Commit graph

387 commits

Author SHA1 Message Date
revility
54a98ddfe5 ejectbrass fix
brass was not ejecting from the weapon models due to checking if view models are shown... but this is a thirdperson mod and none are used.
2018-11-22 04:11:15 +01:00
Daniel Gibson
3240589cec idProjectile::Launch() warns about missing snd_tracer 2018-11-18 19:12:43 +01:00
Daniel Gibson
53ab8e1031 Fix some (mostly Savegame-related) Crashes
Somehow I must have added that
savefile->WriteFloat( spreadCrouchFactor );
twice when merging the Ruiner/Rivensin changes into the SDK.. damn.
(As it's only read once, all data read from the savegame after it
 will be garbage)

I had a crash when creating a Savegame in idAnimState::Save(),
because animator was NULL - so I added a check for that.

The rest has been found with GCC address sanitizer (ASan)
2018-11-18 06:07:31 +01:00
revility
cf83d7a579 removed 2018 warning
binaries and assets for build 0.9.76 of Rivensin are available starting 11.15.18 at https://www.moddb.com/mods/ruiner/downloads
2018-11-16 00:38:52 +01:00
Daniel Gibson
49bea1fa78 Rename ruiner to rivensin 2018-11-12 00:15:47 +01:00
Daniel Gibson
e340c5fd87 change engine version to "dhewm3 SDK 1.5.x"
it's only shown in the g_version CVar, but if we have this constant
in the SDK make it show something sensible.. and this SDK code should
be compatible with all dhewm 1.5.x releases (=> dhewm3 version will
be bumped to 1.6.x if game API compatibility is broken)
2018-11-11 23:57:05 +01:00
Daniel Gibson
1fe2a59637 (Hopefully) fix one of the assertions rarely happening in Rivensen
I hope I guessed this right: This could prevent the rare assertion
in RenderWorld.cpp:954 ("bounds[0][0] <= bounds[1][0]
  && bounds[0][1] <= bounds[1][1] && bounds[0][2] <= bounds[1][2]").
2018-11-11 23:55:26 +01:00
Daniel Gibson
97aa34a2f2 cursor and ingame menu scaling
Cursor now uses 2 different guis based upon aspect ratio just like
the hud. This is due to the translations of of the cross hairs being
off if a 4:3 cursor is on top of a 16:9 render view.
Requires additional key in the player def just like the hud does.
In game menu no longer stretches. Looks much better.
This is the menu that displays the advanced controls.

(DG: based on revility's commit with same message, removed stuff already
 implemented here and cleaned up the rest a bit)
2018-11-11 23:51:42 +01:00
Daniel Gibson
b54c0ffefd Load guis/hud16_9.gui when using a widescreen resolution 2018-11-05 01:21:14 +01:00
Daniel Gibson
41573506a9 GCC/Clang: no -ffast-math
even with -fno-unsafe-math-optimizations I don't trust it.
2018-11-05 01:14:51 +01:00
revility
435b835d59
updated a few default settings
pm_crouchviewheight updated.  origin was set from near the player's stomach and not the neck
pm_thirdpersonsidescale default value reduced.  Player can still adjust the amount in the main menu.
2018-11-03 16:17:26 -04:00
revility
b26313e2ef
pm_crossHairSideScale added
Added new cvar pm_crossHairSideScale
Corrected description of pm_ProjectileOrigin....  this does not effect projectiles.  Only the tracers, models or particles attached to them.
2018-10-30 18:59:49 -04:00
revility
6caceeb84b
pm_crossHairSideScale added 2018-10-30 18:56:49 -04:00
revility
6117962437
offset view position
adds a new cvar pm_crossHairSideScale to move the view position origin sideways.  Useful if pm_crosshairorigin is set to 0 and aiming around corners.  weapon projectiles use this as their spawn position. cross hairs use it as the origin of the trace line. default is 0. player should adjust to their liking and current camera settings. If set too far over, the player can shoot around walls.
2018-10-30 18:55:54 -04:00
revility
83a1d2a83d
smoothen crosshairs when attached to bone
removed bobbing and jittering while the crosshair origin is set to use a joint on the player model (pm_crosshairorigin 1). Was very noticeable while looking at steps.
2018-10-29 20:47:57 -04:00
revility
d903e48819 Increased max globals
Needed if you want to play some of the vanilla doom 3 maps by default.  Note that you will need to update more stuff like statements, globals, etc. for the game to start with all of them.  Another note that the scripts are not loaded by default in ruiner/Rivensin due to none of the maps being tested.  Most of them are not third person friendly.  Someday I hope to get a mini version of the campaign ported.
2018-10-21 04:31:15 +02:00
revility
eb953960ab Added sword combat.txt
New document detailing the changes for the sword combat system
2018-10-21 04:31:15 +02:00
revility
2024bc76ab Add files via upload 2018-10-21 04:31:15 +02:00
revility
980ea95279 Rename grabber notes.txt to grabber porting notes.txt 2018-10-21 04:31:15 +02:00
revility
de2705c680 enabled firstperson view when using guis
Game will go into first person while at a gui and then back to thirdperson when leaving.  Needed for maps which use gui consoles in them.  Check comments in code for full details.  Probably a better way to do this.
2018-10-21 04:31:15 +02:00
revility
e8267fd6c0 CheckCrossHairOrigin added
CheckCrossHairOrigin is used when entering and exiting guis to get the player's current setting and restore it when leaving the gui.  Check the player.cpp for full details.
2018-10-21 04:31:15 +02:00
revility
f060e97aae pm_thirdperson cvar archive removed
This was done so pm_thirdperson wil always reset to 1 when starting the game.  If the game crashes or quits while in first person it was starting back up in it before.
2018-10-21 04:31:15 +02:00
revility
b18a125177 Notice on 2010 compabolity issues 2018-10-21 04:31:15 +02:00
revility
d006a3ce4d Update thirdperson tutorials.txt 2018-10-21 04:31:15 +02:00
revility
99cdff5884 Update README.txt 2018-10-21 04:31:15 +02:00
revility
3af65d4f1e Rename sdk change log and new script commands.txt to Rivensin sdk change log and new script commands.txt 2018-10-21 04:31:15 +02:00
revility
825ec567c8 Rename mapping and music system notes.txt to Rivensin mapping and music system notes.txt
Music stuff also works in Hardqore mod
2018-10-21 04:31:15 +02:00
revility
82af898cea Rename maledict setup notes.txt to Rivensin maledict setup notes.txt 2018-10-21 04:31:15 +02:00
revility
5caa892063 Rename default thirdperson distance to Rivensin default thirdperson distance 2018-10-21 04:31:15 +02:00
revility
8fd09391d1 Rename combatcodinginfo.txt to Rivensin combat codinginfo.txt 2018-10-21 04:31:15 +02:00
revility
4c72657b4e Rename camera_console_commands.txt to Rivensin camera_console_commands.txt 2018-10-21 04:31:15 +02:00
revility
e180949c02 Update thirdperson tutorials.txt 2018-10-21 04:31:15 +02:00
revility
718406447e Delete thirdperson tutorial 2.txt 2018-10-21 04:31:15 +02:00
revility
408f5681d5 Rename sdk changlog and new script commands.txt to sdk change log and new script commands.txt 2018-10-21 04:31:15 +02:00
revility
5688f0a769 Rename mapping notes.txt to mapping and music system notes.txt 2018-10-21 04:31:15 +02:00
revility
bc7dce3c21 Rename THIRD_PERSON_FOCUS_DISTANCE.txt to default thirdperson distance 2018-10-21 04:31:15 +02:00
revility
5b675b553d Rename ivan_changelog.txt to sdk changlog and new script commands.txt 2018-10-21 04:31:15 +02:00
revility
5917d607ce dev documents
All the old development documents I found on my back up drives.
2018-10-21 04:31:15 +02:00
revility
1f82525502 pm_projectileOrigin added
New cvar to enable and disable launching projectiles from the weapon's world model barrel joint and also towards the crosshair's position.  launchfrombarrel must be set to 0 in projectile def files to use.  Done incase a weapon doesn't need it or has issues using it in the future.  none currently do.
2018-10-21 04:31:15 +02:00
revility
d92edb81e2 pm_projectileorigin added
new cvar to enable and disable the new projectile direction correction for weapons.  check the weapon.cpp for more info.
2018-10-21 04:31:15 +02:00
revility
10be5f2713 pm_crossHairOrigin added
Changes cross hair trace line origin from the camera's origin to a joint on the player's model defined in player.cpp file
Done this way because pm_modelview cvar has some kind of over ride going on when the levels start.  Consider this a work  around fix.
2018-10-21 04:31:15 +02:00
revility
918d780d36 added pm_crossHairOrigin cvar
Changes cross hair trace line origin from the camera's origin to a joint on the player's model defined in player.cpp file
2018-10-21 04:31:15 +02:00
revility
63152f3283 Weapon firing bug fix
Not sure how or why it happened, but the code was causing the bow to use wrong cross hairs, and auto weapon switch.  I believe there was a mistake on my end when cleaning up the code in the player.cpp and playercursor.cpp files.
Additionally having a second weapon to use the soul cube hud notice is not needed as the planned weapon is not happening anytime soon.
2018-10-21 04:31:15 +02:00
revility
8d95330115 Added soulcube clone
Only the soul cube can display hud notifications when enough kills are done.  this adds support for a 2nd weapon to do so. weapon is not in 2010 but will be 2018 build.  Code should still be compatible with 2010 build.
2018-10-21 04:31:15 +02:00
revility
066c8b3263 always enable pm_modelview
fix pm_modelview resetting on map loads.  Cross hair fix.  Still needs some tweaks and test.
2018-10-21 04:31:15 +02:00
revility
5eb99fb857 Cleaned code
Removed commented code from early 2000's tests.  Was never used. 
Cleaned up my comments a bit too :)
2018-10-21 04:31:15 +02:00
revility
451cb994ee Removed commented out code
Removed commented out code.  Was from very old cross hair system back in the early 2000's.
2018-10-21 04:31:15 +02:00
revility
d4e2d85ce6 Update and rename README.md to README.txt 2018-10-21 04:31:15 +02:00
revility
24c2745ccf updated readme
more detail on features of the mod
2018-10-21 04:31:15 +02:00
revility
8d43b167a9 updated title of readme 2018-10-21 04:31:15 +02:00