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<title>zittrig-4/scripts/weapons.particle, 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>
</div>
</content>
</entry>
<entry>
<title>Removing ^Ms from a few files because I thought it would fix a problem. It didn't, but I'm committing it anyway</title>
<updated>2013-01-03T00:15:08+00:00</updated>
<author>
<name>Ben Millwood</name>
<email>thebenmachine@gmail.com</email>
</author>
<published>2009-10-03T11:35:24+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=7fe53c67d15f78b650e9413e05c183b49d8865cc'/>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>* Mass driver reverted to upstream (function and effect)</title>
<updated>2013-01-03T00:15:07+00:00</updated>
<author>
<name>Michael Levin</name>
<email>risujin@fastmail.fm</email>
</author>
<published>2009-10-03T11:33:36+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=3750577e8d18451939e5ae58b90bd75a397737ba'/>
<id>3750577e8d18451939e5ae58b90bd75a397737ba</id>
<content type='text'>
* Squad marking removed
* Marauder walljump reverted to upstream
* Minijump removed
Enjoy!
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Squad marking removed
* Marauder walljump reverted to upstream
* Minijump removed
Enjoy!
</pre>
</div>
</content>
</entry>
<entry>
<title>* Double number of barb particles for Adv. Dragoon impacts</title>
<updated>2013-01-03T00:15:07+00:00</updated>
<author>
<name>Michael Levin</name>
<email>risujin@fastmail.fm</email>
</author>
<published>2009-10-03T11:33:06+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=6658b20d0fce1b759e7e7cef83007218252b9781'/>
<id>6658b20d0fce1b759e7e7cef83007218252b9781</id>
<content type='text'>
* Updated and alphebatized the help menu
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Updated and alphebatized the help menu
</pre>
</div>
</content>
</entry>
<entry>
<title>* Buildable health accuracy increased to 8 bits, flags moved to eFlags (EF_B_*)</title>
<updated>2013-01-03T00:15:03+00:00</updated>
<author>
<name>Michael Levin</name>
<email>risujin@fastmail.fm</email>
</author>
<published>2009-10-03T11:30:33+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=ca3ade0361afe2b5d87c7a46543e6937b04b89bf'/>
<id>ca3ade0361afe2b5d87c7a46543e6937b04b89bf</id>
<content type='text'>
* Fixed Tesla Generator not firing over turrets or missing small aliens entirely -- it now shoots from the top of its bounding box to the top of its target's bounding box
* Dying, evolving, or changing teams properly resets the weapon
Flame thrower changes:
* Reverted flame thrower missile radius to 15
* Muzzle is offset for flame thrower to shoot from the hand
</content>
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<pre>
* Fixed Tesla Generator not firing over turrets or missing small aliens entirely -- it now shoots from the top of its bounding box to the top of its target's bounding box
* Dying, evolving, or changing teams properly resets the weapon
Flame thrower changes:
* Reverted flame thrower missile radius to 15
* Muzzle is offset for flame thrower to shoot from the hand
</pre>
</div>
</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>
<content type='xhtml'>
<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>
<content type='text'>
* 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>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<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>* 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>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<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>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<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>* I'm sick of entering \give 9999 every time I need to test something. Whenever cheats are enabled, players spawn with half-full credits.</title>
<updated>2013-01-03T00:14:50+00:00</updated>
<author>
<name>Michael Levin</name>
<email>risujin@fastmail.fm</email>
</author>
<published>2009-10-03T11:17:25+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=6916f8fb5d3a19bf0bdfb84948b19445954306d9'/>
<id>6916f8fb5d3a19bf0bdfb84948b19445954306d9</id>
<content type='text'>
* Reactor used to deal more damage to each Alien when multiple Aliens attacked it, fixed to ONE radius damage call.
Extensive visual modifications to Mass Driver:
* Added a short, briefly-displayed pseudo-trail 
* Impact system modified to have a large impact sprite and otherwise be more consistent with Lasgun
* Added several files for the trail and shader
* Firing code modified to generate visually correct trails and impact positions
* Added a new event for Mass Driver trails, doubles as impact event to save bandwidth
The Mass Driver trail extends from the gun rather than the muzzle to be more visually realistic. Shooting it from the muzzle prevents you from even seeing the trail and in 3rd person looks very wrong. The downside to the shifted origin is that the impact positions (multiple hits only) are not aligned with the beam. Had to add a good bit of complicated, mathy code to generate impact events in visually accurate locations. Looks damn good though.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Reactor used to deal more damage to each Alien when multiple Aliens attacked it, fixed to ONE radius damage call.
Extensive visual modifications to Mass Driver:
* Added a short, briefly-displayed pseudo-trail 
* Impact system modified to have a large impact sprite and otherwise be more consistent with Lasgun
* Added several files for the trail and shader
* Firing code modified to generate visually correct trails and impact positions
* Added a new event for Mass Driver trails, doubles as impact event to save bandwidth
The Mass Driver trail extends from the gun rather than the muzzle to be more visually realistic. Shooting it from the muzzle prevents you from even seeing the trail and in 3rd person looks very wrong. The downside to the shifted origin is that the impact positions (multiple hits only) are not aligned with the beam. Had to add a good bit of complicated, mathy code to generate impact events in visually accurate locations. Looks damn good though.
</pre>
</div>
</content>
</entry>
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