e49810be8b
Restructuring of monster/weapon entitydef files
2023-07-16 22:47:01 -07:00
7a014d91e9
monster_barney: specify submodel group on weapon draw
2023-07-06 16:34:01 -07:00
0eec24c7aa
Update the body key/value pairs inside the monster edefs
2023-06-28 14:30:17 -07:00
dde42e481c
Yank out the monster's out of the codebase. Use entityDefs instead.
2023-06-20 21:23:15 -07:00
0b2955695a
Use entityDefs instead of hard-coded item pickups
2023-05-08 11:17:52 -07:00
b96929cddf
surfaceproperties.txt: play sfx_impact.concrete for gs_material_rocks
2023-05-01 06:17:11 -07:00
70f1ed409f
Script definition tweaks for func_breakable behaviour/sounds
2023-05-01 05:51:20 -07:00
422e57d3d8
weapon_gauss: Add special effect for overcharge, fix a mistake with overcharge damage, update gauss to use new weapon sound API
2023-04-26 17:33:12 -07:00
c68d2d7c60
Tweak the UI color defaults a little.
2023-04-03 11:16:44 -07:00
30ecbd1453
Multiplayer: Load and display a server message of the day if present.
2023-03-25 17:34:26 -07:00
8dc3da6aac
Add zpak001.pk3dir/sound/func_plat.sndshd
2023-03-25 17:33:41 -07:00
7d58725d76
PMove: change maxspeed to 270 for the time being, as that's the default for MP anyway.
2023-02-16 18:23:48 -08:00
Maxwell
96324141cb
Added Crossbow bolt trail on explosive MP bolt akin to Turok. This change is based upon documented cut content
2023-01-17 16:51:06 -05:00
e1d7febbf7
default.cfg: Set rate to '30000' in the hope of override outdated defaults
2023-01-07 16:59:43 -08:00
b1ce1b7bee
More cleanups by shoving functions that we used to have in client/player.qc into shared/player.qc.
2022-11-22 16:31:40 -08:00
15fa5a8f12
Update codebase to be in line with upstream Nuclide. Add scripts/decals.txt and other shenanigans.
2022-11-08 19:49:53 -08:00
7bb5660f09
Shared: Give the rest of the weapons an empty clicking sound.
2022-08-06 11:30:41 -07:00
51e9a7d851
Shared: WEAPON_PYTHON, WEAPON_EGON, WEAPON_GAUSS, WEAPON_MP5, WEAPON_SHOTGUN and WEAPON_SNARK no longer allow for firing underwater.
2022-08-05 14:10:04 -07:00
454da78b0c
Add missing wrappers for ammo_9mmARclip and ammo_glockclip.
...
Add 'weaponbox' pickup, which may not be fully complete.
Some FX_ effects make proper use of env_sprite APIs now.
Edited default.cfg to parse skill.cfg itself.
Removed GS_RENDERFX flag in progs.src.
2022-07-07 09:13:16 -07:00
aec649a115
SoundDef: Define player.spraylogo.
2022-05-12 20:36:34 -07:00
d699ac570f
WEAPON_MP5: Adjust firing rate to be closer to original HL.
...
WEAPON_RPG: Start with laser enabled.
WEAPON_SHOTGUN: Force reload on empty fire.
2022-05-02 08:32:42 -07:00
8fad0d7dc1
WEAPON_TRIPMINE: Wiggle with SetBody and SetFrame on the pickup a bit.
2022-04-26 21:03:32 -07:00
440f67d349
Server: unreference player.h
2022-04-25 13:35:26 -07:00
98a7151ab2
FX_Blood: Work on this effect a bit more to make it look like the real HL
2022-04-23 22:36:01 -07:00
0293f9a441
Update copyright information
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Remove pmodel attributes from the player class.
Sound shaders for weapon firing now call alerts to AI.
2022-03-13 16:57:51 -07:00
5120a63a50
materials.txt: Remove an obsolete entry.
2022-03-10 18:59:53 -08:00
31e6ff118a
Small update to materials_valve.txt
2022-03-03 14:11:39 -08:00
2087fae53b
Add Xylemon's CC0-licensed material definitions file for Half-Life.
...
Adding over 2100 texture property definitions to make sure bullet impacts,
foot steps etc. all do a better job.
2022-03-02 09:21:40 -08:00
92f0844156
Creditsfont should now be marked as additive, fixes to some melee timers
...
in monster_alien_slave, monster_human_grunt and monster_zombie
2022-01-31 17:46:56 -08:00
0d24c3c0c5
Simplify halflife_scroll.shader
2022-01-03 16:54:11 -08:00
3049576c5b
Scripts: Add shader file defining halflife.wad scrolling materials.
2022-01-02 20:51:35 -08:00
f53f854819
Move in all the sound shader definitions from Nuclide's base, just with
...
Half-Life specific paths.
2021-12-30 13:16:39 -08:00
77a4d1b388
mp_fraglimit and mp_timelimit are now aliases to the original Quake cvars
...
to avoid confusion from anyone wondering why there's two of them
2021-12-12 21:04:15 -08:00
06af7f9e33
Use Font_GetID() in the places where drawfont is used.
2021-11-04 22:49:53 +01:00
d042bd0233
Added more distant sound shader stuff, because those rock.
2021-09-12 00:14:03 +02:00
4a68156699
Sound: Add fx.explosion_dist definition for some low-freq bass.
2021-09-02 10:11:37 +02:00
24d7388580
WEAPON_GAUSS: More work towards the visual stuff this weapon offers by
...
fixing beams and things.
2021-08-29 17:45:33 +02:00
ddf8a8c39b
Define the LOGO_AVI and LOGO_STATIC materials
2021-08-08 14:07:02 +02:00
634b212542
Add gfx/loading material wrapper
2021-08-02 22:42:52 +02:00
ed71d7a97a
Add decoupled viewmodel effects
2021-08-01 08:54:52 +02:00
141d012e9b
Add font definition files for the new Font_LoadFont() function in Nuclide
2021-06-26 21:46:27 +02:00
8cc5e8c802
Move waypoints from maps/ to data/
2021-04-21 09:55:30 +02:00
df1c90b14a
Waypoints added for multiplayer bots on the following maps: boot_camp, crossfire, datacore, doublecross, finaltube, frenzy, lambda_bunker, snark_pit, stalkyard.
2021-04-15 22:22:35 +02:00
eb543c189d
Use the new View_AddEvent() function for handling shell ejections
2021-03-29 21:54:23 +02:00
b786643e43
Add sound shader definitions for shell-eject modelevents.
2021-03-27 09:09:44 +01:00
c31b8aa595
added waterenter and exit sound shader definitions
2021-03-24 08:37:54 +01:00
39cb0baefa
Rename player_valve.sndshd to player.sndshd
2021-03-15 11:32:19 +01:00
88ca098c51
Register sound shaders for gasp/water pmove sounds
2021-03-13 04:25:28 +01:00
1a25ccc334
Initial commit, carried over from Nuclide's Git on March 8th 2021
2021-03-08 10:53:48 +01:00