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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
2013-01-03* 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
2013-01-03* Mass Driver will only shoot through players and buildablesMichael Levin
* Killing buildables nets a reward (tweak in tremulous.h) * Removed some spurious comments and unused defines from tremulous.h
2013-01-03* Per Lakitu7's suggestion, changed spectator bounding box to match the ↵Michael Levin
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
2013-01-03* Acid tube animation fixed (used to include part of dying animation!)Michael Levin
* Acid tube splash damage (from exploding) separated from attack damage, new variable added to tremulous.h to control that and the animation * Class X not allowed at stage # fixed to show the right stage number * Whether or not the mass driver will shoot through objects can be toggled from tremulous.h, don't forget to save g_weapons.c or 'make clean' to get the change compiled!
2013-01-03advanced granger falling damageAsa Kravets
prfile splash dropped prifle projectile speed increased to 1200 chaingun spread reduced to 900 advanced basilisk grab time reduced to 300
2013-01-03Added armour files to version control.Michael Levin
2007-09-28* Remove infopanes stuff, and just store the strings staticallyTim Angus
* (bug 3079) Display the number of kills required in the class information pane
2007-09-27* (bug 3249) Improve repeater interaction with marked deconstructionTim Angus
* (bug 3321) Allow medkits and medistats to operate simultaneously * (bug 3310) Fix odd CalcMuzzlePoint implementation * Random refactoring of g_buildable.c * Add BG_GetClientNormal
2007-09-25* Remove B_REMOVED_TOGGLEBIT, use ps->misc per player insteadTim Angus
* Fix last spawn and uniqueness tests for marked deconstruction * Fix buildable collision tests for non-marked deconstruction * New g_markDeconstruct settings to guard against abuse + 0 off + 1 on, no replacements allowed + 2 on, replacements allowed of same type + 3 on, any replacements allowed * Unlink then relink all buildables when doing build tests * Fixes to tutorial text for marked deconstruction * Remove unused "weaponswitch" client command
2007-09-25* Replace "powerups" state data with "misc"Tim Angus
* Remove ps->ammo[ ] and replace with ps->ammo and ps->clips; this means only one ammo using weapon may be carried at once, but this is the case anyway * No need for BG_(Un)PackAmmoArray anymore, so remove them
2007-09-21* Remove lots and lots of redundant commentsTim Angus
2007-04-12* cg_drawCrosshair now has 3 settings:Tony J. White
0 - always off 1 - for long range weapons only (1.1.0 behaviour and also the new default) 2 - always on (if the weapon.cfg has one defined of course) * cg_drawCrosshair 0 no longer prevents crosshair names from drawing * added cg_drawCrosshair configuration in the ingame Options -> Game menu
2007-04-03* PCL_HUMAN_BSUIT is now a full fledged player class now. This means that theTony J. White
overrides/classes/human_bsuit.cfg file can set all the goodies such as viewHeight and bounding box size. Also, bsuit corpses work now. * added MN_A_TEAMCHANGEBUILDTIMER, MN_H_TEAMCHANGEBUILDTIMER, MN_A_EVOLVEBUILDTIMER, and MN_H_ARMOURYBUILDTIMER for the error dialogs you get when trying to do something that's not allowed with an active build timer. * added MN_H_NOARMOURYHERE and MN_H_NOENERGYAMMOHERE error dialogs for trying to buy/sell when not near the necessary buildables. * added MN_H_NOROOMBSUITON and MN_H_NOROOMBSUITOFF error dialogs for when there is no room to change class between PCL_HUMAN and PCL_HUMAN_BSUIT * removed an unused variable from my recent big ui commit
2007-03-25* ingame menus redesignedTony J. White
* spectators can now participate in non-team votes * added teamvote "admitdefeat" * replaced "nextmap" vote with "draw" * removed vote "clientkick" vote (uses "kick" instead) * removed teamvote "teamclientkick" (uses "kick" instead) * renamed teamvote "teamkick" to teamvote "kick" * added teamvote "denybuild" and "allowbuild" * added vote "mute" and "unmute" * added !denybuild and !allowbuild g_admin commands * added /ignore and /unignore commands (and menu support) * Game -> Info (formerly About) shows server settings instead of local ones * Voting keys can now be configured in the Options menu * Voting key binds now display with the vote status (F3 and F4 will be the eventual default binds for "teamvote yes" and "teamvote no" respectively)
2007-03-21* new 2D status bars for buildingsTony J. White
* spawns never show the ¨no power¨ icon since they don't need reactor/overmind * alien buildings that require the overmind to function will now show the "no power¨ icon when the overmind is down
2007-02-25* add support for "viewheight" and "crouchViewheight" elements to theTony J. White
class overrides config file
2007-02-13* (bug 3021) allow building "on top of" existing marked buildables whenTony J. White
using g_markDeconstruct. (kevlarman)
2006-12-29* (bug 2828) Removal of hack for scaled up knockback on teslagenTim Angus
* (bug 2959) All looping sounds now stopped when downloading * (bug 2910) Removal of legacy Q3 cg_teamChat* stuff
2006-07-31* Add otherEntityNum to playerState_t... and don't use it... yetTim Angus
* Improve ckit tutorial text * Entities.def correction
2006-01-18* Added BG_FindUsableForUpgradeTim Angus
* Added BG_UpgradeClassAvailable * Added generalised BG_*IsAllowed functions * Added some binding traps to cgame * Added tutorial mode (cg_tutorial)
2005-12-23* Crudely removed CD key authenticationTim Angus
* Changed defaults for r_picmip and r_textureMode * Changed internal alien weapon names * Removed playback of the intro movie * Fixed painblend reset bug * Added multiple chat sounds * Player splash wake now uses mark system
2005-12-10* s/Quake III Arena source code/Tremulous/Tim Angus
* De-quaked various bits and pieces * Integrated Tremulous into the ioq3 source * Relicensed Tremulous to be GPL * It compiles!!!!!!!!11111111!!!!1
2005-12-10* Move the game source from mod/src/ to src/Tim Angus
2005-12-10* Moved existing src directory out the way whilst I merge ioq3Tim Angus
2005-12-08* Reduced Dragoon pounce range to 64 from 96Tim Angus
* Dragoon pounce now incurs 400ms wait before other weapons may be used * Trapper cost down to 8 from 10 * Hovel is now free, but only one can be built * Teslagen damage up to 9 from 7 * Non locational damage does not apply locational armour anymore; instead it averages the armour regions together * Tweaks to pain blends * Added cg_animation.c, which apparently I forgot * Added generate-infopanes.sh and infopanes.def.h
2005-11-29* Lowered steptime for spectatorTim Angus
* Added worldspawn keys to disable specific game elements
2005-11-27* Fixed death by poison MOD s/antitox/medkit/Tim Angus
* Fixed Marauders momentarily disappearing when wall jumping * Fixed a potential crash bug involving the use of generic1 * Fixed being able to build multiple coincident repeaters if there is no reactor * Fixed incorrect message when invoking "buy ammo" with an energy weapon and no reactor present * Fixed invoking "reload" during a weapon reload causing an unnecessary reload * Fixed aliens having the wrong blood colour when shot with a las gun * Fixed hovel causing invisible builders
2005-11-20* Abstract attachment systemTim Angus
* Scriptable trails system * Various other stuff I'm too tired to try and remember now
2005-10-15* Increased Tesla damage frequencyTim Angus
* Marginally increased Tesla damage * Teslas now produce exaggerated knockback effect * Hives now buildable on walls * Boosters no longer restore Dragoon spitballs * Dragoon spitballs now affected by gravity * Dragoon pounce attack damage reduced to 100 from 160
2005-10-03* Removed jump pad code (and associated media loading)Tim Angus
* Removed loading of some Q3 cruft * Spilled events attached to temporary entities are now reattached to their original entities, fixing the missing flame bug * Fixed "suicide god" bug * Fixed bug where zap ignores armour * Fixed missing particle systems when follow-spectating * Fixed potential bug involving dodgy pointer arithmetic in CG_LoadClientInfo * Cleaned up logic in CG_AddPlayerWeapon * MASK_SHOT traces no longer collide with corpses * Corpses timeout in 20 seconds instead of 60 * Improved robustness of spawn validation, fixing the bug on transit * A crapload of whitespace fixes
2005-09-01* Reworked how weapon changes are performed, fixing bugs in the processTim Angus
* Weapon now drops momentarily when reloading * The stage kill counters are now incremented for structure kills if players did more then 50% of the total damage
2005-08-31* Reimplemented how buildables play damage sounds to not use the event systemTim Angus
* Reworked the ammo/clips packing system to remove the confusion of concepts * Marauder lightning now requires aim, does damage over time and chains to other entities * Implemented the Medkit -- a means for a human to restore health and cure poison in the field * "Disable Build Warnings" replaced with "Disable Warning Dialogs" and improved * Disabled client side ET_MISSILE collision * Sped spectator move speed up * Implemented "step down" physics for all characters; no more jumping down stairs * Re-adjusted step time values * Increased frequency with which the Acid Tube deals damage * G_RadiusSelectiveDamage no longer applies locational damage * Moved some speed adjustment code into prediction; should prevent some prediction misses * Tyrant can no longer charge up forever and must pass a specific minimum charge level * Wrapped all calls to trap_SendServerCommand in order to circumvent the q3amsgboom.cfg exploit * Implemented command queueing for commands sent to clients in order to prevent overflows even sv_floodProtect is off, but not by dropping commands * Added LOS check to creep slowing * Overmind now only complains if there are 0 spawns * Spawns can no longer be built when there is no Overmind/Reactor * The spawn closest to the point of death is chosen preferably if available * Evolving no longer restores all health * "give weapons" and "give ammo" cheats removed * Fixed restoration of energy weapons bug * When selling the battery pack, max ammo is given * Fixed a bug where locational damage could sometimes scale damage to 0 * Added stage information to the end of game stats * Hacked around trap_LinkEntity to allow missiles to have a bounding box displayed * Added G_ClosestEnt * Reduced Dragoon spitball damage from 120 to 110 * Reduced Tyrant claw damage from 120 to 100 * Reduced Tyrant charge damage from 160 to 110 * Increased Barricade regeneration rate from 12 to 14 * Increased Overmind health from 500 to 750 * Decreased Overmind regeneration rate from 10 to 6 * Doubled Blaster speed from 700 to 1400 * Reduced Painsaw damage from 18 to 15 * Reduced Painsaw range from 48.0 to 40.0 * Reduced Grenade price from 300 to 200 * Reduced Shotgun repeat rate from 1200 to 1000 * Increased Shotgun damage from 6 to 7 * Increased Mass driver damage from 35 to 38 * Increased Chaingun damage from 5 to 6 * Reduced Flamer repeat rate from 300 to 200 * Extended Flamer range * Increased ammo on all human weapons * Reduced splashdamage on MG Turrets * Moved build directory from tremulous to tremulous-dev
2005-07-22* Added a report of which stages each team had reached to the intermission ↵Tim Angus
scoreboard * Advanced construction kit is now free * Fixed the bug where the armoury and repeater would still work via command when not powered * Fixed bug where the granger could evolve whilst waiting for its build timer * Increased the jump height of the base granger slightly
2005-07-21* Change death by dragoon obituary from "clawed" to "chomped"Tim Angus
* Fixed the bug where spectators saw team chat * Added ping display to the lagometer * Renormalised some balance variables * Fixed the bug where bodies would sometimes disappear immediately after death * Fixed the "dancing buildables" bug * Fixed the bug where buildable animation sounds were inappropriately played upon entering PVS * Fixed a subtle stage bug * Added code to indicate which stage a team is on via the scoreboard
2005-07-19* Added a sound to buying ammoTim Angus
* Anticamp doesn't kick in unless you actually receive ammo * Mass driver spawn clips now matches max clips (wtf?)
2005-07-18* Added a mechanism to buildable overrides to change model scaleTim Angus
* Acid tubes can now be built on walls
2005-07-14* "sell weapons" now respects the build timerTim Angus
* Changed the human anticamp message * Anticamp mechanism now applies to using the reactor/repeater as it does the armoury * Anticamp mechanism is now triggered immediately after buying a weapon * Fixed bug where lcannon warning sound was missing with cg_drawGun 0 * Grenade is now an upgrade which is used like the antitox instead of a weapon * Fixed a bug where engaging spectator follow mode failed * Fixed a bug where spectator follow clients were counted as being on the team of the client followed
2005-07-02* Fixed the PTRC system interfering with the observer modeTim Angus
* Refactored observer mode code * Fixed poison cloud being distorted in observer mode (by not rendering it) * Fixed walking wall smoothing being distorted in observer mode (by not performing any smoothing)
2005-06-29* Fixed a bug where menus would appear during demo playbackTim Angus
* Fixed a bug where delayed suicide would persist over death * Reduced turret health and damage, increased range * Generally strengthened alien buildable health and regen a little * Increased damage that hives do * Unlocked the trapper at stage 1 * Lev0 alien can now damage human defensive structures * Booster now doubles alien regeneration rate * Updated dependancies
2005-06-27* Fixed all the warnings reported after turning on -WallTim Angus
2005-06-05* Added flashing alien icon if already at maximum classTim Angus
* Improved scanner render and refactored scanner code * Added animated projectiles * Grenade * Changed model names to be human name agnostic * Added sounds for lev1 grab and lev4 charge * Added sound for failed evolution * Added battery pack rendering code * Added functionality to particle system to allow attachment of particle systems to particles (for nice explosions) * Implemented CG_FileExists * Added some code to gracefully handle missing sounds (easier than making the sounds :D) * cg_drawBBOX now draws player BBOXen * Renamed the alien classes (now done in class override scripts) * Implemented Vector4Add * The usual assorted bug fixes
2005-01-31* An overmind is now required for aliens to upgradeTim Angus
* Damaged aliens now need a couple of seconds before they can regenerate * Very slightly increased human buildable health in general * Increased armoury and turret health a wee bit more significantly * Classes which suicide/teamkill don't get taken into account for credit anymore * Reduced chaingun damage slightly * Increased angular speed of turrets
2004-10-17* Gave some of the shared functions more sensible namesTim Angus
2004-10-16* Bug fixes to the bug fixes to alien frag sharingTim Angus
2004-10-10* Heavily revised alien frag sharingTim Angus
* Other assorted changes
2004-07-28* Most of the changes in the forum thread "Shake up"Tim Angus
2004-05-01* A plethora of assorted fiddlesTim Angus
2004-03-15* Added knockback scalingTim Angus
* Balance tweaks * A load of other stuff I can't remember
2004-03-03* Fixed chasecam engagement bugTim Angus
* Raised turret effectiveness again * Raised human weapon damage by 5% * Refactored buildable rendering code * Buildable rendering now falls back to a box trace when a cap trace misses * Human ckit can't repair destroyed buildables * Human reactor strengthened by 50%