From 659ac13af69234f22f573eec20279b44bad6ba6e Mon Sep 17 00:00:00 2001 From: Roman Tetelman Date: Sat, 3 Oct 2009 12:06:08 +0000 Subject: * trample damage repeat slightly nerfed (50->75) * updated help files --- src/cgame/cg_players.c | 1 - src/game/tremulous.h | 2 +- ui/help.txt | 17 +++++++++-------- 3 files changed, 10 insertions(+), 10 deletions(-) diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c index 54c5acd4..28d19ba9 100644 --- a/src/cgame/cg_players.c +++ b/src/cgame/cg_players.c @@ -2374,7 +2374,6 @@ centity_t *CG_GetLocation( centity_t *cent ) centity_t *eloc, *best; float bestlen, len; vec3_t origin; - trace_t tr; best = NULL; bestlen = 3.0f * 8192.0f * 8192.0f; diff --git a/src/game/tremulous.h b/src/game/tremulous.h index 7c6abb07..4d34f2de 100644 --- a/src/game/tremulous.h +++ b/src/game/tremulous.h @@ -123,7 +123,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA #define LEVEL4_TRAMPLE_CHARGE_TRIGGER 3000 // msec charge starts on its own #define LEVEL4_TRAMPLE_DURATION 3000 // msec trample lasts on full charge #define LEVEL4_TRAMPLE_STOP_PENALTY 1 // charge lost per msec when stopped -#define LEVEL4_TRAMPLE_REPEAT 50 // msec before a trample will rehit a player +#define LEVEL4_TRAMPLE_REPEAT 75 // msec before a trample will rehit a player #define LEVEL4_CRUSH_DAMAGE_PER_V 0.5f // damage per falling velocity #define LEVEL4_CRUSH_DAMAGE 120 // to players only diff --git a/ui/help.txt b/ui/help.txt index fefc3710..e02533ba 100644 --- a/ui/help.txt +++ b/ui/help.txt @@ -9,7 +9,7 @@ "We can also be reached on Freenode IRC:\n" "#mercenariesguild" } - "^3Release Notes r201^7" + "^3Release Notes r276^7" { "See source.mercenariesguild.net for details." } @@ -44,7 +44,7 @@ "Human Buildables" { "While turrets now have a small spin up delay before firing, they have " - "increased damage output.\n\n" + "increased range and damage output.\n\n" "To protect against small Aliens getting inside " "the base, build Tesla Generators at Stage 3. Tesla Generators no longer " "require the Defense Computer to function. Instead, the Defense Computer " @@ -53,21 +53,22 @@ } "Human Weapons" { + "Most of the human projeciles have a small volume now, making them more " + "effective against smaller targets.\n" "The Lucifer Cannon projectile can be fired faster but now takes longer " "to charge. You will be able to hear your teammates overcharge " "their Lucifer Cannon.\n\n" "The Flamer projectile now gains more of the velocity of its wielder, " "making it easier to chase down aliens without burning yourself to a " - "crisp" + "crisp." } "Lag Correction" { "While the Tremulous implementation of Neil Toronto's unlagged is " "becoming widely accepted, MGDev also implements client-side improvements " - "not possible in 1.1 servers. Because attacking is more " - "accurate on account of lag correction, Humans no longer need to lead " - "their weapons and Alien ranges and attack widths have generally been " - "decreased." + "not possible in 1.1 servers. For those who insist on leading their " + "attacks, setting cg_unlagged to 0 will disable backward reconcilliation " + "on your hitscan weapons." } "Marauder" { @@ -124,6 +125,6 @@ "Michael ''Risujin'' Levin\n" "Ben Millwood (''benmachine'')\n" "Chris ''Lakitu7'' Schwarz\n" - "Roman ''Kevlarman'' Tetelman\n" + "Roman ''kevlarman'' Tetelman\n" } } -- cgit