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2013-01-03* Reworked the dialog code a bit, removed some redundanciesMichael Levin
* 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
2013-01-03* oops, cg_disableWarningDialogs was eating the build/evolve menus, this ↵Ben Millwood
should fix it
2013-01-03* Norfenstein's increased Dretch attack repeatMichael Levin
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
2013-01-03Finally figured out why players were so special in gimping the wallwalk ↵Michael Levin
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.
2013-01-03* Shut up some compiler warnings (but not all of them)Ben Millwood
* 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)
2013-01-03* Removed unused G_CrushAttack argumentMichael Levin
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!)
2013-01-03Fixed benmachine's sed n00bery.Michael Levin
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
2013-01-03 * Renamed some enum stuff to be more descriptiveBen Millwood
* Fiddled with Cmd_Build_f so some (more) build errors will give a red blueprint
2013-01-03* Fixed name-change color bleeding bugMichael Levin
* Hovel infopane tweak
2013-01-03Updated infopanes.Michael Levin
2013-01-03* Turrets back to their "dumb" behaviorMichael Levin
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
2013-01-03* Fixed up credits help pageMichael Levin
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
2013-01-03* Started updating infopanes with Badger, need to do moreMichael Levin
* 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
2013-01-03Shut up compiler warnings (and possible bugfix)Ben Millwood
2013-01-03Found a stray bit of tjw's patch that didn't make it in, and removed extra ↵Ben Millwood
newline on console say
2013-01-03Reverted Lucifer Cannon sound changes. Only you can hear your own overcharge ↵Michael Levin
again, benmachine. Left the extra entity flag in though, because it is transmitted by the protocol and wasn't used before anyway.
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
2013-01-03Another bugfix, Lucifer Cannon won't start charging again after an overcharge.Michael Levin
2013-01-03Fix compiling on OSXBen Millwood
2013-01-03Forgot to respect cap parameter in G_AddCreditToClient. Should be able to ↵Michael Levin
sell beyond the 2000 credit cap again.
2013-01-03* Removed forced crouching for Tyrant crush, Tyrants should no longer bounce ↵Michael Levin
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!
2013-01-03* Turrets are smarter and will fire if they can hit their target rather than ↵Michael Levin
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
2013-01-03Add tutorial text support for sprint/dodgeBen Millwood
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
2013-01-03Minor balance tweak:Asa Kravets
Pounce range reduced 72 -> 64
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
2013-01-03Minor balance tweaks:Asa Kravets
* Goon (both) pounce width reduced 16 -> 14 * Acid tube damage per 300ms reduced 10 -> 8
2013-01-03Some more work on the Mass Driver:Michael Levin
* 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.
2013-01-03* I'm sick of entering \give 9999 every time I need to test something. ↵Michael Levin
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.
2013-01-03Point damage modifiers were not being detected correctly because hit angles ↵Michael Levin
were not normalized. Should fix Battlesuit/Helmet insta-kill bugs.
2013-01-03Team say prompt now says "Say to team:".Michael Levin
2013-01-03prfile splash *actually* removed nowAsa Kravets
2013-01-03ACIDTUBE_REPEAT is now the actual repeat rate for Acid tube fire.Michael Levin
Removed the redundant AAcidTube_Damage pseudo-think function.
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
2013-01-03* Menus_CloseAll() now takes one argument -- force. This argument determines ↵Michael Levin
whether to close all menus or ignore menus that don't respond to CloseAll (via the new dontCloseAll MENU_TRUE attribute). * ui_messagemode2222 and the like won't activate the teamsay menu * Say menu will no longer close when the player dies
2013-01-03* Lowered dretch zoffset a bit to better fit inside bounding box, increased ↵Michael Levin
shadow a bit to better fit the larger modelscale we are using * Fulfilled benmachine's lolrequest: mass driver will not fire through players and buildables (but not teammates and team buildables if FF is off)
2013-01-03*(bug 3280) Changed the default behaviour of !listplayers. The fieldsTony J. White
representing guid stub, admin level and A.K.A. are now omitted unless the player running !listplayers has the new $ flag set. To restore the old behaviour, set the $ flag on all your existing [level] definitions in admin.dat. (Lakitu7)
2013-01-03* MAX()/MIN() macros need to be wrapped in parenthesis to work as Michael Levin
expected! * Armour and local damage processing merged * Armour and local damage scripts now accept a "name" parameter for debug output * Norfenstein's non-locational damage formula now perfectly implemented -- there are restrictions! There can only be ONE layer of armour and all locational damage region files must cover the entire body and cannot overlap! * Turning on g_debugDamage to 2 or 3 provides additional information on how the damage modifier was calculated
2013-01-03* Damage regions are no longer included in non-locational damage Michael Levin
calculations * Light armour angles reverted to 100/80/100/80 * Norfenstein's balance changes for Dretch HP which got lost before somehow
2013-01-03Fix for Ben Millwood
2013-01-03* Dodge no longer drains stamina while flying with a jetpackMichael Levin
* Stamina will replenish when moving whith jetpack on * Damage region calculation code rewrite to be correct and compact * Added damage test function (cheats only), \damage [damage] * Norfenstein's balance tweaks: Dretch HP 25 -> 20, Basilisk grab time reduced
2013-01-03Added armour files to version control.Michael Levin
2013-01-03* Merge ioq3-r1233Tim Angus
2013-01-03* Merge ioq3-r1233Tim Angus
2007-12-01* (bug 3451) Widen name column in scoreboard (thebenmachine)Tim Angus
* (bug 3452) Cancel suicides when entering hovel (thebenmachine)
2007-11-28* Don't test for spawn removal when building if there are no spawnsTim Angus
(benmachine) * Don't test for spawn removal when cheats are enabled (benmachine)
2007-11-28* Merge ioq3-r1220Tim Angus
2007-11-28* Pass UI module through astyle nad some other filtersTim Angus