-Renamed str_cvar to cvar_string.
-Updated mbuiltins.qc a bit.
-Data_Cvar now retrieves the default value from the engine if defValue is empty
(Unused atm since DP's default value feature isnt working perfectly yet).
lordhavoc [Tue, 28 Jun 2005 10:05:05 +0000 (10:05 +0000)]
give kill credit for hazard deaths to whoever pushed you into the hazard, 15 second timer (g_maxpushtime cvar) which is extended if being hurt by a hazard (so even if it takes a while to die in a slime pit the kill credit is still given), various rules to keep this sane... based on a patch at http://www.nexuiz.com/forums/index.php?showtopic=731
lordhavoc [Tue, 28 Jun 2005 08:08:41 +0000 (08:08 +0000)]
added g_balance_falldamage_minspeed g_balance_falldamage_deadminspeed g_balance_falldamage_factor g_balance_falldamage_maxdamage cvars based on a patch at http://www.nexuiz.com/forums/index.php?showtopic=731 (did not apply the 'only falling' damage hack as hitting a wall really is intended to hurt you)
lordhavoc [Mon, 20 Jun 2005 00:18:48 +0000 (00:18 +0000)]
rewrote spawn furthest code to work properly
rewrote spawn code to have a 50/50 chance of furthest spawn point or random empty spawn point (if that fails it falls back to random occupied spawn point)
moved liquid/falling damage from player code to creature code in g_world.c, so now corpses and gibs are affected
falling damage is now given for any sudden velocity change (with specific exemptions for jumppads and jumping)
rebalanced falling damage, and now corpses take much more damage than live players, so they tend to gib when hitting walls/floors/ceilings hard enough
rewrote portions of player and corpse damage code to actually work properly (and more similarly)
removed the -10 reduction on damage screen flashes (which really didn't help much with machinegun fire)
increased gib health so that they survive hard wall/floor/ceiling impacts more often, and gunfire
chat bubble no longer appears while dead/gibbed
you can no longer see your own chat bubble (except in chase_active mode)
health rots are now paused for 5 seconds by health pickups
armor rots are now paused for 5 seconds by armor pickups
health/armor regen is now paused for 5 seconds by pain
implemented (unused) health pickup code for non-mega health pickups (ones that do not boost you above 100 health)
rebalanced laser, shotgun, machinegun, electro and crylink, and increased mortar and hagar secondary velocities
modified crylink shots to not bounce (with their increased velocity they looked ridiculous)
modified electro secondary to fire a burst of 3 weaker plasma grenades (they still add up to primary damage if all hit perfectly)
added g_balance_shotgun_damage2, g_balance_mortar_refire2, g_balance_electro_refire3, g_balance_crylink_shots, g_balance_hagar_spread cvars
blackhc [Thu, 9 Jun 2005 20:17:29 +0000 (20:17 +0000)]
-The Loading/Saving messageboxes now also have the settings type in their title.
-Added basic plugin support:
Add a .plugin file to menu/plugin to make the menu parse the file. More to follow perhaps.
blackhc [Thu, 9 Jun 2005 17:42:47 +0000 (17:42 +0000)]
-Added a management window to creategame, which allows you to save and load
game, weapon and maplist settings.
-Added 'show score' and 'toggle console' to the controls menu.
-Fixed fopen in the menu (strips off data/ from the path).
-If the menu loses input focus, it hides now (instead of regaining it
use #define BRAVEMENU to force the latter behavior).
-Added Data_ExecString and the ITEM_DATA_SAVE_EXECSTRING event to make it
possible to save the value of a cvar in a config conform way.
-The maplist now uses the cvars g_maplist and g_maplist_index.
-Added Item_DataLink_Nex_FileList.
-Added Nex_MessageBox.
lordhavoc [Mon, 6 Jun 2005 07:15:53 +0000 (07:15 +0000)]
set classname to droppedweapon again after spawning a dropped weapon just to be absolutely sure the weapon won't respawn (not that there is anything changing it... but trying to be defensive on this code)
change the way EF_STARDUST is removed after an item respawns
blackhc [Sun, 5 Jun 2005 11:07:31 +0000 (11:07 +0000)]
-If developer == 0 and you arent connected to a server, the menu is
automatically displaying itself.
-Fixed the demo playback problem (mouse is still no reacting though).
blackhc [Sat, 4 Jun 2005 22:05:10 +0000 (22:05 +0000)]
-Changed the maxValue from 999.0 to 9999.0 so the weapon settings should be
fully editable now.
-Added FOV to the player menu.
-The resolution text switch has a 'Custom' entry now, so it wont display
'320x240' anymore when you use custom resoltutions.
-Removed the unused Nex_Color_Option_Slider.
-Added the compile-time constants PROFILESTRZONE(disabled) and AVOIDSTRZONES(enabled):
the first will make DP list strzone and strunzone in the prvm_profiles,
the second reduces the number of strzone and strunzone calls (used strcmp instead).
lordhavoc [Sat, 4 Jun 2005 11:25:40 +0000 (11:25 +0000)]
now uses a spawn furthest algorithm when choosing spawn points, with a high randomization so it is pretty unpredictable when there isn't a big difference between choices
lordhavoc [Mon, 30 May 2005 08:51:07 +0000 (08:51 +0000)]
implemented rocket and electro fly sounds
cleaned up nearly all sound() calls to use more appropriate channels
renamed sound/weapons/missile_fly.wav to sound/weapons/rocket_fly.wav and sound/weapons/plasmahit.wav to sound/weapons/electro_impact.wav
inlined ImpactEffect code (eliminating the unnecessary function)
changed bullet richochet sounds to use PointSound rather than playing them at the player location
sorted and cleaned worldspawn precaches
implemented experimental g_antilag cvar (makes a lagged player autoaim at the enemy they clicked on, not very useful with slow weapons)
rewrote SV_PlayerPhysics (now more sane)
now does a stuffcmd to set cl_movement cvars on a client when they join
added missing file comments to bot waypoint editor code and disabled precaches of these missing files to get rid of warnings
blackhc [Wed, 25 May 2005 08:49:09 +0000 (08:49 +0000)]
-Added Toddd's menu2 sound to the main menu buttons.
-Added a pragma to enable logicops in the menu.
-If a textswitch doesnt find a match, it now uses the first entry of the switch.
-Changed scmenu_debug_step to really step through the menu (not just calling
m_hide): Set it to 1 to halt the menu system, set it to 2 to proceed 1 frame
and then halt the menu system again.
-Some minor changes that give me 1 FPS more in DP �_�
blackhc [Mon, 16 May 2005 19:41:55 +0000 (19:41 +0000)]
-The menu now uses the altstring builtins instead of its own implementatin.
Perhaps a speed gain but I question it.
-Added Nex_Action_PlaySound and Nex_Action_PlaySoundOnce.
-The menu nows plays the kewl "Welcome to Nexuiz" sound.
-Changed the key menu's arrangement a bit (really only a bit).
lordhavoc [Sat, 14 May 2005 23:04:56 +0000 (23:04 +0000)]
renamed nullfunction to SUB_Null and gave it a definition to hush compiler warnings
added g_fullbrightitems cvar
removed norespawn field, instead dropped weapons check if their classname is "droppedweapon", and VanishOrRemove (called by SetFade stuff) checks FL_CLIENT (since players are the only thing that fade and can respawn), this fixes a buildup of expired muzzleflash effects (thanks to Spike for reporting this)
lordhavoc [Wed, 11 May 2005 03:21:16 +0000 (03:21 +0000)]
cleaned a lot of weapon code
merged Attack2 code into Attack code for all weapons to reduce code and improve consistency
changed crylink primary fire from 7 projectiles to 5 to be consistent with secondary fire
added te_smallflash calls when firing crylink, electro, grenade launcher, and rocket launcher
blackhc [Thu, 5 May 2005 21:29:44 +0000 (21:29 +0000)]
-Changed Item_List to only call the action event when an entry is double-clicked.
-Changed the behavior of the maplist:
*double-click on the active list removes the selected map
*double-click on the maplist list adds the selected map