blackhc [Wed, 12 Jan 2005 20:31:50 +0000 (20:31 +0000)]
-Added a credits main menu entry with a floating credits window.
Currently the credits are loaded from betacredits.txt (only existing in my
copy), but you can change it easily. Be aware that I use a smaller window
size so you have to add more newlines to the credits:
Teammeber\nJob\n\n etc.
seienabunae [Sun, 9 Jan 2005 22:02:27 +0000 (22:02 +0000)]
Some changes to the grenade launcher and shotgun that weren't my changes
SUB_Null changed to nullfunction
More deathtypes added for falling, falling down endless pits, drowning, and trigger_hurt
trigger_hurts can have custom death messages (set .message field to something like "was in the wrong place." Make sure there is no space at the beginning and it ends with a punctuation character.)
blackhc [Mon, 13 Dec 2004 15:55:22 +0000 (15:55 +0000)]
-The menu compiles correctly with FteQCC now (but now it doesnt work with
FrikQCC on the other hand).
-Fixed the strzone/strunzone bugs, at least the ones that prevented it from
even starting (more fixes are to be expected).
-Fixed a few other logical errors.
lordhavoc [Wed, 27 Oct 2004 14:13:31 +0000 (14:13 +0000)]
regen and rot speeds are now restricted to a certain range of values (so it won't slow down so much when you get near 100 health), and the rates have been halved (because it wasn't lasting long enough)
seienabunae [Tue, 26 Oct 2004 23:43:46 +0000 (23:43 +0000)]
This might fix bugs LordHavoc mentioned making bullets spawn in walls if you're up against one... I haven't tested it much though, so someone else might want to
lordhavoc [Tue, 26 Oct 2004 14:38:48 +0000 (14:38 +0000)]
Nex now does railgun style damage, and is always in instagib mode (800 damage), decreased nex force (it was throwing gibs too far, now only slight push), removed radius damage on nex (which was there only to scatter gibs anyway) and increased gib scatter velocity
qcsrc now compiles in fteqcc
commented out a number of unused fields and variables which fteqcc warned about
pulled back the starting origin for all weapons to never more than v_forward * 15 because it's very easy for it to be outside the player box otherwise (which can fail to hit targets that are too close), this still happens in some cases (particularly upward shots)
removed the commented out multidamage code in damage.qc
changed all eventdamage functions to take a force so they can spawn directional blood effects, and shuffled their parameters to match Damage's parameters
lordhavoc [Sat, 16 Oct 2004 11:44:28 +0000 (11:44 +0000)]
implemented powerups (need more information, they're probably not correct yet)
implemented armor
removed health pickup limit
changed health and armor regen/rot to be percentage per second, rather than a lot of if conditions
made the 90 degree yaw offset on zym player models be a .angleoffset field set when the player spawns, so that each player model can have a different angle offset (so we can eventually get rid of the angle offset...)
added constants for some powerup parameters
cleaned up pickup code
changed respawn times on everything (120 seconds on powerups, 30 seconds on all other items)
more items play sounds now (fixed some bugs in the cleanup)
weapon/ammo pickups now automatically change to your best weapon if you were using your best weapon already (this also means they never switch to a worse weapon)
W_GetBestWeapon now takes an entity parameter so it can check for other entities (this is used by the pickup code)
moved strength gain code to player death code, rather than the Damage function
fixed players fading out bug (they weren't setting their think/nextthink in PutClientInServer)
changed gib health so that it starts out 0 and goes lower from there (breaks apart at -300), this ensures you still see the scoreboard after being gibbed (scoreboard is only shown if health is <= 0)
added trigger_once, trigger_multiple, trigger_relay, and trigger_counter, and replaced trigger_hurt with the quake version which has configurable damage in the entity
cleaned up SV_PlayerPhysics code, which was making no sense and had a lot of strange hacks, this means you move a lot slower now (I.E. you move at the speed the cvars dictate)
modified laser to fire less often and do some more damage (it's still the weakest weapon however)
removed makevectors calls from weapon attack code, added makevectors call to W_Attack (and 2 and 3)
blackhc [Fri, 1 Oct 2004 23:06:47 +0000 (23:06 +0000)]
hiCVS: ----------------------------------------------------------------------
The edit box now supports scrolling, thus its possible to use the maxlen
field better since now it isnt linked at all with the edit box size any more.
fixed a few bugs with player animations
adjusted ammo and damages
completely change casing code, used dpmod casing code
add decors.qc, also from dpmod
updated todo
The menu qc now displays information about the number of correctly loaded
model description files and also doesnt crash anymore if there are only
bad model description files in the models/player directory.
Here is the first half of the player options menu.
The player model selection is working though its mostly useless right now
since it doesn't have any effect on the games yet.
Look into the code or the stuff Ive pasted in #nexuiz to see how the model
definition stuff has to be arranged in the txt files.
(The extension txt is just used for easier editing purposes.)
Rewrote sv_user.nc
Added support for the 'max air control' game option
The only game option not implemented is grappling hooks... not sure if we want them
Some notes about the new player physics:
- Slightly more sane default air control. Just enough to hop onto a ledge.
- sv_maxspeed is read from cvars again, not hardcoded, so be sure to set your sv_maxspeed.
- Got rid of edgefriction. It's weird.
- Should we get rid of showing roll angles on the player model? I never liked that.
- Crouching doesn't slow you down yet...
More changes, I'm hoping this will also gradually unzoom when you're holding a weapon other than the nex-gun. (Since viewzoom is set when you spawn, I presume that's a neat spawn effect)
Added all the game options except for Air Control and Grappling Hook... the air control was confusing because there already seems to be such air control :) I could rewrite or clean out the sv_user.qc physics file if you want.
Instagib, Strength Gain on kill, fast health regeneration, rocket arena, no self damage, low gravity, and fullbright players are all implemented. The value is read from the 'gamecfg' cvar on level load. Look at constant.qc to see the bitflag values for each game option.
A few notes:
- I don't know what to do with health or armour items in gametypes such as instagib and rocket-arena. Should they be removed, like the weapons and ammo are?
- There didn't seem to be any powerup code. I added the entity fields required for them so I could get the strength powerup on kill thing working. Although, it doesn't work, because strength powerup does nothing :) I might look at this soon.
blackhc [Fri, 6 Aug 2004 18:07:54 +0000 (18:07 +0000)]
-Added support to some of Toddd's sounds.
-Added half of the new create game menu:
mapname.jpg in maps/ as map picture.
mapname.txt in maps/ as map info text
(no automatic word wrap, thus manually make it fit into 30 chars - max 25 lines)
vermeulenl [Fri, 6 Aug 2004 07:02:31 +0000 (07:02 +0000)]
Changed the crylink weapon, new primary fire and moved the old one to secondary fire
Changed the laser primary fire, faster rate but slower speed and added spread, make the secondary fire slower rate but faster speed