Commit graph

321 commits

Author SHA1 Message Date
revility
6ff9b15158
Add files via upload 2018-10-14 21:42:02 -04:00
revility
ea8f7a584e
Rename grabber notes.txt to grabber porting notes.txt 2018-10-14 21:41:09 -04:00
revility
980c510f24
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.
2018-10-10 07:27:37 -04:00
revility
371dc76f80
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.
2018-10-10 07:21:38 -04:00
revility
dbbd8c3aae
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.
2018-10-10 07:19:16 -04:00
revility
3c0cfdc7a7
Notice on 2010 compabolity issues 2018-10-07 10:35:15 -04:00
revility
5ac4f61648
Merge pull request #2 from dhewm/ruiner
Ruiner source hook removal merge
2018-10-07 10:02:07 -04:00
revility
2622d2a151
Update thirdperson tutorials.txt 2018-10-03 07:25:55 -04:00
revility
5350b35286
Update README.txt 2018-10-03 07:23:14 -04:00
revility
ed703405e2
Rename sdk change log and new script commands.txt to Rivensin sdk change log and new script commands.txt 2018-10-03 07:22:54 -04:00
revility
42d9a7dec6
Rename mapping and music system notes.txt to Rivensin mapping and music system notes.txt
Music stuff also works in Hardqore mod
2018-10-03 07:22:38 -04:00
revility
80690f526e
Rename maledict setup notes.txt to Rivensin maledict setup notes.txt 2018-10-03 07:22:04 -04:00
revility
da7fa065ed
Rename default thirdperson distance to Rivensin default thirdperson distance 2018-10-03 07:21:21 -04:00
revility
6a1168c3b1
Rename combatcodinginfo.txt to Rivensin combat codinginfo.txt 2018-10-03 07:21:05 -04:00
revility
faf6ab73f6
Rename camera_console_commands.txt to Rivensin camera_console_commands.txt 2018-10-03 07:20:50 -04:00
revility
20c235842d
Update thirdperson tutorials.txt 2018-10-03 07:20:09 -04:00
revility
accfb5fe2c
Delete thirdperson tutorial 2.txt 2018-10-03 07:18:11 -04:00
revility
82562f3698
Rename sdk changlog and new script commands.txt to sdk change log and new script commands.txt 2018-10-03 07:15:19 -04:00
revility
8a0592c784
Rename mapping notes.txt to mapping and music system notes.txt 2018-10-03 07:15:04 -04:00
revility
3d62e094c4
Rename THIRD_PERSON_FOCUS_DISTANCE.txt to default thirdperson distance 2018-10-03 07:14:11 -04:00
revility
95c35b8a0f
Rename ivan_changelog.txt to sdk changlog and new script commands.txt 2018-10-03 07:13:46 -04:00
revility
9ad2b7d2ab
dev documents
All the old development documents I found on my back up drives.
2018-10-03 07:11:00 -04:00
Daniel Gibson
ef3b057ebd Remove SourceHook, use new common->SetCallback() instead 2018-09-30 05:21:12 +02:00
Daniel Gibson
1bd4b7a590 idCommon::SetCallback() + GetAdditionalFunction(); GAME_API_VERSION=9
This is an ugly hack that allows both exporting additional functions
(incl. methods via static function + void* userArg) to Game DLLs
and setting callback functions from the Game DLL that the Engine will
call, without breaking the Game API (again after this change).
This is mostly meant for replacing ugly hacks with SourceHook and
similar and mods (yes, this is still an ugly hack, but less ugly).

See the huge comment in Common.h for more information.

Right now the only thing implemented is a Callback for when images
are reloaded (via reloadImages or vid_restart) - Ruiner needs that.

Also increased GAME_API_VERSION to 9, because this breaks the A[PB]I
(hopefully after the next release it won't be broken in the foreseeable
 future)
2018-09-30 05:19:31 +02:00
revility
271bcfe4c0
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.
2018-09-29 10:56:22 -04:00
revility
f6349cef3c
pm_projectileorigin added
new cvar to enable and disable the new projectile direction correction for weapons.  check the weapon.cpp for more info.
2018-09-29 10:53:12 -04:00
revility
4f04bb15d2
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.
2018-09-27 18:36:40 -04:00
revility
35f2b6c5bf
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
2018-09-27 18:34:20 -04:00
revility
0e840d908c
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.
2018-09-27 15:17:52 -04:00
revility
f51897d5b3
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.
2018-09-24 19:06:05 -04:00
revility
1c33d3ddff
always enable pm_modelview
fix pm_modelview resetting on map loads.  Cross hair fix.  Still needs some tweaks and test.
2018-09-24 06:30:35 -04:00
revility
2f87df51f7
Cleaned code
Removed commented code from early 2000's tests.  Was never used. 
Cleaned up my comments a bit too :)
2018-09-23 21:18:12 -04:00
revility
2264be3b96
Removed commented out code
Removed commented out code.  Was from very old cross hair system back in the early 2000's.
2018-09-23 20:40:23 -04:00
revility
2e2bcad7c6
Update and rename README.md to README.txt 2018-09-23 20:22:28 -04:00
revility
119a37c604
updated readme
more detail on features of the mod
2018-09-23 20:17:38 -04:00
revility
0466ecc265
updated title of readme 2018-09-23 19:56:58 -04:00
revility
f83beb172d
cvar_archive hdr, pm_modelview, pm_thirdperson
This should fix hdr always resetting every time the game is restarted, thirdperson view sometimes not enabled by default, and the need for pm_modelview to be turned on for cross hair trace line origin fix.
Also cleaned up formatting around hdr cvars, and third person camera cvars.
2018-09-23 17:13:12 -04:00
revility
a5d14cfe48
pm_modelview enabled by default
Enabling the pm_modelview and setting the correct joint in the player.cpp file corrects issues with the trace line used for creating thirdperson crosshair getting cut off early due to objects being to close.  Most mostly noticeable shooting around corners.
2018-09-22 17:57:22 -04:00
revility
c82c8b6c22
Headshot Frozen ragdoll bug fix
line 2403
2018-09-22 17:52:23 -04:00
revility
4c004b8dd5
New shield int
tellishield is used in player.cpp as part of the shield/shield spell system.
Mostly used in game script to check if the shield is active or not.
2018-09-22 17:50:40 -04:00
revility
f82d2459cf
launch projectile direction updated.
Further comments on changes to launching projectiles and "launchfrombarrel" key used in projectile defs.
2018-09-22 17:47:47 -04:00
revility
1a92a6f4b0
Replaced stamina system with shield system
Stamina is now used for the player's shield spell.  hold down the old zoom key to activate while the player has stamina.  Calls are made to the player's script to UpdateSkin.  UpdateSkin is new and not apart of vanilla d3 or Rivensin 2010 build
Stamina use also is no longer associated with player's movement and does not adjust movement speed.
The telishield key is used via the player script file to check if active and change the torso animations to blocking/spell casting.
2018-09-22 17:42:45 -04:00
revility
9a966e8ff0
Update Player.cpp
Added the telishield key for the player def and script to use.  This key disables the player taking damage and can be checked in the script for stuff like changing skins, etc.

cross hair fix:  pm_modelview .  This cvar changes the origin of the playerview to a joint for the crosshairs.  This is set to a joint close to the player weapons to prevent the trace line used for cross hairs stopping too early when shooting around corners. 
Additionally pm_modelview's axis is now the renderview axis and not the joint other wise the thirdperson crosshair is displayed in wrong directions.
pm_modelview is now on by default.
2018-09-21 14:13:35 -04:00
revility
2c3058f5f6
Update Player.h
adds the telishield key for the player.def & script to use.  When set to 1, the player will take no damage.  Done this way so we can check it and also apply other effects such as player skin changing.
2018-09-21 14:04:02 -04:00
revility
599a5da70c
Update Weapon.cpp
launch from barrel is no longer needed for projectiles to launch from the weapon's barrel, and then to the thirdperson cross hair position.  This fixes the projectiles not launching to the center of the thirdperson cross and also fixes the offset when aiming too high or too low.
projectiles in weapon.def files need launchfrombarrel set to 0 for this work.  the crosshair offsets also need to be adjust in the cursor.gui file as each one offset manually in Rivensin/Ruiner 2010 build.
2018-09-21 14:01:23 -04:00
revility
22bff25d5e
Update Actor.cpp
sdk side of the fix to stop ragdolls from freezing during a head shot.  Other parts were in the ai script files due too much sys.waits.
2018-09-21 13:56:38 -04:00
revility
662a281df5
Update SysCvar.cpp
pm_modelview enabled by default. part of correcting the trace line origin used for the thirdperson crosshair.
2018-09-21 13:54:40 -04:00
Daniel Gibson
40d9f20843 Fix another arrow-shooting Assertion 2018-09-02 03:42:59 +02:00
Daniel Gibson
6a6f4aad47 It builds with VS 2017 now 2018-09-02 01:27:00 +02:00
Daniel Gibson
b5e8db875e disable assert() with -DNDEBUG even if -D_DEBUG is set
the game code asserts all the time, but seems to work when disabling
assertions..
so make sure assertions are really disabled with NDEBUG, even if _DEBUG
is set (like it is in debug builds).
this way I can at least get an unoptimized debug build that can actually
be tested.
2018-09-02 01:19:37 +02:00