kadaverjack [Thu, 16 Mar 2006 11:46:26 +0000 (11:46 +0000)]
- fixed typo in video modes
- moved muzzle positions for mortar/electro a bit (i could see the projectiles through my viewmodel before. it's better now, but the grenades are just too big compared to the mortar viewmodel)
- fixed bug that allowed players to prevent forced respawn
- lms campcheck no longer gibs players (the player model was bouncing around and i wasn't able to track that bug down :()
sajt [Wed, 15 Mar 2006 02:20:11 +0000 (02:20 +0000)]
Stuff now shoots out of what appears to be the actual muzzles of the weapons. I modified all the weapons except the Nex, because I'm not sure what the heck's going on with that one. (I think it works already anyway)
Bug: Trueaim when you're near a wall looks BAD (bullets leaving the gun at near-90 degree angles). Usually you don't notice it, but with the shotgun you will see a very strange bullethole pattern.
lordhavoc [Sat, 11 Mar 2006 01:27:33 +0000 (01:27 +0000)]
div0's anti-player patch, this puts up a notice suggesting that the user
change their player name, and doesn't let them use other parts of the
menu until they do so
lordhavoc [Fri, 10 Mar 2006 22:24:21 +0000 (22:24 +0000)]
modified grenades to have no size (like electro balls now have no size),
this makes them more reliable when firing past edges of walls (where
they often bounced off the wall, to the dismay of the shooter)
lordhavoc [Fri, 10 Mar 2006 22:15:17 +0000 (22:15 +0000)]
electro secondary shots are now point size, so they won't bounce off
eachother (and can't be hit by bullets or nex shots, only splash damage
from projectile weapons)
kadaverjack [Fri, 10 Mar 2006 14:25:21 +0000 (14:25 +0000)]
- minplayers doesn't spawn bots on empty servers anymore
- cvar "nextmap" to choose the next played map without quitting the current match
- improved nex aiming
- don't call ClientDisconnect for dropped bots (dp bug has been fixed, it's now called by the engine)
kadaverjack [Thu, 9 Mar 2006 04:19:34 +0000 (04:19 +0000)]
raised armor shards on nexdm12 so they don't fall through the floor anymore and added several widescreen resolutions to the video (removed 320x240 because text becomes unreadable with that one)
kadaverjack [Wed, 8 Mar 2006 23:57:38 +0000 (23:57 +0000)]
- updated gtkradiant info in FAQ
- LMS campcheck can now be avoided by taking/inflicting damage
- fixed minplayers in LMS
- sv_motd and g_mutatormsg get linebreaks every 50 characters now (changing them requires restart now, because that linewrap function wastes too much time to be executed every tic)
lordhavoc [Wed, 8 Mar 2006 01:11:10 +0000 (01:11 +0000)]
changed setorigin lines to spawn items one unit higher, this seems to
cure the nexdm16 items falling through floors bug, why didn't anyone do
this before??
kadaverjack [Sun, 5 Mar 2006 18:07:24 +0000 (18:07 +0000)]
fixed gameversion check with g_lms & sv_spectate 0 (it didn't work in both cases, cause the check assumed the client is spectating when the version string is received)
kadaverjack [Fri, 3 Mar 2006 07:35:37 +0000 (07:35 +0000)]
- resized strength texture to 1x1 pixel (512x512 for a monochrome texture is insane :P)
- eliminated possible command injection with printstats
- fixed the ctf bug that Dave reported (the flag couldn't be picked up after the flagcarrier left the game)
lordhavoc [Mon, 20 Feb 2006 13:31:49 +0000 (13:31 +0000)]
heavily modified urrebot aiming code, and migrated some enemy handling
code into aiming instead (not the cleanest organization, but more
efficient), this also means skills have changed, and their aiming is now
much smoother (now spectating them won't give you visual whiplash)
rewrote urrebot weapon selection code
lordhavoc [Mon, 20 Feb 2006 13:25:54 +0000 (13:25 +0000)]
redesigned spawn point selection, MUCH better now, and team points are
available to observers now in maps that lack dm spawns (such as one of
the ctf maps)
to do this, team ents are always converted to dm spawns, but the dm
spawns now have a team value
kadaverjack [Mon, 20 Feb 2006 04:00:35 +0000 (04:00 +0000)]
- added wisellama's advanced bash script (nexuiz-linux.sh can now be symlinked to $PATH)
- anti camping system for LMS (player has to move a certain distance between 2 checks or he get's damage)
- added more LMS map which were previsously not used due to hiding places
kadaverjack [Sun, 19 Feb 2006 19:34:11 +0000 (19:34 +0000)]
- removed lms_nexdm14 from mapcycle (to many camping spots :()
- fixed bots joining invalid teams in domination
- blowing an enemies rocket/nade in his face counts as frag
- crylink projectiles are now orange
avirox [Sun, 19 Feb 2006 03:46:53 +0000 (03:46 +0000)]
- Nexuiz clients who join *should* no longer have their menus crashing
- cl_bobmodel is set to "0" on client connect since it makes HUD items bob up around
- Moved client commands "cmd blah" to tn_clientcommands.c
- Need to fix: HUD Gren Timer pie wheel
kadaverjack [Sat, 18 Feb 2006 06:46:19 +0000 (06:46 +0000)]
- all rocket launcher models are using the same textures now
- dropped weapons retain colormap
- lowered centerprint position for spectators
- changed some item positions
lordhavoc [Fri, 17 Feb 2006 10:55:07 +0000 (10:55 +0000)]
added .float spawnshieldtime which is used to grant temporary
invulnerability to newly spawned players (if g_spawnshieldtime is not
0), and also used internally by g_midair mode (along with
g_midair_shieldtime cvar), this means that
players are invulnerable for a short time after leaving the floor in
midair mode, so that multishot weapons (crylink, shotgun, electro
secondary) don't do damage on the second and later hits in a single
frame (because their first hit cleared the onground flag)
added g_spawnshieldtime cvar
added g_midair_shieldtime cvar
savagex [Fri, 17 Feb 2006 09:55:09 +0000 (09:55 +0000)]
cl_particles_quality is 0.5 by default now (1.0 can get pretty slow with
a lot of blood on the wall). Anything above 1.0 is insane (but you
already know that)
lordhavoc [Fri, 17 Feb 2006 05:16:37 +0000 (05:16 +0000)]
disable prediction on spectators, by making them have negative health,
and use v_deathtilt 0 so that they don't get a tilted view, as a side
effect this makes the scoreboard (and map name/time) always show when
spectating
lordhavoc [Fri, 17 Feb 2006 04:57:31 +0000 (04:57 +0000)]
use self.crouch instead of self.button5 in physics, otherwise you can
crouch to go into the quad room of nexdm11 (Ruins of Slaughter), and
then let go of crouch and move full speed while still crouched
lordhavoc [Fri, 17 Feb 2006 04:42:00 +0000 (04:42 +0000)]
added mortar back to nexdm11.ent and *_nexdm11.txt, placed it at the
base of the spiral staircase in the main arena, also corrected the
spelling of the word Slaughter in the title of this map
kadaverjack [Fri, 17 Feb 2006 01:36:27 +0000 (01:36 +0000)]
- return flag when it's in trigger_hurt
- cvars for lms starting armor/health and to enable/disable regeneration in lms
- allow spectators to join by pressing jump (just as observers)
- reduced nexbeam width to 16px so it isn't wider than the gun