From 48abe2e574a372afb23ec0bf4e0946ffac03c247 Mon Sep 17 00:00:00 2001 From: vermeulenl Date: Mon, 17 Jan 2005 07:22:01 +0000 Subject: [PATCH] Added more push when shot with bullets added switch weapon sound add quake1 entitys changed attn_norm to 0.5 increased shotgun damage git-svn-id: svn://svn.icculus.org/nexuiz/trunk@259 f962a42d-fe04-0410-a3ab-8c8b0445ebaa --- qcsrc/gamec/cl_client.c | 2 +- qcsrc/gamec/cl_weapons.c | 6 +++ qcsrc/gamec/constants.h | 2 +- qcsrc/gamec/g_world.c | 19 +++---- qcsrc/gamec/t_items.c | 2 +- qcsrc/gamec/t_quake.c | 22 ++++++-- qcsrc/gamec/w_common.c | 2 +- qcsrc/gamec/w_hagar.c | 2 +- qcsrc/gamec/w_rocketlauncher.c | 2 +- qcsrc/gamec/w_shotgun.c | 4 +- qcsrc/todo.txt | 91 ++++++++++++++++++++++++++-------- 11 files changed, 112 insertions(+), 42 deletions(-) diff --git a/qcsrc/gamec/cl_client.c b/qcsrc/gamec/cl_client.c index e5f4405e9..11a20ca0b 100644 --- a/qcsrc/gamec/cl_client.c +++ b/qcsrc/gamec/cl_client.c @@ -338,7 +338,7 @@ void player_regen (void) { self.health = bound(0, self.health + (100 - self.health) * 0.05 * frametime, 1000); if (self.armorvalue > 100) - self.armorvalue = bound(100, self.armorvalue + (100 - self.armorvalue) * 0.05 * frametime, 1000); + self.armorvalue = bound(100, self.armorvalue + (100 - self.armorvalue) * 0.1 * frametime, 1000); } } diff --git a/qcsrc/gamec/cl_weapons.c b/qcsrc/gamec/cl_weapons.c index 4f657bde6..e7a23c6ab 100644 --- a/qcsrc/gamec/cl_weapons.c +++ b/qcsrc/gamec/cl_weapons.c @@ -35,6 +35,8 @@ void(float imp) W_SwitchWeapon } else self.switchweapon = imp; + + sound (self, CHAN_WEAPON, "weapons/weapon_switch.wav", 1, ATTN_NORM); }; // next weapon @@ -51,6 +53,8 @@ void() W_NextWeapon = weaponwant = WEP_FIRST; } self.switchweapon = weaponwant; + + sound (self, CHAN_WEAPON, "weapons/weapon_switch.wav", 1, ATTN_NORM); }; // prev weapon @@ -67,6 +71,8 @@ void() W_PreviousWeapon = weaponwant = WEP_LAST; } self.switchweapon = weaponwant; + + sound (self, CHAN_WEAPON, "weapons/weapon_switch.wav", 1, ATTN_NORM); }; // Bringed back weapon frame diff --git a/qcsrc/gamec/constants.h b/qcsrc/gamec/constants.h index 913c3e296..1664424dd 100644 --- a/qcsrc/gamec/constants.h +++ b/qcsrc/gamec/constants.h @@ -110,7 +110,7 @@ float CHAN_BODY = 4; float CHAN_IMPACT = 5; float ATTN_NONE = 0; -float ATTN_NORM = 1; +float ATTN_NORM = 0.5; float ATTN_IDLE = 2; float ATTN_STATIC = 3; diff --git a/qcsrc/gamec/g_world.c b/qcsrc/gamec/g_world.c index b63f495c5..f6304b0c0 100644 --- a/qcsrc/gamec/g_world.c +++ b/qcsrc/gamec/g_world.c @@ -17,16 +17,16 @@ void worldspawn (void) precache_model ("models/player/mulder.zym"); precache_model ("models/player/insurrectionist.zym"); precache_model ("models/player/fshock.zym"); - precache_model ("models/player/grunt.zym"); - precache_model ("models/player/pyria.zym"); - precache_model ("models/player/lurk.zym"); + //precache_model ("models/player/grunt.zym"); + //precache_model ("models/player/pyria.zym"); + //precache_model ("models/player/lurk.zym"); precache_model ("models/player/visitant.zym"); - precache_model ("models/player/headhunter.zym"); - precache_model ("models/player/jeandarc.zym"); + //precache_model ("models/player/headhunter.zym"); + //precache_model ("models/player/jeandarc.zym"); precache_model ("models/player/robot.zym"); - precache_model ("models/player/lycanthrope.zym"); - precache_model ("models/player/shock.zym"); - precache_model ("models/player/carni.zym"); + //precache_model ("models/player/lycanthrope.zym"); + //precache_model ("models/player/shock.zym"); + //precache_model ("models/player/carni.zym"); precache_model ("models/weapons/g_uzi.md3"); @@ -78,7 +78,7 @@ void worldspawn (void) precache_model ("models/items/a_shells.md3"); precache_model ("models/items/a_cells.md3"); precache_model ("models/items/a_rockets.md3"); - precache_model ("models/items/a_bullets.zym"); + precache_model ("models/items/a_bullets.mdl"); precache_model ("models/items/g_strength.zym"); precache_model ("models/items/g_invincible.zym"); @@ -118,6 +118,7 @@ void worldspawn (void) precache_sound ("weapons/plasmahit.wav"); precache_sound ("weapons/uzi_fire_secondary.wav"); precache_sound ("weapons/tink1.wav"); + precache_sound ("weapons/weapon_switch.wav"); precache_sound ("misc/itempickup.wav"); precache_sound ("misc/bodyimpact1.wav"); diff --git a/qcsrc/gamec/t_items.c b/qcsrc/gamec/t_items.c index 13ad03c02..0a0b827fe 100644 --- a/qcsrc/gamec/t_items.c +++ b/qcsrc/gamec/t_items.c @@ -123,7 +123,7 @@ void weapon_hagar (void) {self.ammo_rockets = 10;StartItem ("models/weapons/g_ha void weapon_rocketlauncher (void) {self.ammo_rockets = 10;StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.wav", 30, "Rocket Launcher", IT_ROCKET_LAUNCHER, FL_WEAPON);} void item_rockets (void) {self.ammo_rockets = 25;StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", 30, "rockets", IT_ROCKETS, 0);} -void item_bullets (void) {self.ammo_nails = 100;StartItem ("models/items/a_bullets.zym", "misc/itempickup.wav", 30, "bullets", IT_NAILS, 0);} +void item_bullets (void) {self.ammo_nails = 100;StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", 30, "bullets", IT_NAILS, 0);} void item_cells (void) {self.ammo_cells = 50;StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", 30, "cells", IT_CELLS, 0);} void item_shells (void) {self.ammo_shells = 50;StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", 30, "shells", IT_SHELLS, 0);} diff --git a/qcsrc/gamec/t_quake.c b/qcsrc/gamec/t_quake.c index b8a40f721..f4feed01c 100644 --- a/qcsrc/gamec/t_quake.c +++ b/qcsrc/gamec/t_quake.c @@ -1,6 +1,22 @@ +//*********************** +//QUAKE 3 ENTITIES - So people can play quake3 maps with the nexuiz weapons +//*********************** +weapon_lightning +weapon_nailgun +weapon_supernailgun +weapon_supershotgun + +void weapon_lightning (void) {weapon_nex();} +void weapon_nailgun (void) {weapon_electro();} +void weapon_supernailgun (void) {weapon_hagar();} +void weapon_supershotgun (void) {weapon_uzi();} + +void item_spikes (void) {item_bullets();} +void item_armor1 (void) {item_armor25();} +void item_armor2 (void) {item_armor25();} +void item_armorInv (void) {item_armor25();} +void item_health (void) {item_health25();} + //item_spikes -//item_shells -//item_rockets //item_health -//item_cells diff --git a/qcsrc/gamec/w_common.c b/qcsrc/gamec/w_common.c index 21a0b3817..2254bddf3 100644 --- a/qcsrc/gamec/w_common.c +++ b/qcsrc/gamec/w_common.c @@ -527,7 +527,7 @@ void fireBullet (vector start, vector dir, float spread, float damage, float dty } else if (trace_ent.classname == "player" || trace_ent.classname == "corpse" || trace_ent.classname == "gib") sound (trace_ent, CHAN_IMPACT, "misc/enemyimpact.wav", 1, ATTN_NORM); - Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * damage); + Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * damage * 5); } } diff --git a/qcsrc/gamec/w_hagar.c b/qcsrc/gamec/w_hagar.c index 79204a325..83ecf9fed 100644 --- a/qcsrc/gamec/w_hagar.c +++ b/qcsrc/gamec/w_hagar.c @@ -82,7 +82,7 @@ void W_Hagar_Attack (void) setmodel (missile, "models/hagarmissile.mdl"); setsize (missile, '0 0 0', '0 0 0'); - setorigin (missile, self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -12); + setorigin (missile, self.origin + self.view_ofs + v_forward * 25 + v_right * 5 + v_up * -12); missile.velocity = v_forward * 2000; missile.velocity = missile.velocity + v_right * ( crandom() * 70 ); diff --git a/qcsrc/gamec/w_rocketlauncher.c b/qcsrc/gamec/w_rocketlauncher.c index d447a0a77..c73012d7e 100644 --- a/qcsrc/gamec/w_rocketlauncher.c +++ b/qcsrc/gamec/w_rocketlauncher.c @@ -102,7 +102,7 @@ void W_Rocket_Attack (void) missile.think = W_Rocket_Think; missile.nextthink = time + 9; - self.attack_finished = time + 1.5; + self.attack_finished = time + 1.2; if (!(game & GAME_ROCKET_ARENA)) self.ammo_rockets = self.ammo_rockets - 1; diff --git a/qcsrc/gamec/w_shotgun.c b/qcsrc/gamec/w_shotgun.c index 19f33a53a..f7fb3ea9d 100644 --- a/qcsrc/gamec/w_shotgun.c +++ b/qcsrc/gamec/w_shotgun.c @@ -41,7 +41,7 @@ void W_Shotgun_Attack (void) bullets = 10; for (sc = bullets; sc > 0; sc = sc - 1) - fireBullet (self.origin + self.view_ofs, v_forward, 0.05, 2, IT_SHOTGUN); + fireBullet (self.origin + self.view_ofs, v_forward, 0.1, 3.5, IT_SHOTGUN); self.ammo_shells = self.ammo_shells - 1; self.attack_finished = time + 0.7; @@ -63,7 +63,7 @@ void W_Shotgun_Attack2 (void) bullets = 10; for (sc = bullets; sc > 0; sc = sc - 1) - fireBullet (self.origin + self.view_ofs, v_forward, 0.05, 2, IT_SHOTGUN); + fireBullet (self.origin + self.view_ofs, v_forward, 0.1, 3.5, IT_SHOTGUN); self.ammo_shells = self.ammo_shells - 1; self.attack_finished = time + 1.4; diff --git a/qcsrc/todo.txt b/qcsrc/todo.txt index 869e55724..a3fa5b966 100644 --- a/qcsrc/todo.txt +++ b/qcsrc/todo.txt @@ -1,19 +1,15 @@ ********************************* *************QC****************** - --MOVEMENT- - - Getting shot from bullets should push you back - -ANIMATION/PLAYER- - Jumping animation - Taunting animation - Use of player_skin -BUGS/OTHER- - - Add quake1/halflife entity support (just the weapons) - Jumping underwater should move the player up - Add drowning (quake1 style) + - Slime should cause damage - Ticking when a gib/shell falls on a jumppad - Weapon still showing when dead - User needs to drop the weapon they were holding when dead @@ -33,16 +29,6 @@ ********************************* ************Engine*************** --MENU- - - Lan listing - - Maplists - - Replace Cursor graphics - - Add menu music - - Option to play music - - Scrolling through the server list (it might show hundreds) - - create server 'Game Options' menu - - Select of game's .dat to use - - Sv_gravity, sv_accer, sv_friction, sv_maxspeed options -2D GRAPHICS- - Don't show monsters/secrets on the bottom of the scoreboard @@ -51,22 +37,19 @@ - Graphic over the user to show they are typing a message/in the console/in the menu -PARTICLE EFFECTS- - - Crylink plasma effect shown in crylink1.jpg or crylink3.jpg - - Crylink hitting wall effect, exploding into many different particles effected by gravity (many different metal particles) shown in crylink2.jpg (example from q2max) - Small Explosion (used for hagar) (see Explosion.jpg for example of the type of explosion wanted, this should be altered for the various sizes) - Medium Explosion (used for mortar) - Large Explosion (used for rocket) - - The Nex explosion (where the beam hits) should be a small shower of purple sparks - basic spark effect for levels - Smoke effect for levels + - Tracers for Machine gun -WISHLIST- - - GLSL for faster nonshadowed lights - Offset mapping ********************************* -************2d Art ************** +************ Art **************** -Textures- - Slime textures for Slime Pit - Water texture for oil rig @@ -79,5 +62,69 @@ - female shock - specop --OTHER- - - Add flash (alike to rocket launcher) for electro \ No newline at end of file +-ANIMATION- + - Adding 'flying' directions for the models (they feet should sway whatever way they are going in the air) + + + +********************************* +************Menu **************** + +-Create Game- + -map lists + -create server 'Game Options' menu + - Select of game's .dat to use + - Sv_gravity, sv_accer, sv_friction, sv_maxspeed options + +-Join Game- + - Lan listing + - Scrolling through the server list (it might show hundreds) + +-Options- + -GAME- + - Sbar alpha (slider, change both bg and fg) + - Jpeg Screenshots + - Text Shadow + - Show Framerate + - Show Time` + - Show Date + -PLAYER- + - Crosshair + - FOV (slider) + - Team color (choose one of 3, red, blue, green) + -INPUT- + - Invert Mouse + - Mouse Speed + -EFFECTS- + - Three main settings, high quality, medium quality, and low quality (name the cfg files whatever and i'll place them in later) + Sliders: + - Bloom (r_bloom_intensity) (only if bloom is on) + - Gloss (r_shadow_gloss (1.0-2.0) (only if realtime lights are on) + - Bumpmap scale (r_shadow_bumpscale_basetexture 1-10) (only if realtime lights are on) + - Blood Opacity + - Particles Quality + + -Decals + -Blood + -Bloom (r_bloom) + -Coronas (r_coronas) + -Realtime lights (r_shadow_realtime_world AND r_shadow_realtime_dlight) + -Realtime Shadows (r_shadow_realtime_world_shadows 0) (only if realtime lights are on) + +********************************* +************GAMECFG ************* + +1; /// everyone gets the nex gun with infinite ammo - done +2; /// Spawn Protection (user is invicible for 3 seconds) +4; /// Strength gain +8; /// Fast health regeneration - done +16; /// Rocket Arena - done +32; /// no self damage, so rocket jumping and such can be used a lot more +64; /// turns off air control +128; /// Weapons Stay +256; /// makes the players model fullbright - done +512; /// Teamplay + +********************************* +************GAME MODS *********** +When a final version of the gamecode is made, the game will be given out to many quake1 mod authors to create their own nexuiz gamemode to be included in the final release. These may support the normal deathmatch gamecfg options or not. \ No newline at end of file -- 2.39.2