Age | Commit message (Collapse) | Author |
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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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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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* 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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* (bug 3492) G_SelectiveRadiusDamage called too many times in HReactor_Think
(benmachine)
* (bug 3497) Wrong variable is compared to MAX_ in G_admin_readconfig
(benmachine)
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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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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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* 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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insta-squashed telenodes from garbage fallVelocity values.
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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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buildable deconstruction. Added two new MODs, MOD_DECONSTRUCT and MOD_NOCREEP for more descriptive reasons.
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* All alien values raised 20%
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I think you meant 'self'
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you'd like to try it uncomment ALIEN_WALLWALK_ENTITIES in tremulous.h.
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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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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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code. Turns out the server sends player positions snapped to whole integers. The bandwidth-saving effects of doing this are dubious as players tend to move continuously and thus new positions will be sent out every frame anyway. The real effect of this is that the client will mispredict whenever it comes into contact with another player. Also, as part of the tinkering I removed some code from the wallwalking function that should have stayed put, I have added it back in. This commit also fixes the "jittery bouncing while sitting on top of another player" glitch.
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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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Alien wallwalking changes:
* Can wallwalk on buildables and players
* Will cancel when hit with knockback from a shove or splash from a weapon
* bg_pmove.c has a viewangles "correction" removed that would screw up the view when wallwalking on top of a player -- I don't know why this "correction" was added, if you find wallwalking bugs later this may be the cause
Shove function changes:
* Will shove enemy players (pretty weakly in practice)
* Will not shove if you aren't trying to move
* Can shove wallwalking players (a wallwalking dretch could block Tyrants before!)
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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
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* Fiddled with Cmd_Build_f so some (more) build errors will give a red blueprint
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* Hovel infopane tweak
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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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* 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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sell beyond the 2000 credit cap again.
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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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