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2013-01-03* Lucifer Cannon projectile and bounding box shrunk a little to fit muzzle ↵Michael Levin
box restrictions * 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
2013-01-03Lucifer Cannon has a tiny bounding box that scales with charge to match the ↵Michael Levin
appearance of the projectile.
2013-01-03* Lucifer cannon projectile a little bigger with chargeMichael Levin
* 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)
2013-01-03What's a weapo?Ben Millwood
2013-01-03* Adding cg_disable(Upgrade|Build|Command)Dialogs to give greater control ↵Ben Millwood
over what messages are suppressed * Also made another print into an MN_ that I happened to be passing at the time
2013-01-03Oops, small mistake. Construction kit won't show a charge bar now.Michael Levin
2013-01-03* Corrected "fix" in make-macosx-ub.sh introduced during mergeTim Angus
2013-01-03Forgot to add the new Basilisk gas effect particle system script.Michael Levin
2013-01-03* Humans hit with Basilisk gas now show a particle effect until it wears offMichael Levin
* Basilisk gas view bob effect now properly accounts for shorter time due to protection * SS_POISONCLOUDED moved to EF_POISONCLOUDED (which used to be EF_TALK for chat balloons) * Added a userinfo cvar cg_alwaysSprint which, when enabled, makes humans sprint all the time (PS_ALWAYSSPRINT) * Power bolt on the Human HUD glows when sprinting (not very visible though)
2013-01-03* Merge ioq3-r1248Tim Angus
2013-01-03* Commit notification testTim Angus
2013-01-03* s/r_custom/r_/Tim Angus
* Remove r_mode, making r_width and r_height the only way to choose resolution * Add UI code to parse the detected resolutions list * Make ITEM_TYPE_COMBO do something; basically an ITEM_TYPE_MULTI which is populated by a feeder. A proper combobox widget would be better... in the future maybe * Improve keyboard/mouse button control on ITEM_TYPE_MULTI * Change resolution selection in options menu to use an ITEM_TYPE_COMBO fed by FEEDER_RESOLUTIONS
2013-01-03* Gave Painsaw a crappy looking crosshairMichael Levin
* 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
2013-01-03* Added charge meter to the UI, can be disabled via GUIMichael Levin
* Trample and Lucifer Cannon charging reworked and moved to PMove * Can no longer "cancel" a charging Lucifer Cannon * STAT_MISC2 is now unused, booster and charge information can be inferred elsewhere (STAT_UNUSED) * Trying to fire an empty weapon makes a clicking noise (also a bugfix, apparently the server would spam EV_NOAMMO which did nothing but is now used for the clicking noise -- audible to all players) * Created an alternate, muffled Lucifer Cannon warning noise for other people's Lucifer Cannons * Fixed bug which prevented players from switching to a different player while spectating someone in the spawn queue * Spectators are now properly moved to the lock view position when spectating a player in the spawn queue
2013-01-03Minor balance change:Asa Kravets
* Granger (both) speed raised from 0.65 to 0.7
2013-01-03Macros to describe structure values in terms of build pointsAsa Kravets
Balance change: * Advanced basilisk gas range reduced from 150 to 120
2013-01-03Need to clear the Tyrant's fall velocity before every PMove or we can get ↵Michael Levin
insta-squashed telenodes from garbage fallVelocity values.
2013-01-03* Build delay pie slices are now 5 sec each for both teamsMichael Levin
* Removed individual weapon build delay * Removed Advanced Construction Kit, everything is built by the normal kit * S2+ buildables cannot be built by regular grangers * Clicking to pick team during spectator mode fixed * New cvar: cg_printDuplicate, when set to 0 (default) prevents duplicate messages from being printed to screen (they still show up in console) * Pressing ESC while editing a UI item (esp. new Say menu) will not cause your cursor to disappear next time you open a menu
2013-01-03Server logs look weird with MOD_SUICIDE listed as method of death for ↵Michael Levin
buildable deconstruction. Added two new MODs, MOD_DECONSTRUCT and MOD_NOCREEP for more descriptive reasons.
2013-01-03Balance change:Asa Kravets
* All alien values raised 20%
2013-01-03src/game/g_cmds.c:534: warning: ‘ent’ is used uninitialized in this functionBen Millwood
I think you meant 'self'
2013-01-03Goodbye wall-walking on entities, we hardly knew ye. On a related note, if ↵Michael Levin
you'd like to try it uncomment ALIEN_WALLWALK_ENTITIES in tremulous.h.
2013-01-03* Spawn queue displays ordinals ("You are 2nd in the spawn queue")Michael Levin
* Server does not communicate the number of eggs and telenodes to all clients anymore -- the correct number of spawns is passed to the client when they are in the spawn queue only (puts PERS_UNUSED to use) Sticky and dead spectate (holy fuck that was hard for something so simple sounding): * Big thanks to Lakitu7 for passing along the patch (with contributions from TJW, Undeference, and R1CH) * UI has a new option to enable/disable sticky spectate * Spectators get to see the full dying animation * Dead players can spectate their teammates whether they are in the spawn queue or not I corrected several nasty bugs and recoded a LOT of the patch. Potentially the "spawn without a weapon" thing may have been fixed but maybe not. There are possibly other new bugs so keep an eye out for them.
2013-01-03* Reworked the dialog code a bit, removed some redundanciesMichael Levin
* Commented out the CMD_* dialog long messages -- probably never accessed from the GUI! * Converted some more prints into MN_* messages * Introduced a two-argument 'servermenu' to pass arguments to CG_Menu() -- menus can refer to classes etc now * Converted UI 'Disable Warning Dialogs' to a multi-item ('no', 'print to console', 'yes') * Removed some unused dialogs
2013-01-03* oops, cg_disableWarningDialogs was eating the build/evolve menus, this ↵Ben Millwood
should fix it
2013-01-03* Norfenstein's increased Dretch attack repeatMichael Levin
Scaled back the gameplay implications of the recent wallwalking changes a bit: * Wallwalking players will not get knocked off walls by knockback forces * Cannot shove enemies again * Shoving will still knock wallwalkers off of you * Getting shoved off of someone while toggle wallwalking will not disable your WW
2013-01-03Finally figured out why players were so special in gimping the wallwalk ↵Michael Levin
code. Turns out the server sends player positions snapped to whole integers. The bandwidth-saving effects of doing this are dubious as players tend to move continuously and thus new positions will be sent out every frame anyway. The real effect of this is that the client will mispredict whenever it comes into contact with another player. Also, as part of the tinkering I removed some code from the wallwalking function that should have stayed put, I have added it back in. This commit also fixes the "jittery bouncing while sitting on top of another player" glitch.
2013-01-03* Shut up some compiler warnings (but not all of them)Ben Millwood
* Move ClientCommand error messages to menu system * cg_disableWarningDialogs 2 == no messages at all * decide clientside what kind of dialog to use and merge some redundant menus as a result * add spec dialog (pretty much identical to human/alien dialogs)
2013-01-03* Removed unused G_CrushAttack argumentMichael Levin
Alien wallwalking changes: * Can wallwalk on buildables and players * Will cancel when hit with knockback from a shove or splash from a weapon * bg_pmove.c has a viewangles "correction" removed that would screw up the view when wallwalking on top of a player -- I don't know why this "correction" was added, if you find wallwalking bugs later this may be the cause Shove function changes: * Will shove enemy players (pretty weakly in practice) * Will not shove if you aren't trying to move * Can shove wallwalking players (a wallwalking dretch could block Tyrants before!)
2013-01-03Fixed benmachine's sed n00bery.Michael Levin
Changes to buildable deconstruction reporting: * Unmarked buildables that are killed by deconstructing their creep source are reported as destroyed * Killing a marked buildable does not generate a DESTROYED message * When a buildable is deconstructed, any damage dealt to it by players will be rewarded
2013-01-03 * Renamed some enum stuff to be more descriptiveBen Millwood
* Fiddled with Cmd_Build_f so some (more) build errors will give a red blueprint
2013-01-03* Fixed name-change color bleeding bugMichael Levin
* Hovel infopane tweak
2013-01-03Forgot to commit the help menu... :(Michael Levin
2013-01-03Updated infopanes.Michael Levin
2013-01-03* Turrets back to their "dumb" behaviorMichael Levin
Pounce changes: * Mechanics simplified, descriptions in tremulous.h * Client side prediction (no jerkiness) * Pounce will gradually cancel if released in midair or release with insufficent charge
2013-01-03My occasionally pedantic copyediting of risujin's help menuBen Millwood
2013-01-03* Fixed up credits help pageMichael Levin
Alien buildables: * Killing an egg will give you credit for all buildables that have lost creep because of it * Some general cleanup, more functions turned into AGeneric_* * Repeated Alien buildable blast damage fixed, also deals damage when it explodes rather than later * Blast radius increased slightly for eggs and acid tubes to account for the bug fix
2013-01-03* Started updating infopanes with Badger, need to do moreMichael Levin
* Fixed a bug where regular Basilisk would not heal faster by a booster sometimes (found thanks to new GUI indicator!) * Un-reverted Lucifer Cannon sound heard by others, with Norf's blessing * Added a Help menu listing mod changes and other stuff (ESC -> Help), edit ui/help.txt * Human HUD item list will now wrap around so that it never hides items, also made it a little wider GUI cross changes: * Human GUI health cross glows when medkit is active * Alien GUI health cross glows when on creep * Double, triple healing rates show as multiple crosses
2013-01-03Shut up compiler warnings (and possible bugfix)Ben Millwood
2013-01-03Found a stray bit of tjw's patch that didn't make it in, and removed extra ↵Ben Millwood
newline on console say
2013-01-03Reverted Lucifer Cannon sound changes. Only you can hear your own overcharge ↵Michael Levin
again, benmachine. Left the extra entity flag in though, because it is transmitted by the protocol and wasn't used before anyway.
2013-01-03* Pulse Rifle has a small impact "particle system" to show impact flashMichael Levin
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
2013-01-03Another bugfix, Lucifer Cannon won't start charging again after an overcharge.Michael Levin
2013-01-03Fix compiling on OSXBen Millwood
2013-01-03Forgot to respect cap parameter in G_AddCreditToClient. Should be able to ↵Michael Levin
sell beyond the 2000 credit cap again.
2013-01-03* Removed forced crouching for Tyrant crush, Tyrants should no longer bounce ↵Michael Levin
off of players * Added a new cvar, cg_hudFilesEnable, set to "1" to enable your custom HUD -- this is a temporary workaround to custom HUD incompatibility!
2013-01-03* Turrets are smarter and will fire if they can hit their target rather than ↵Michael Levin
when perfectly aligned * Also added two turret params: spin duration and spin down time which give finer control over turret behavior (set their values to minimum) * Fixed some patch problems, spacing and duplicate code * Fixed Sprint/Dodge binding through menu * Tutorial text size shrunk * ALL clients lose their credits entirely when switching teams
2013-01-03Add tutorial text support for sprint/dodgeBen Millwood
2013-01-03* Oops, Repeater now gives Repeater reward creditsMichael Levin
* Reloading a weapon and switching to blaster will not cause it to be "reloaded" * Removed "team change free" flag, all clients keep credits when changing teams * Human and Alien credits properly converted when switching teams (based on max) * Cannot open both say prompts at the same time anymore
2013-01-03Minor balance tweak:Asa Kravets
Pounce range reduced 72 -> 64