Age | Commit message (Collapse) | Author |
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.tga in the /emoticons/ dir of fs_game, emoticon file names need
to end with "_{WIDTH}x1.tga". For example, /emoticons/dretch_1x1.tga
(square) or /emoticons/rifle_2x1.tga (double-wide)
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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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in msec for a registered sfxHandle
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BG_Upgrade
* Move "overrides/*" to "configs/" and remove all the overriden data from
bg_misc.c, instead requiring it to be in the cfg files
* Add cfg files to source control
* Clean up some naming and typing issues
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* Fix off-by-one errors and some gcc warnings
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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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behaviour)
* only award partial credits for incomplete buildables
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* Fix broken lerping due to animating before positioning on parent tag
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* Loads of whitespace fiddling to make the code closer to tremulous SVN
* HUMAN_BVALUE_MODIFIER includes ALIEN_CREDITS_PER_FRAG
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* (bug 3446) Allow the last spawn to be deconstructed when cheats are enabled
and g_markDeconstruct is not (Ben Millwood)
* (bug 3560) PTRC can be used while the original client is connected
* remove unused functions from src/game/g_ptr.c
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* Add animation policies for marauder
* Remove reference to shotgun_hand.md3
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* Squad marking removed
* Marauder walljump reverted to upstream
* Minijump removed
Enjoy!
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last spawn
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* Hooray for physics! 0 = (k v_i)^2 + 2ad --> k^2 v_i^2 / 2a = d, i.e. the minijump scale is sqrt(1/2) for a half-jump
* Oops, forgot to store/restore computed origin for cached buildable cap-traces
* Seeing multiple marked players will not mess up the marker orientations anymore
* Fixed warnings and increased range of squad marking to player crosshair distance
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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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* 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
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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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* 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
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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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* 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
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should fix it
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* 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)
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* Fiddled with Cmd_Build_f so some (more) build errors will give a red blueprint
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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
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* 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
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again, benmachine. Left the extra entity flag in though, because it is transmitted by the protocol and wasn't used before anyway.
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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
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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!
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dretch bounding box. Prevents spectators from getting stuck in the floor.
* Buildables round their health up when encoding health information for transmission, no more 0 hp buildables that aren't dead
* Removed the devmap credits hack I put in earlier
* Can now use \itemact weapon to switch to weapon, also \itemact weapon/blaster will not repeatedly force a weapon change if that weapon is already selected
* Options menu entry for "Sprint" changed to "Sprint / Dodge" with correct bind (+button6)
Norfenstein decided to switch to fractional "frags" (aka evos) for Aliens:
* BG_ClassCanEvolveFromTo rewritten to be more robust in case classes are shuffled around later
* CG_AtHighestClass and BG_UpgradeClassAvailable merged into BG_AlienCanEvolve
* Changed BG_GetValueOfHuman to BG_GetValueOfPlayer which now accomodates Aliens too
* Aliens now must receive 400 credits per frag point (9 evos = 3600 credits!)
* Aliens can only spend whole points
* TK/Suicide penalties moved to tremulous.h and converted to credit values
* Complex nasty Alien land goes bye-bye
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