back when the OM is dead
* The monstrous hive bounding boxes shrunk to something reasonable
* Tesla Generator muzzle offset to the ball part, now fires over turrets
* HUDs can make vertical charge bars
* Human charge bar no longer overlaps scanner
* "There are no spawns remaining"
Changes to trample attack:
* No longer deals locational damage (wtf?)
* Charge "holding" restored
* Hit repeat rate limited to 50 ms
Changes to health cross icons:
* Inspired by Techhead, made new icons (sorry, yours didn't look so good in game :-\ )
* Icons fade from one to another
* Switched SS_HEALING_2X and SS_HEALING_ACTIVE meaning for Humans -- glows when on medi station, special icon for medkit
* Poisoned icon for humans (Techhead's idea)
</pre>
</div>
</content>
</entry>
<entry>
<title>* Gave Painsaw a crappy looking crosshair</title>
<updated>2013-01-03T00:15:00+00:00</updated>
<author>
<name>Michael Levin</name>
<email>risujin@fastmail.fm</email>
</author>
<published>2009-10-03T11:27:09+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=e5d4b2471e72ff574ebc0d01afbab50fc447cf5a'/>
<id>e5d4b2471e72ff574ebc0d01afbab50fc447cf5a</id>
<content type='text'>
* Change turret behavior again to make them even dumber (will not stay "spun up" anymore or retarget without spinning up again)
* DCC will not complain about an attack when something is deconstructed
* Fixed "\sell upgrades" command emptying energy weapons when a battery pack was sold with it
* Spectators moving to lock view points now set teleport bit, hopefully prevents the ugly lerping
Hive changes:
* Will not fire unless the missile can actually hit
* Will fire from the hive tip rather than the center
* Fixed broken code that made hive fire when shot from out of hive range
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Change turret behavior again to make them even dumber (will not stay "spun up" anymore or retarget without spinning up again)
* DCC will not complain about an attack when something is deconstructed
* Fixed "\sell upgrades" command emptying energy weapons when a battery pack was sold with it
* Spectators moving to lock view points now set teleport bit, hopefully prevents the ugly lerping
Hive changes:
* Will not fire unless the missile can actually hit
* Will fire from the hive tip rather than the center
* Fixed broken code that made hive fire when shot from out of hive range
</pre>
</div>
</content>
</entry>
<entry>
<title>* Pulse Rifle has a small impact "particle system" to show impact flash</title>
<updated>2013-01-03T00:14:53+00:00</updated>
<author>
<name>Michael Levin</name>
<email>risujin@fastmail.fm</email>
</author>
<published>2009-10-03T11:20:08+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=c9083efba65343e9242ab05acd82ee7fcfa17e54'/>
<id>c9083efba65343e9242ab05acd82ee7fcfa17e54</id>
<content type='text'>
Lucifer Cannon aesthetic changes:
* Secondary fire has a blaster-like trail and impact flash
* Primary fire missile sprite and impact particles scale their size with charge strength
* Other players can hear Humans overcharge
</content>
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<pre>
Lucifer Cannon aesthetic changes:
* Secondary fire has a blaster-like trail and impact flash
* Primary fire missile sprite and impact particles scale their size with charge strength
* Other players can hear Humans overcharge
</pre>
</div>
</content>
</entry>
<entry>
<title>Some more work on the Mass Driver:</title>
<updated>2013-01-03T00:14:51+00:00</updated>
<author>
<name>Michael Levin</name>
<email>risujin@fastmail.fm</email>
</author>
<published>2009-10-03T11:17:37+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=a0c96de3cd2b5fd1b57276caafc07e17a54d001a'/>
<id>a0c96de3cd2b5fd1b57276caafc07e17a54d001a</id>
<content type='text'>
* Fixed a bug in SnapVectorTowards which would snap incorrectly if the point was below the world origin. Also added an analogous function to work with normals (SnapVectorNormal).
* Added weapon.cfg to source control to set alwaysImpact (to show flash along with blood spurt when hitting a player).
* The maximum number of hits allowed moved to tremulous.h, set MDRIVER_MAX_HITS.
* Since a the visual effects changed, removed old massDriverFire() function and toggle switch.
</content>
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<pre>
* Fixed a bug in SnapVectorTowards which would snap incorrectly if the point was below the world origin. Also added an analogous function to work with normals (SnapVectorNormal).
* Added weapon.cfg to source control to set alwaysImpact (to show flash along with blood spurt when hitting a player).
* The maximum number of hits allowed moved to tremulous.h, set MDRIVER_MAX_HITS.
* Since a the visual effects changed, removed old massDriverFire() function and toggle switch.
</pre>
</div>
</content>
</entry>
<entry>
<title>Added shader/particle scripts to version control.</title>
<updated>2013-01-03T00:14:46+00:00</updated>
<author>
<name>Michael Levin</name>
<email>risujin@fastmail.fm</email>
</author>
<published>2009-10-03T11:13:35+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=9eb4b3aeea163884d5b07b5af9ed8189f086ce02'/>
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<pre>
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