Age | Commit message (Collapse) | Author |
|
* 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)
|
|
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
|
|
* Fiddled with Cmd_Build_f so some (more) build errors will give a red blueprint
|
|
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
|
|
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
|
|
* 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
|
|
|
|
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
|
|
* Killing buildables nets a reward (tweak in tremulous.h)
* Removed some spurious comments and unused defines from tremulous.h
|
|
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
|
|
Whenever cheats are enabled, players spawn with half-full credits.
* 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.
|
|
Removed the redundant AAcidTube_Damage pseudo-think function.
|
|
* 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!
|
|
|
|
* (bug 3452) Cancel suicides when entering hovel (thebenmachine)
|
|
(benmachine)
* Don't test for spawn removal when cheats are enabled (benmachine)
|
|
* (bug 3321) Allow medkits and medistats to operate simultaneously
* (bug 3310) Fix odd CalcMuzzlePoint implementation
* Random refactoring of g_buildable.c
* Add BG_GetClientNormal
|
|
* Explicitly disallow the overmind/reactor to be replaced by other
buildables
* Some whitespace fixes
|
|
|
|
* 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
|
|
buildable
|
|
|
|
* (bug 3298) Boosters still heal and give poison when dead (David Severwright)
* (bug 3070) Check map rotation targets exist during compilation
* (bug 3282) Add missing terminating ^7 to chatText (Ben Millwood)
* (bug 3357) Extend obituary name length to MAX_NAME_LENGTH (Rocinante)
|
|
|
|
|
|
|
|
(bug 3161) do not allow two clients to have the same name (Chris Schwarz)
(bug 3205) let aliens move eggs when humans only have one node (Roman Tetelman)
|
|
|
|
* 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)
|
|
* 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
|
|
timelimit was infinite. Now it's tracked properly with
level.overmindMuted instead of using the time hack.
|
|
|
|
|
|
unique test (kevlarman)
|
|
using g_markDeconstruct. (kevlarman)
|
|
are no builders.
|
|
disabled.
* (bug 2973) account for the *BUILTIN* layout in the count returned
by G_LayoutList()
* !readconfig now clears all g_admin data properly even if there is an
error reading or no g_admin data file is defined
|
|
so this can be named in the list of layouts to be selected from without
having to create a .dat file for it.
|
|
* (bug 2858) Wrong collision mask allowing bad spawns
* Adv Granger spit now slows players as it was always supposed to
|
|
|
|
(Christophe Cavalaria <chris.cavalaria@free.fr>)
* (bug 2786) Cleanup of error message display (Martin Doucha)
* (bug 2787) Scroll-wheel support in list widgets (rasz)
|
|
* Rename FinishSpawningBuildable
|
|
* It's now impossible to destroy the last spawn
* Start of a new client side buildable status display
|
|
project. Thanks to kevlarman and WolfWings for help with this
implementation for Tremulous.
|
|
|
|
|
|
could remain active and new buildings could be built. (Christophe Cavalaria)
|
|
|
|
* When a building is prohibited (e.g. a second Reactor), the red "blueprint"
was being given instead of the proper error message if the builder was
initially trying to place the building where there was no room for it.
|
|
|