Age | Commit message (Collapse) | Author |
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A regen rate of 4 hp/s now means you regenerate one health point every
quarter of a second (fixes #28)
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* 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
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* 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
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* Dretch value reduced 175*1.2 -> 150*1.2
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* fix more configs that contain copies of them selves (Amanieu)
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* Marauder slash range increased 72->80
* Barb repeat rate reduced 1500->1200
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* updated help files
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because it's not particularly useful after that point
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* 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
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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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Tweaks:
* blaster, prfile, luci secondary sizes increased 4->5
* barb radius reduced 100->75
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* Marauder (both) jump height reduced 400->380
* Barb repeat rate increased 1000->1500
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* 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)
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* Pulse rifle shots have a volume of 4 cubed
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* Squad marking removed
* Marauder walljump reverted to upstream
* Minijump removed
Enjoy!
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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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* 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
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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
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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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* 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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* 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
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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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appearance of the 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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* Change turret behavior again to make them even dumber (will not stay "spun up" anymore or retarget without spinning up again)
* DCC will not complain about an attack when something is deconstructed
* Fixed "\sell upgrades" command emptying energy weapons when a battery pack was sold with it
* Spectators moving to lock view points now set teleport bit, hopefully prevents the ugly lerping
Hive changes:
* Will not fire unless the missile can actually hit
* Will fire from the hive tip rather than the center
* Fixed broken code that made hive fire when shot from out of hive range
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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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* Granger (both) speed raised from 0.65 to 0.7
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Balance change:
* Advanced basilisk gas range reduced from 150 to 120
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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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* All alien values raised 20%
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you'd like to try it uncomment ALIEN_WALLWALK_ENTITIES in tremulous.h.
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Scaled back the gameplay implications of the recent wallwalking changes a bit:
* Wallwalking players will not get knocked off walls by knockback forces
* Cannot shove enemies again
* Shoving will still knock wallwalkers off of you
* Getting shoved off of someone while toggle wallwalking will not disable your WW
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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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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
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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
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* 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
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Pounce range reduced 72 -> 64
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* Killing buildables nets a reward (tweak in tremulous.h)
* Removed some spurious comments and unused defines from tremulous.h
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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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* Goon (both) pounce width reduced 16 -> 14
* Acid tube damage per 300ms reduced 10 -> 8
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* Fixed a bug in SnapVectorTowards which would snap incorrectly if the point was below the world origin. Also added an analogous function to work with normals (SnapVectorNormal).
* Added weapon.cfg to source control to set alwaysImpact (to show flash along with blood spurt when hitting a player).
* The maximum number of hits allowed moved to tremulous.h, set MDRIVER_MAX_HITS.
* Since a the visual effects changed, removed old massDriverFire() function and toggle switch.
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