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path: root/src/game/tremulous.h
AgeCommit message (Collapse)Author
2013-01-03Default max repeater zones 3 -> 500Ben Millwood
2013-01-03* Repeaters cost 2 BP that take away from the main (reactor's) pool.Ben Millwood
* By default, repeater BP queue return is instant * Repeaters can be built at stage 1 * Increase the alien build point and build queue time defaults by 50%
2013-01-03Zone BP updates, and a minor bug fixBen Millwood
* Add g_humanRepeaterAllowOverlap defaulting to 1 * Add a build error message when building a repeater would cause a power zone to overlap * Lower DC range from 10,000 -> 1,000 * Repeaters will suicide if they are *inside* of another power zone * Unpowered buildables no longer take away BP from the main reactor zone * Repeaters will only power the BP that can be built from them * Repeaters can now be moved * Don't set s.misc anymore since BP is calculated server-side * Fix G_IsDCCBuilt( ) so that it can return true even if a DC is built farther than DC_RANGE units from position 0, 0, 0
2013-01-03Zone BPBen Millwood
2013-01-03* Restructure G_WideTrace a bitTim Angus
* Fix a load of 1.f style floats to 1.0f
2013-01-03* s/G_TriggerMenu2/G_TriggerMenuArgs/Tim Angus
* s/ALIEN_CREDITS_PER_FRAG/ALIEN_CREDITS_PER_KILL/
2013-01-03* shotgun pellets back up to 14Roman Tetelman
2013-01-03* increase trample damage repeat a bit (75->100)Roman Tetelman
2013-01-03* New zap (fixes #40)Roman Tetelman
FIXME: currently limited to 3 targets due to netcode restrictions FIXME: this code could probably use some general cleanup as well
2013-01-03* Builders get one score point per 10 secondsChristopher Schwarz
* Score points from killing buildables is now 1.5x
2013-01-03* score from buildable killes *= 2Christopher Schwarz
* score /= 5
2013-01-03Revert "* Give mass driver a small width (5u for now)" since the dretch bbox ↵Roman Tetelman
is back to 30**3
2013-01-03Reverted dretch health (20 -> 25) and hitbox (24 -> 30 cubed)Asa Kravets
2013-01-03* Make both grangers' speeds 0.9, at Norf's requestChristopher Schwarz
2013-01-03* Scoreboard revamp as per issue 31Christopher Schwarz
- Builder credits are still to-do, but we decided to see how the rest of the numbers work before adding that into the mix
2013-01-03Improvements, fixes, and cleanups to smooth regenBen Millwood
* Store player class regeneration rates as floats * Only calculate regen modifier once if replenishing multiple health points simultaneously
2013-01-03* Give mass driver a small width (5u for now)Roman Tetelman
* Fix event names in bg_misc.c (was making debugging difficult)
2013-01-03* hive rework (closes #29):Roman Tetelman
+ swarms are much faster + 3 second lifetime instead of 1500*4 unit leash (changme) + swarms target the nearest human instead of chasing the same one until death + hive repeat 5 sec -> 3 sec
2013-01-03* make all buildables worth 0 credits/fragsRoman Tetelman
2013-01-03Smooth regenerationBen Millwood
A regen rate of 4 hp/s now means you regenerate one health point every quarter of a second (fixes #28)
2013-01-03* Reduced pounce range 64->54Asa Kravets
* Reduce upgraded pounce range to regular + 6 instead of 8 (the model size difference is 6, not 8) * Introduced upgraded goon pounce range (regular goon range + 6) * Increased hive health 125->175
2013-01-03BP Queuing systemBen Millwood
* Remove humanBuildPointsPowered as it isn't used nor is it likely to be * Ensure that alien buildables no longer count for BP after they exploded * Don't restore the BP for a destroyed building as soon as it is destroyed - instead, add them to a global queue and restore them slowly, as determined by g_<team>BuildQueueTime * Remove G_IsOvermindBuilt in favour of level.overmindPresent which did pretty much the same thing This resolves issue #6
2013-01-03* Revert stagedowns (fixes #2)Roman Tetelman
2013-01-03Bumped dretch movement speed 1.3 -> 1.4Asa Kravets
2013-01-03* Dretch damage/repeat changed 24/500 -> 36/700Asa Kravets
* Dretch value reduced 175*1.2 -> 150*1.2
2013-01-03Shotgun pellet count reduced 14->12Asa Kravets
2013-01-03* s/STAGE2_THRESH/STAGE_THRESH/g that i missedRoman Tetelman
* fix more configs that contain copies of them selves (Amanieu)
2013-01-03* Dretch repeat reverted 100->500, damage reduced to 48->24Asa Kravets
* Marauder slash range increased 72->80 * Barb repeat rate reduced 1500->1200
2013-01-03* trample damage repeat slightly nerfed (50->75)Roman Tetelman
* updated help files
2013-01-03Decreased marauder slash range.Asa Kravets
2013-01-03Fix a couple of largely irrelevant compiler warningsBen Millwood
2013-01-03 * trample stops after LEVEL4_TRAMPLE_DURATION - LEVEL4_TRAMPLE_CHARGE_MIN ↵Roman Tetelman
because it's not particularly useful after that point
2013-01-03Lcannon primary doesn't scale radius anymore, just uses secondary sizeBen Millwood
2013-01-03Balance changesAsa Kravets
* Adv goon bite range decreased 96->80 (regular goon + 8, to compensate for model size) * Adv goon pounce charge time reverted 600->700 * Goon pounce repeat (delay before being able to chomp) now applies after landing from a pounce instead of hitting with a pounce * Tyrant range decreased 116->100 * Zap damage decreased 50->40
2013-01-03Credit based stagesBen Millwood
2013-01-03* Removal of now-redundant Makefile stuffBen Millwood
* Loads of whitespace fiddling to make the code closer to tremulous SVN * HUMAN_BVALUE_MODIFIER includes ALIEN_CREDITS_PER_FRAG
2013-01-03benmachine typo fixed: oldBoostedTime"->oldBoostTimeAsa Kravets
Tweaks: * blaster, prfile, luci secondary sizes increased 4->5 * barb radius reduced 100->75
2013-01-03Blaster shots have a volume of 4 cubedAsa Kravets
2013-01-03TweaksAsa Kravets
* Marauder (both) jump height reduced 400->380 * Barb repeat rate increased 1000->1500
2013-01-03Balance changesAsa Kravets
* barb regen 10->15 seconds * zap initial range 90->120 * zap cutoff range 350->300 * zap max targets 3->5 * trample damage increased by 1 (so a trample hit + slash will kill a turret)
2013-01-03* Unreverted entity walljumpingAsa Kravets
* Pulse rifle shots have a volume of 4 cubed
2013-01-03* Mass driver reverted to upstream (function and effect)Michael Levin
* Squad marking removed * Marauder walljump reverted to upstream * Minijump removed Enjoy!
2013-01-03* A new (256x256) version of Garoth's creep textureMichael Levin
* 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
2013-01-03* Oops! Last few commits allowed any Alien to walljump, fixedMichael Levin
* Can't walljump from the floor anymore * Tweaked walljump parameters to focus on forward impulse * Can now walljump from sloped floors (e.g. ATCS middle) * Including an experimental health nerf for both Basilisks
2013-01-03* Dodge key works like a mini-jump key rather than a modifier (fix for ↵Michael Levin
keyboards that cant handle Shift + A + W + Space combos) * Realized that a bug in the old Walljump code actually gave you more magnitude than it was supposed to, tweaked new variables to get the old feel back
2013-01-03* Options menu video modes glitch fixed (a backport)Michael Levin
* 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
2013-01-03* Buildable health accuracy increased to 8 bits, flags moved to eFlags (EF_B_*)Michael Levin
* 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
2013-01-03Balance changes:Asa Kravets
* Increased alien structure value-per-build-point from 10 to 15 * Increased barb splash radius from 30 to 100 * Reduced basilisk gas range from 150 to 120 * Halfway reverted flamer projectile lifetime from 600 to 700
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.