Commit graph

321 commits

Author SHA1 Message Date
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
revility
72f407bbd7 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.
2018-10-21 04:31:15 +02:00
revility
825f5f8372 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.
2018-10-21 04:31:15 +02:00
revility
e8744d3172 Headshot Frozen ragdoll bug fix
line 2403
2018-10-21 04:31:15 +02:00
revility
37780e0801 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.
2018-10-21 04:31:15 +02:00
revility
3a5de32467 launch projectile direction updated.
Further comments on changes to launching projectiles and "launchfrombarrel" key used in projectile defs.
2018-10-21 04:31:15 +02:00
revility
81931da8c5 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.
2018-10-21 04:31:15 +02:00
revility
864fa1fd3d 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.
2018-10-21 04:31:15 +02:00
revility
d1093579ff 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.
2018-10-21 04:31:15 +02:00
revility
dd30a38bb1 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.
2018-10-21 04:31:15 +02:00
revility
85352e4a48 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.
2018-10-21 04:31:15 +02:00
revility
22d4c82607 Update SysCvar.cpp
pm_modelview enabled by default. part of correcting the trace line origin used for the thirdperson crosshair.
2018-10-21 04:31:15 +02:00
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
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