Age | Commit message (Collapse) | Author |
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team, in order to prevent dretches with fast computers from camping the other base before the humans even load the map. Disabled by default; set g_doWarmup 1 to enable.
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- Controlled by cg_drawSpeed, which is a bitfield
Bit 1 controls the text draw, bit 2 controls the graph, and bit 4
ignores vertical speed in the calculation.
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class/equipment, and locations of teammates
- Disable with cg_drawTeamOverlay 0 or remove it from your hud
- Control number of teammates to show with cg_teamOverlayMaxPlayers
- When teamoverlay is enabled, show health of teammates next to their name when the crosshair is over them
- Servers who dislike gameplay effects or want to save on bandwidth use can use g_allowTeamOverlay 0 to disable the feature for players
- Special thanks to Risujin for bring this idea and the original patch to Tremulous
* Cache teaminfo on the server and send only when needed (Undeference)
* Increase frequency of sending updated teaminfo (Undeference)
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* Rewrite CG_DrawTeamSpectators to scroll on a pixel basis rather than a character basis
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* Bring back "teamoverlay" cvar and default it to 1
* Add "cg_chatTeamPrefix" cvar
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* Remove cvar g_suddenDeath since it is no longer needed
* "Sudden Death in 0 seconds!" should no longer display on map start when sudden
death is disabled
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* Remove g_adminNameProtect, force it on
* Remove g_chatTeamPrefix, force it on
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* Remove buildable health scaling/masking stuff; 10 bits is plenty now
* Potentially fix bug where many PVS entering buildables would inappropriately
make damaged sounds
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- Remove the temporary manual override cvars
- Bring back cg_thirdpersonangle by request even though it's only useful in non-gameplay cases
- Move thirdperson view offset values to classconfigs where they belong
- Attempt once again to fix cg_thirdpersonpitchfollow
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feederID or window.borderSize where applicable.
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* Remove version determining code from makefile since it has to walk 300
revisions every compile and produces incorrect results anyway
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* Remove cg_drawStatus as it's pretty much unused, too
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* Move CG_TeamJoinMessage to cg_players.c near where it is used
* When changing team, execute cg_(alien|human|spectator)Config as appropriate
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megatog615)
* dead buildables no longer bleed
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+ Totally redo all the shoulder view positions
+ Change cg_thirdPersonShoulderView -> cg_thirdPersonShoulderViewMode and give it new behaviors
- 0: always use regular third person view
- 1: use regular third person view but go to shoulder during wallwalk (default)
- 2: always use shoulder view
+ Following of the player's pitch (in both modes) is disabled but can be reenabled using cg_thirdPersonPitchFollow 1
- This cvar is intended to be temporary. One way or the other will be kept for trunk.
+ Unbreak regular third person view during wallwalk (I still don't like the way it looks though)
+ Add a set of temporary cvars for tweaking shoulder view positions for each class
- cg_shoulderViewOverride 1 will activate the following cvars and ignore the hard-coded positions
- cg_shoulderViewUp cg_shoulderViewRight cg_shoulderViewForward then offset the views instead
- These four cvars will not go to trunk. They are so that people can easily test different viewpoints (to be hardcoded) and suggest them to me during this testing phase.
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* Allow /noclip and /where to be used by spectators
* Allow /noclip and /setviewpos to be used by specs even when cheats are off
* Run PM_Weapon and set view height while noclipping
* Make player speed while spectating or noclipping configurable via cg_flySpeed
* Remove requirement for cgame's cvartable to have a non-null vmCvar pointer
* Make PM_Paralyzed a macro and add a similar category, PM_Live
* Stop dretches from biting dead buildings
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* Create a shoulder-cam mode that replaces thirdperson when you have cg_thirdPersonShoulderView 1
* Automatically switch to shoulder view when following someone wallwalking
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* Make G_TeamName BG_TeamName and use it in cgame for team change messages
* Don't use an event for team change notification since clients already know
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* (bug 3746) Lookup table for UI commands (Ben Millwood)
* and some other refactoring
* Fix a couple null dereferences introduced in 1120
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* add trap_R_inPVS to cg_local.h/cg_syscalls.asm
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their position, instead of cg_crosshairX/cg_crosshairY
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* Fix indentation in crosshairs.shader
* remove some hopefully redundant cursordraw stuff
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their own attacks only
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/emoticons/dretch.tga inline with text)
* emoticons are square .tga images placed in the /emoticons dir of fs_game
* emoticons should probably be 64x64 to look nice
* g_emoticonsAllowedInNames (default ON) is an optional server setting to
prevent players from using them in names
* emoticons can be escaped by prefixing with an additional [
* cvars ui_emoticons and cg_emoticons can be set to 0 to disable drawing
of emoticons in ui or cgame contexts respectively
* fix color code continuation on wrapped lines
* prefix all wrapped lines with a space to prevent chat shenanigans
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* Remove some unused (mainly baseq3) cgame cvars
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* Remove existing team_t (TEAM_FREE, TEAM_SPECTATOR)
* s/pTeam_t/team_t/;s/buildableTeam_t/team_t/;s/WUTeam_t/team_t/
* s/pClass_t/class_t/
* s/PERS_TEAM/PERS_SPECSTATE/
* s/STAT_PTEAM/STAT_TEAM/;s/STAT_PCLASS/STAT_CLASS/
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* Squad marking removed
* Marauder walljump reverted to upstream
* Minijump removed
Enjoy!
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* Scores will not be reset to 0 for players whose classes change while the scoreboard is showing
* Hive offset fixed so that less of the hive is sunk under the floor
* Buildable positioning cap-traces are cached, saving CPU
* Buildable cap-traces will not interact with bodies (players and buildables)
* For Aliens holding dodge while jumping will result in a weaker jump
Marauder walljump changes:
* Finds a wall regardless of where player is aiming
* No longer uses direction keys to direct walljump (player is using these to hug the wall!)
* Will direct jump in player's view direction
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blurry or glitching sometimes
* New feature: Squad Marking -- bind in Options -> Misc, marks teammates in your squad by displaying a triangle above them when they are near
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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
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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)
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over what messages are suppressed
* Also made another print into an MN_ that I happened to be passing at the time
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* 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)
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* 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
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* 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.
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