o Fixed a bug where "switch" in console (sv_cheats 1) no longer makes the player stuck when going from alien to marine.
Had committed the change to the wrong branch in build 225 ...
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@259 67975925-1194-0748-b3d5-c16f83f1a3a1
o Fixed bug where a player could not switch teams after the game had started
Commented out the lines in AvHPlayer::GetIsAuthorized that prevented it. To be replaced by Nexus.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@237 67975925-1194-0748-b3d5-c16f83f1a3a1
o Fixed bug where the commander UI buttons would not function (select all, go to requests, etc)
AvHTechTree::GetIsMessageAvailable would not return true because no tech tree nodes would be found for these messages. I inserted a check to bypass the node checking for these messages. It's a hack, but since they're already hacked into the TechNode code, it should do for now.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@235 67975925-1194-0748-b3d5-c16f83f1a3a1
o Fixed bug where the voice comm icon would not be displayed while using a mic
The new MemoryInputStream class either contains a bug or doesn't match what the vgui::BitmapTGA class expects. I've inserted the old code to get this working till Karl can take a look at it, as it's a bit painstaking to sort it out when I don't even know what method(s) it fails in.
I also fixed a bug in the constructor for the new MemoryInputStream where the length parameter would not be applied to the length member.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@232 67975925-1194-0748-b3d5-c16f83f1a3a1
o Fixed a bug where a crouching player on an IP would not be killed.
Extended the range the spawn damage is applied for, roughly 10 units downwards.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@217 67975925-1194-0748-b3d5-c16f83f1a3a1
o Changed the P-Corridor to Station Monitoring Main path into a vent
o Added a new path to connect Access Corridor Zeta to Station Monitoring Annex
o Moved the Station Monitoring Stabilty res node to Station Monitoring Annex
o Life Support Hive heavily updated again (might still require some more cover for spawning Aliens)
o Fixed the bug where much of the water on the map was missing
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@213 67975925-1194-0748-b3d5-c16f83f1a3a1
o Fixed bug where all players on the map would face easward if outside the viewing player's PVS
The angles divided by 22.5 on write were not multiplied back upon read, resulting in really low angles -- almost not visible.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@209 67975925-1194-0748-b3d5-c16f83f1a3a1
o Added new option to the Advanced menu: "Enable gamma ramp". The cvar for it is cl_gammaramp which defaults to 1. Setting it to 0 will disable the forced gamma ramp changes.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@206 67975925-1194-0748-b3d5-c16f83f1a3a1
- All labels now use the sans-serif font Verdana, and are situated directly over the area they represent. Hives and Marine Starts are in Bold at a size of 12, all other labels are plain and set at size 10.
- Altair, Bast, and Eon's were updated to represent their layout changes from this weeks build.
- Hera's was updated to represent its layout changes from last weeks build (3.1 Build176).
Known issues:
- A majority of the label locations need to be moved so they aren't
overlapped by Resource Tower, Weldable, Hive or starting CC Icons.
- A handful of keylocations do not have labels yet.
- Several of the commander minimaps have inconsistent coloring
depending on your cl_labelmaps value. This is likely an indexing error
and will be fixed as soon as I track it down.
- I forgot to update the layouts on Altair, Bast, Eon, and Hera's
commander maps, will fix for next week.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@193 67975925-1194-0748-b3d5-c16f83f1a3a1
- Implemented a hybrid wallwalk -- the skulk now only "sticks" if +speed is held down
- Added an IN_WALK flag, syncronized with the server state that can be used in the application to check whether a player is walking
- Walljump is reverted to only jump in the direction the player is looking again, since a running player jumping from a wall usually wants to strafe inwards to stay on the wall
Untickeded bug:
- Fixed bug that caused leap to not behave properly from shallow water
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@191 67975925-1194-0748-b3d5-c16f83f1a3a1
- Moved a crate from the Cargo room in order to provide a line of sight block
- Reworked vent system (Lerks can fly in them, shorter travel times, new entrances/exits)
- Removed railings from the Auxiliar monitoring room
- Added more clip brushes to help with the skulk wallwalk
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@190 67975925-1194-0748-b3d5-c16f83f1a3a1
- Fixed Onos spawn issues (redemption / movement chamber) in Feedwater
- Added vent from Feedwater to Atmospheric processing
- Extended path between Engine and Water Treatment
- Fixed stuck point behind the Observe match ladder in the ReadyRoom
- Fixed invisible wall in Refinery Hive above copper pipes
- Lowered ceiling in the corridor between the Marine Spawn and Main Aft Junction
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@189 67975925-1194-0748-b3d5-c16f83f1a3a1
Note : v9 was compiled without -extra in rad to save time.
Visual quality of the lighting is slightly reduced as a result.
-Extended Core Monitoring closer towards Core, so that the joining corridor is shorter, and so sieging is easier.
-Renamed Coolant Maintenance to Coolant Transfer
-Shifted Coolant Transfer south, to put it closer to core, so that the joining corridor is shorter,
and so that sieging is easier.
-Widened Cooland Transfer.
-Fixed all vis errors.
-Opened up the Repair Bay/Maintenance Corridors area a bit.
-Opened up Sleeping Area considerably (no more dead ends), and made navigation easier (flat ceiling etc).
-Improved Sleeping Area visually slightly.
-Rerouted Life Support vent from Sleeping Area to N-Turn (experimental).
-Sbend reworked visually.
-Vent exit in Sbend changed to exit out of a small room off of Sbend.
-Added alot more infestation in the hives, I'm not sure if I'm happy with the infestation textures,
so they are subject to change.
-Added crate at East exit of Marine Start, and moved MS RT slightly east.
-Fixed all the sinking structures problems associated with metal grates (apart from the ones in The Hub,
as the structures are easily accessible anyway).
-Fixed the bug where you could build structures on the antenae (spikes) outside the Communications window.
-Removed the water in Engineering Hall hive, and raised the broken floor so that you can step up it easily.
-Added a shielded area on the central structure in Core hive, and also lowered the hive.
-Widened the North and South corridor coming off of Core Monitoring.
-Made the 'donut' east of Gunpods more spacious (the central structure is considerably smaller now).
-Fixed r_speed issue in Coolant, with some geometry changes (both sides look too similar now, so i'll
add a feature to distinguish them in the next version.
-Deleted the Core Power -> Core Monitoring vent.
-Made the corridor entering Living Area from Life Support less convoluted and deleted the door so it is less
confusing.
-Some minor r_speed optimisations here and there.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@188 67975925-1194-0748-b3d5-c16f83f1a3a1
Rebuilt Omega Hive
Rebuilt Consistency Hive
New Life Support Hive
Rebuilt Marine Start
New Sub Bay
Modified layout based on suggestions by Routerbox (
http://www.jick.org/images/together.jpg )
New Readyroom
Increased Lighting
Main things I'm looking for feedback wise:
The new layout - I'm not sure about it yet and JazzX expressed some concerns
about how Consistency is so isolated now. Kmart agreed that it might need to
be adjusted more but I didn't feel like redoing it again without some
playtesting done first.
Lighting - we all know I'm really bad about making it too dark. If you find an
area too dark, please take a screen of the minimap and mark the dark areas and
I'll try to add some more light.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@187 67975925-1194-0748-b3d5-c16f83f1a3a1
o Balance changes from 3.0.x
- Jetpack Research Time 50->60
- HA Upgrade Time 100->110
- Alien upgrade evolution time 2->3
- AA Research Time 180->160
- Obs Cost 20->15
- Marine Starting LMG Ammo 50->100
- Marine Starting Pistol Ammo 10->20
- Armslab cost 25->20
- Siege Damage 380->400
- Phasegate Delay 0.8->0.5
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@173 67975925-1194-0748-b3d5-c16f83f1a3a1
o Removed the ability to walljump off the ground in some special cases.
Added a check to disable wallwalk if something is found 10 units below the player.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@170 67975925-1194-0748-b3d5-c16f83f1a3a1
o Players can now walk up ladders without having to face up or jump on to them
Change the threshold for detecting we are on a ladder to suit the NS ladder speed.
( actual value 110 )
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@167 67975925-1194-0748-b3d5-c16f83f1a3a1
o Added new setting to advanced multiplayer options. Default value is 'on'
o cvar is cl_labelmaps ( default 1 )
o If the cvar is changed the map sprite will dynamically update.
o If no labelled minimap exists the default one is displayed
o We always write a generated minimap to the normal file
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@165 67975925-1194-0748-b3d5-c16f83f1a3a1
- Redesigned MS -> Cargo route to remove the marine-sized door bottleneck.
- Added a weldable underneath the lift between MS-Cargo - welding brings the lift up and seals off that entrance.
- Put in hint brushes in MS in an attempt (read: attempt!) to bring r-speeds down. It's better in general now, but still goes over 700 in spots.
- Hopefully fixed the stuck-problems in ventilation. All the tunnels now have smooth surfaces allowing for easier skulk movement too.
- Tweaked Ventilation Hive, main change being that skulks/lerks/gorges can walk across the area under the hive without having to jump over the...er...struts, or whatever they are.
- Added a hole in the weldable grate in northern corridor, allowing skulks/lerks/jetpackers/fades through, and gorges + marines from one side only.
- Extended vent from Archiving Hive to Northern Corridor so it has another exit above the RT in same corridor.
- Added horizontal supports stretching across Archiving to aid skulks in moving about (particuarly from one side to the other)
- Fixed the most minor of graphical artifacts in Reception (this was my fault and nothing to do with the wires texture or anything else)
- Fixed HOM in Northern Corridor (Like I need to say that...)
- Added a ladder in Holoroom leading up onto the balcony to cargo.
- Retextured ventilation to an extent.
- Modified RT room in Processing in a minor way, meaning the RT is no longer blocked from view until you run around the centre computer console.
- More minor changes.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@163 67975925-1194-0748-b3d5-c16f83f1a3a1
o The onos is now properly uncloaked while charging
Added a check in AvHPlayer::InternalAlienThink to trigger the uncloak if charge is active.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@159 67975925-1194-0748-b3d5-c16f83f1a3a1
o End game notifications now display in the center of the screen for 10 seconds + 2 seconds fadeout. The text has been reworked to "The TSA Marines have exterminated the alien infestation" and "The alien Kharaa have eradicated the human presence".
I did some changes to AvHPlayer::SendMessage to allow a message to be sent either as a tooltip or a centered message.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@157 67975925-1194-0748-b3d5-c16f83f1a3a1
o Fixed bug where the order popup would display upon order completion.
Added a check to inOrder.GetOrderActive() so that the order would only be displayed when flagged active, not upon completion.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@155 67975925-1194-0748-b3d5-c16f83f1a3a1
o Fixed bug where a dead player would not respawn while any key was pressed. Also accounted for all +commands.
player.cpp had a check to disable respawning while any keys were registering. I commented out that check.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@154 67975925-1194-0748-b3d5-c16f83f1a3a1
o Players can now join teams properly before latejointime has expired
Added back in steamid based authids so the server player detail lookups work correctly without nexus.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@137 67975925-1194-0748-b3d5-c16f83f1a3a1
- Removed check for the player's view angle -- the skulk will now stick no matter which direction the player is looking.
- Reversed the wallwalk toggle: Press duck to grab on to the wall. Use toggleduck to reverse.
Mantis 0001048:
- The skulk now either 1) jumps in the direction the movement keys are pressed (forward, backward, strafe, combinations) or 2) forward if none are pressed.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@135 67975925-1194-0748-b3d5-c16f83f1a3a1
o Fixed bug where order notifications sometimes would display for a commander exiting the CC. Added a check so that a commander will never display nor queue order notifications.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@134 67975925-1194-0748-b3d5-c16f83f1a3a1
o Moved text chat a bit up to allow commanders to see the text.
o Resource label is no longer obfuscated by the text chat.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@123 67975925-1194-0748-b3d5-c16f83f1a3a1
o Tweaked the wallwalk:
- The wallwalk scans only fire upwards in the NE, SE, SW, and NW directions, not down and not in the player's view direction.
- The origin displacelemt does not fire if the player has a floor 10 units underneeth him/her, so that skulks on the ground won't snap to the wall.
- If the player's view is directed roughly 45 degrees out from the current surface normal, the origin displacement is disabled, allowing skulks to fall off walls by simply looking outwards and moving away from the wall. Note that this makes it harder to climb around edges.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@121 67975925-1194-0748-b3d5-c16f83f1a3a1
o Initialized long_data = 0 in NetMsg_UpdateEntityHierarchy to prevent usage of an uninitialized int.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@116 67975925-1194-0748-b3d5-c16f83f1a3a1
o Added ReadyRoomThrottleMessage to titles.txt
o Player has to press f4 twice within two seconds to go to the readyroom
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@113 67975925-1194-0748-b3d5-c16f83f1a3a1
o new Balance variable kPointsPerArmouryHealth, value is 10
o Armoury now supplies 10 health every use ( once per 0.9 seconds )
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@111 67975925-1194-0748-b3d5-c16f83f1a3a1
o Spores no longer damage the commanders armor. ( bug 1019 )
I added a check to AvHSporeProjectile::SporeCloudThink to prevent them from acting on the commander.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@110 67975925-1194-0748-b3d5-c16f83f1a3a1
Added #define AVH_NO_NEXUS to compile NS without Nexus
Temporarily #define'd AVH_PLAYTEST_BUILD to automatically #define AVH_NO_NEXUS
Fixed Balance.h ordering issues that became apparent when BALANCE_ENABLED is #define'd.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@106 67975925-1194-0748-b3d5-c16f83f1a3a1
Rewrote WeaponsResource code so that uninitialized slots are no longer returned as valid weapons
Removed upp_* from command constants and console commands
Removed commented out entry from hl_baseentity.cpp
Shift in map data position is now performed by the network layer instead of at the time of creation
Deleted obsolete Util.vcproj
Replaced calls to fmax with calls to max in AvHEntities.cpp (Win32 compiler wasn't finding fmax command without explicit include)
Began implementation of client-to-server tunnel for Nexus
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@94 67975925-1194-0748-b3d5-c16f83f1a3a1
- Heavy armor would not propagate player angle
- EntHier updates would never delete an entity
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@78 67975925-1194-0748-b3d5-c16f83f1a3a1
o Implemented teammate orders/query icons
Mantis 0000992:
o Implemented teammate order popups
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@52 67975925-1194-0748-b3d5-c16f83f1a3a1
o Implemented teammate orders/query icons
Mantis 0000992:
o Implemented teammate order popups
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@51 67975925-1194-0748-b3d5-c16f83f1a3a1
o Implemented teammate orders/query icons
Mantis 0000992:
o Implemented teammate order popups
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@50 67975925-1194-0748-b3d5-c16f83f1a3a1
o Duck toggle implemented
- bind toggleduck to a key to use
- while duck is toggled, pressing +duck will unduck and releasing will revert the player to a ducked state
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@49 67975925-1194-0748-b3d5-c16f83f1a3a1
Also fixed unreported bug in NetMsg_BlipList (friendly status was backward and not reset properly between evaluations, which effectively caused random bogus blips on screen since it affects message size)
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@41 67975925-1194-0748-b3d5-c16f83f1a3a1
Removed outdated comment from player.cpp
Revised MsgFunc_CurAmmo to evaluate flags only if message had a valid weapon
Changed AvHPlayer.cpp permissions to allow switching teams before a round starts and disallow joining active teams that aren't used by the map.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@33 67975925-1194-0748-b3d5-c16f83f1a3a1
O The commander can now see the health for all buildings and marines, even when not selected, as transparent health circles. Health circles for selected buildings and marines are rendered as normal.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@32 67975925-1194-0748-b3d5-c16f83f1a3a1
O Skulk wallwalk has been improved -- the skulk will stick to walls by snapping the skulk to the wall if a wall is found along the surface normal vector within the 5 units. Skulk wallwalk is also disabled when the skulk is walking on the floor (z component of the surface normal > 0.95)
O Skulk can now jump from walls. When attached to a wall, pressing jump will make the skulk jump in the direction the player is facing and slightly up. This hijacks the waterjumptime, which is never used for the skulk anyway, to refuse wallsticking for a brief period after either walljumping or leaping.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@31 67975925-1194-0748-b3d5-c16f83f1a3a1
O Lerk can now fly backwards. Press backwards and tap jump to flap back from the way you are looking. Hold down to glide as before.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@28 67975925-1194-0748-b3d5-c16f83f1a3a1
O Let obs start with 40 energy units (was 25).
O Reduce Armslab cost to 20 (was 25).
O Reduce PG throttle to 0.5 secs per player (was 0.8).
O Changed balance.txt version variables to reflect the current version -- 3.1
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@27 67975925-1194-0748-b3d5-c16f83f1a3a1