kadaverjack [Thu, 30 Mar 2006 22:59:32 +0000 (22:59 +0000)]
made weapon names more consistent (W_Name is now the only occurrence of hardcoded wepon names) and converted a lot of string checks urrebot_ai_goals.c to float checks
lordhavoc [Thu, 30 Mar 2006 12:52:28 +0000 (12:52 +0000)]
added g_balance_health/armor_limit cvars (which default to 999) and
corresponding g_balance_rune_*_limitmod cvars (which default to 1)
this allows admins and the nexuiz team to set health/armor limits
(previously there were no limits at all)
lordhavoc [Thu, 30 Mar 2006 12:36:18 +0000 (12:36 +0000)]
changed decal time to 2 (was 0) and decal fade time to 1 (was 10), this
way decals still hurt framerate somewhat but not as bad
removed excess quotes from many cvars and aliases
some minor edits to comments
div0 [Thu, 30 Mar 2006 09:09:28 +0000 (09:09 +0000)]
1.5 lives!
Well, its jumping physics are resembled by these settings more (and even more
if setting sv_friction_on_land 0.25, but I think it plays a bit better on 0.2).
cl_movement does not support it yet, though, but this is a known problem. Undo
the change with test_bunny_vs_aircon_undo.
div0 [Mon, 27 Mar 2006 23:37:09 +0000 (23:37 +0000)]
Sorry, but this time the bunnyhopping issue should really be solved...
applying some fixed amount of friction on LANDING. Please try
test_bunny_vs_aircon (undo: test_bunny_vs_aircon_undo).
The old attempt did not work because the time on the floor depends on
sys_ticrate. Applying a modified friction when jumping does NOT work (works
well for the timing, but causes strange movement for low ticrates), so an
additional field was added.
div0 [Mon, 27 Mar 2006 21:14:07 +0000 (21:14 +0000)]
To fix the disappearing projectiles on half the map, I flipped the NOIMPACT bit in the surface flags of textures/common/clip on this map (offset 0xd0, bit 4).
kadaverjack [Wed, 22 Mar 2006 19:52:58 +0000 (19:52 +0000)]
maplist index is now determined dynamically, g_maplist_index is only used as fallback, when current map is not in list. chmap and mapvote now no longer mess up the map cycle.
savagex [Mon, 20 Mar 2006 09:59:15 +0000 (09:59 +0000)]
bump version to 1.5.1 RC3 - I didn't touch gameversion as we're
content-compatible with RC2 (more or less bumped gameversion from RC1 to
RC2 out of stupidity but pretended it was smart ;) )
kadaverjack [Sat, 18 Mar 2006 10:20:47 +0000 (10:20 +0000)]
players now keep their speed (not optimal: they should keep their angle relative to the teleporter as well) and become invis for a short time (to avoid "ghostimages" created by interpolation) when stepping through teleporters and fixed the items falling through floor bug hopefully once and for all (nexdm10 still gave warnings about stuck entities)
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