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icculus.org git repositories - divverent/nexuiz.git/log
div0 [Sun, 30 Apr 2006 10:06:08 +0000 (10:06 +0000)]
added forgotten waypoint; mutator_reset now sets the team counts to 2 for campaign
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1340
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div0 [Sun, 30 Apr 2006 10:04:54 +0000 (10:04 +0000)]
Using Dompoints as waypoints - at least SOMETHING...
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1339
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div0 [Sun, 30 Apr 2006 09:50:14 +0000 (09:50 +0000)]
Fixed g_campaign team balance
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1338
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div0 [Sun, 30 Apr 2006 09:27:50 +0000 (09:27 +0000)]
Made more bot skills work (now the range from 0 to 1 should); added waypoints
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1337
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div0 [Sun, 30 Apr 2006 08:46:26 +0000 (08:46 +0000)]
Minor fixes (woah... they compile now!) ;)
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1336
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lordhavoc [Sun, 30 Apr 2006 06:49:07 +0000 (06:49 +0000)]
replaced mauvebot and urrebot with havocbot (Urre didn't want me to keep
mauvebot and urrebot)
this does not use the .nnl files (currently), instead it has a separate
.waypoints format, however these are very quick and easy to make, and it
can navigate some very item-filled levels without them
much of the bot utility code is in bots.c and only the (small) bot ai
resides in havocbot.c
havocbot_roles.qc has the gamemode-dependent ai for goal selection
(currently only DM)
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1335
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div0 [Sat, 29 Apr 2006 21:40:20 +0000 (21:40 +0000)]
Improved handling of winning the last level.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1334
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div0 [Sat, 29 Apr 2006 21:21:58 +0000 (21:21 +0000)]
FIRST unset the variable. THEN raise the error.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1333
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div0 [Sat, 29 Apr 2006 21:18:05 +0000 (21:18 +0000)]
Redone campaign mode for better integration with the menu code.
campaign_common.h, campaign_file.c and campaign_setup.c are meant to be shared
with the menu code once that part is done.
New cheat:
set _warplevel 11; impulse 42
warps to the 11th campaign level. Useful for testing. Very useful.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1332
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Vermeulen [Fri, 28 Apr 2006 09:27:55 +0000 (09:27 +0000)]
Gloss and offset mapping are now on by default
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1331
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savagex [Fri, 28 Apr 2006 08:47:35 +0000 (08:47 +0000)]
stralenex1.shader: fix a green light for nexdm14
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1330
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lordhavoc [Thu, 27 Apr 2006 11:32:13 +0000 (11:32 +0000)]
fixed light texture in nexdm05
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1329
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lordhavoc [Thu, 27 Apr 2006 11:05:09 +0000 (11:05 +0000)]
make water be lightmapped
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1328
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lordhavoc [Thu, 27 Apr 2006 02:53:47 +0000 (02:53 +0000)]
make the "glow arena" strip lights fullbright
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1327
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savagex [Wed, 26 Apr 2006 17:54:30 +0000 (17:54 +0000)]
disable impact lights for crylinks as it was bringing down my framerate
by a very, very noticable amount.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1326
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div0 [Wed, 26 Apr 2006 16:01:22 +0000 (16:01 +0000)]
Added a basic singleplayer campaign as an example... needs to be extended and a
good level order needs to be planned.
No menu support yet. The commmand to start a singleplayer game is
"singleplayer". It will jump to the SP level you played last. If you win a
level, you advance to the next level. If you lose, you'll play the same level
again.
Badly needs a sound for "you've won" and "you've lost".
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1325
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div0 [Wed, 26 Apr 2006 14:26:30 +0000 (14:26 +0000)]
reset g_campaign on map exit
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1324
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div0 [Wed, 26 Apr 2006 14:24:06 +0000 (14:24 +0000)]
Added: a field ".winning" that's true if and only if the player entity has
a maximum frags number; an empty campaign stub triggered by the cvar g_campaign
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1323
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strahlemann [Tue, 25 Apr 2006 19:25:52 +0000 (19:25 +0000)]
added new map "Blood Prison" as nexdm19
Only dm available atm. There also needs to be better clipping at the lower level floor.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1322
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kadaverjack [Sun, 23 Apr 2006 17:59:15 +0000 (17:59 +0000)]
- more colorful player defaults
- changed order of arguments in nexuiz-linux.sh, so -sndspeed can be overwritten
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1321
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div0 [Sat, 22 Apr 2006 22:31:53 +0000 (22:31 +0000)]
fixed GiveFrags, LMS works again
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1320
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div0 [Sat, 22 Apr 2006 20:48:28 +0000 (20:48 +0000)]
New Hagar secondary - corrected aiming, made it explode at DAMAGE_AIM instead of "player" for consistency. This removed g_balance_hagar_secondary_speed_up.
Not sure about avelocity yet.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1319
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savagex [Sat, 22 Apr 2006 15:38:13 +0000 (15:38 +0000)]
hagar: secondary hagar shall go nuts on players on first impact
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1318
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savagex [Sat, 22 Apr 2006 13:08:45 +0000 (13:08 +0000)]
made secondary hagar fire mode bounce exactly *once* (Vermeulen's
suggestion)
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1317
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savagex [Sat, 22 Apr 2006 12:57:47 +0000 (12:57 +0000)]
rebalance crylink following Vermeulen's suggestions
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1316
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div0 [Fri, 21 Apr 2006 20:00:00 +0000 (20:00 +0000)]
New mutator "cloaked": makes everyone have 25% alpha.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1315
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kadaverjack [Fri, 21 Apr 2006 14:39:53 +0000 (14:39 +0000)]
fixed shell script
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1314
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lordhavoc [Fri, 21 Apr 2006 00:01:29 +0000 (00:01 +0000)]
updated particle effects
changed qc to use more the new particle effects
updated particle font from Morphed
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1313
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kadaverjack [Thu, 20 Apr 2006 19:28:19 +0000 (19:28 +0000)]
fixed 2 arena bugs
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1312
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savagex [Thu, 20 Apr 2006 16:12:55 +0000 (16:12 +0000)]
update menu background (more clean)
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1311
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lordhavoc [Thu, 20 Apr 2006 15:56:56 +0000 (15:56 +0000)]
fixed fullbright shaders in nexdmextra1 (oops)
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1310
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savagex [Thu, 20 Apr 2006 15:04:57 +0000 (15:04 +0000)]
update menu: r_shadow_glsl was renamed to r_glsl
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1309
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lordhavoc [Thu, 20 Apr 2006 13:15:01 +0000 (13:15 +0000)]
changed item respawn effect to a custom te_wizspike effect, and made it
much more interesting
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1308
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lordhavoc [Thu, 20 Apr 2006 12:23:46 +0000 (12:23 +0000)]
more cleanup, and actually added common-spog.pk3 this time
fixed some missing/wrong texture issues in some maps (especially
nexdmextra1 which had some shaders that did not specify any textures,
naughty SavageX!)
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1307
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lordhavoc [Thu, 20 Apr 2006 12:08:24 +0000 (12:08 +0000)]
cleanup
added common-spog.pk3 and common.shader for GTKRadiant (and to reduce
warnings when loading maps)
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1306
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div0 [Thu, 20 Apr 2006 10:06:09 +0000 (10:06 +0000)]
Now THAT was why the crouch key didn't feel right... the overstretch pull is now applied anyway
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1305
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div0 [Thu, 20 Apr 2006 10:02:29 +0000 (10:02 +0000)]
reduced grappling hook minimum length; pull can now be stopped using the crouch key
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1304
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kadaverjack [Tue, 18 Apr 2006 16:44:07 +0000 (16:44 +0000)]
added arena to game_reset.cfg and changed welcome message if only one player is connected in roundbased games
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1303
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div0 [Tue, 18 Apr 2006 07:15:42 +0000 (07:15 +0000)]
Removed friction on downstepping
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1302
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kadaverjack [Mon, 17 Apr 2006 20:54:12 +0000 (20:54 +0000)]
new gamemode: arena
still needs some more testing, i only tested it in botmatches
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1301
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m0rfar [Mon, 17 Apr 2006 15:57:02 +0000 (15:57 +0000)]
Tweaked the fences a little
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1300
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savagex [Mon, 17 Apr 2006 15:35:11 +0000 (15:35 +0000)]
avoid bilinear interpolation artifacts in the HUD numbers
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1299
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savagex [Sun, 16 Apr 2006 13:05:20 +0000 (13:05 +0000)]
sync glsl shader with DP CVS
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1296
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lordhavoc [Sun, 16 Apr 2006 06:28:10 +0000 (06:28 +0000)]
removed this completely black normalmap which was messing up electro
model shading
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1295
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m0rfar [Sun, 16 Apr 2006 01:49:10 +0000 (01:49 +0000)]
nexdm11:
Moved the rune spawns to more accessible places.
Reduced the number of portals.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1294
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m0rfar [Sat, 15 Apr 2006 21:32:56 +0000 (21:32 +0000)]
added rune_nexdm11 to maplist
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1293
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m0rfar [Sat, 15 Apr 2006 21:32:23 +0000 (21:32 +0000)]
nexdm11: Some minor fixes. And added rune support.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1292
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savagex [Sat, 15 Apr 2006 17:17:19 +0000 (17:17 +0000)]
try out some new loading message
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1291
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div0 [Sat, 15 Apr 2006 12:42:04 +0000 (12:42 +0000)]
removed oldmenuqc, oldmenu on Black's request
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1290
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black [Sat, 15 Apr 2006 12:31:58 +0000 (12:31 +0000)]
Revert first change in the trunk.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1289
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black [Sat, 15 Apr 2006 12:30:20 +0000 (12:30 +0000)]
Revert second change in the trunk.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1288
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black [Sat, 15 Apr 2006 11:18:39 +0000 (11:18 +0000)]
Commit new empty menu dirs.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1285
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black [Sat, 15 Apr 2006 11:14:47 +0000 (11:14 +0000)]
Rename menu[qc] to oldmenu[qc].
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1284
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div0 [Thu, 13 Apr 2006 14:54:51 +0000 (14:54 +0000)]
Now overtime also gets initiated by equal frags and reaching the fraglimit.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1282
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div0 [Thu, 13 Apr 2006 14:37:08 +0000 (14:37 +0000)]
Now overtime also works when fraglimit == 0. Shame on me.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1281
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div0 [Wed, 12 Apr 2006 20:39:23 +0000 (20:39 +0000)]
moved overtime bcenterprint to a better place (it have been displayed for one frame if overtime was switched off)
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1280
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div0 [Wed, 12 Apr 2006 20:16:36 +0000 (20:16 +0000)]
Overtime message is better like that...
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1279
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div0 [Wed, 12 Apr 2006 20:07:00 +0000 (20:07 +0000)]
PLEASE TEST: timelimit_overtime - when non-zero, if at the end of the time the
two best players had the same score, the game is continued until
timelimit_overtime additional minutes were played or the top two players get
inequal scores.
This involved a REWRITE of the winning condition checking code, so PLEASE TEST
- although I haven't found any, it's likely to still have bugs. Thanks.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1278
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div0 [Wed, 12 Apr 2006 12:09:44 +0000 (12:09 +0000)]
changed electro trail type back to static (like in DP source) to fix dark electro trail
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1277
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div0 [Wed, 12 Apr 2006 11:58:55 +0000 (11:58 +0000)]
don't use switchweapon as fallback for logged "current weapon" since it never had a chance to shoot
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1276
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m0rfar [Tue, 11 Apr 2006 17:32:58 +0000 (17:32 +0000)]
adds toxic shader to shaderlist.txt
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1275
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m0rfar [Tue, 11 Apr 2006 17:25:10 +0000 (17:25 +0000)]
shader for dm11
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1274
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m0rfar [Tue, 11 Apr 2006 17:19:28 +0000 (17:19 +0000)]
removed rune_nexdm11 from maplist
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1273
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m0rfar [Tue, 11 Apr 2006 17:13:25 +0000 (17:13 +0000)]
new dm11. dm11 was really hard to maintain because it was a decompiled map.
This new dm11 has deluxe
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1272
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savagex [Tue, 11 Apr 2006 16:54:59 +0000 (16:54 +0000)]
move nexdm11 (Ruins of Slaughter) into attic
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1271
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kadaverjack [Tue, 11 Apr 2006 07:06:26 +0000 (07:06 +0000)]
- spawnpoints are now checking whether there is enough space for players to spawn
- removed */ from effectinfo.txt
- some minor code cleanups
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1270
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div0 [Mon, 10 Apr 2006 10:50:42 +0000 (10:50 +0000)]
added support for %w/%W (weapon/ammo); asay_ aliases for some useful messages
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1269
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div0 [Mon, 10 Apr 2006 09:44:28 +0000 (09:44 +0000)]
New location escapes: %d - location of last death, %y: location of crosshair
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1268
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kadaverjack [Mon, 10 Apr 2006 05:52:06 +0000 (05:52 +0000)]
disable crouching when using the hook (it could be used to clip through ceilings)
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1267
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kadaverjack [Sun, 9 Apr 2006 18:03:56 +0000 (18:03 +0000)]
fixed nex trail effect & moved a spawnpoint on nexdm08
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1266
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div0 [Sun, 9 Apr 2006 13:47:43 +0000 (13:47 +0000)]
%l: strstr really ate all my tempstrings, as expected...
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1265
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savagex [Sun, 9 Apr 2006 12:52:21 +0000 (12:52 +0000)]
toying around with particles: new EF_STARDUST (used during item spawn)
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1264
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div0 [Sun, 9 Apr 2006 12:49:05 +0000 (12:49 +0000)]
Removed comma operators out of for loops to make it compile with b**g* fteqcc again ;)
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1263
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savagex [Sun, 9 Apr 2006 12:37:49 +0000 (12:37 +0000)]
add effects file for scriptable particles
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1262
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savagex [Sun, 9 Apr 2006 12:24:49 +0000 (12:24 +0000)]
Optimized shader with new (faster, more robust IMO) offsetmapping. This
more or less belongs into the engine (not necessarily, though)
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1261
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div0 [Sun, 9 Apr 2006 11:23:30 +0000 (11:23 +0000)]
info_location: now uses the first visible one of the nearest four entities, or if there is none, the nearest one
Q3A target_location now supported too.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1260
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div0 [Sun, 9 Apr 2006 08:21:39 +0000 (08:21 +0000)]
increased TrueAim and laser guided missile max distance to 8192
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1259
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div0 [Sat, 8 Apr 2006 23:09:34 +0000 (23:09 +0000)]
bug with player falling through might be just a map bug... changed the speed test into debugging code that outputs the spawn position whenever a player falls out
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1258
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div0 [Sat, 8 Apr 2006 22:11:38 +0000 (22:11 +0000)]
speed cutoff too close, increased
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1257
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div0 [Sat, 8 Apr 2006 19:57:00 +0000 (19:57 +0000)]
Restricted to up to 7 replacements.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1256
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kadaverjack [Sat, 8 Apr 2006 18:48:56 +0000 (18:48 +0000)]
- removed cl_particles menuswitch
- deluxemapping switch is now on/off
- updated cvar names in default.cfg
- item flags for healthpacks/armor to remove some stringchecks and hardcoded armor/health values
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1255
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div0 [Sat, 8 Apr 2006 18:24:18 +0000 (18:24 +0000)]
fixed info_location support, now it even has been tested
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1254
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esteel [Sat, 8 Apr 2006 17:14:51 +0000 (17:14 +0000)]
drop all runes when going to spectator mode
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1253
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kadaverjack [Sat, 8 Apr 2006 16:37:39 +0000 (16:37 +0000)]
oops, i thought there already was a return :)
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1252
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div0 [Sat, 8 Apr 2006 13:19:26 +0000 (13:19 +0000)]
10012 missing
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1251
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div0 [Sat, 8 Apr 2006 13:17:20 +0000 (13:17 +0000)]
you now die of becoming too fast (please revert once the "entities falling through" problem gets solved!)
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1250
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div0 [Sat, 8 Apr 2006 13:16:40 +0000 (13:16 +0000)]
fixed some eventlog vs. scorelog bugs
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1249
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div0 [Sat, 8 Apr 2006 13:16:09 +0000 (13:16 +0000)]
Special escapes for say and team_say: %a = armor, %h = health, %l = location (nearest important item or, if defined, info_location), %x = entity pointed at
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1248
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kadaverjack [Sat, 8 Apr 2006 01:39:15 +0000 (01:39 +0000)]
- fixed sv_maxspeed bug crazy.flash reported
- runes have a height now, so they don't stick into the floor anymore
- runes are reset when they drop into trigger_hurt
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1247
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kadaverjack [Fri, 7 Apr 2006 23:18:41 +0000 (23:18 +0000)]
that armor was placed way to high
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1246
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div0 [Fri, 7 Apr 2006 22:23:09 +0000 (22:23 +0000)]
PLEASE TEST: Improved LMS display in the scoreboard (dead players now have -place, that is, 2nd place gets -2, 3rd place -3 etc.; spectators (people who came too late) are -666 again).
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1245
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kadaverjack [Fri, 7 Apr 2006 21:01:11 +0000 (21:01 +0000)]
- Hooray, more dirty traceline hacks! (spawnpoints are relocted on worldspawn now, to ensure the don't drop players through the floor)
- logscores lists all clients now
- fixed some spawnpoint angles on nexdm06
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1244
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savagex [Fri, 7 Apr 2006 17:24:42 +0000 (17:24 +0000)]
some bumpmaps for evil2_basefloor (not complete)
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1243
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div0 [Fri, 7 Apr 2006 13:52:03 +0000 (13:52 +0000)]
Logging: now also logs the weapon number if out of ammo.
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1242
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strahlemann [Fri, 7 Apr 2006 11:29:20 +0000 (11:29 +0000)]
added and modified more bump/gloss textures
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1241
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savagex [Fri, 7 Apr 2006 09:30:47 +0000 (09:30 +0000)]
more transparent menu backdrop (could show off a "logo map" after
startup etc.)
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1240
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div0 [Fri, 7 Apr 2006 06:49:27 +0000 (06:49 +0000)]
event log can list mutators now
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1239
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kadaverjack [Thu, 6 Apr 2006 19:59:24 +0000 (19:59 +0000)]
fixed some item positions that where messed up by the "nodrop" patch
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1238
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div0 [Thu, 6 Apr 2006 16:57:09 +0000 (16:57 +0000)]
event log now shows who's a player and who's a bot
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1237
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div0 [Thu, 6 Apr 2006 08:10:25 +0000 (08:10 +0000)]
New cvar: g_maplist_selectrandom
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1236
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