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
* Increase upgrade gestation times for aliens from two to three seconds.
* Double marine spawning reserve ammo to 100/20.
* Reduce AA research times from 180 to 160 seconds.
* Increase HA research time from 100 to 110.
* Increase Jetpack research time from 50 to 60.
* Increase siege damage from 380 to 400.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@142 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