Commit graph

63 commits

Author SHA1 Message Date
Maxwell
6ede261eeb Removed some OP4 dead versions from Valve. HL has no concept of these, not even animations for them in their respective models. 2023-09-22 17:50:15 -04:00
df78e8dee6 NPC updates, added dead variants and some various fixes 2023-09-20 22:32:54 -07:00
a2086c3de6
Scripts: Create blood decals upon gib model impact 2023-09-20 15:11:55 -07:00
995b00eb3f
monster_gman: Change walking speed to 77 units per second 2023-09-20 10:39:32 -07:00
b2b5bf6bb8
monster_barney_dead: example dead monster 2023-09-18 15:50:28 -07:00
f152ffb0f8
Add more stubby entityDefs for monsters, as work began on those 2023-09-08 09:41:05 -07:00
06ec2f0310
monster_headcrab: leaping, plus noise 2023-07-30 10:06:45 -07:00
914884b9fc
monster_alien_grunt: give hornet projectile a trail 2023-07-30 10:06:20 -07:00
6d3474b707
WEAPON_HANDGRENADE: projectile conversion to EDef 2023-07-30 10:06:03 -07:00
98b9bb56bd
monster_barney: define attack_ranged_range to 1024 units. 2023-07-30 10:05:42 -07:00
2607ee4f04
Define EDef for monster_babycrab 2023-07-30 10:05:24 -07:00
f5c9583003
EntityDefs: Give explosives some decals upon detonation 2023-07-29 18:46:47 -07:00
753af7e8fb
Ripping things out, move most weapon projectiles into EntityDef 2023-07-27 23:08:26 -07:00
24964d27c9
Get rid of FX_GibHuman and FX_GibAlien, use PropData system instead 2023-07-17 11:32:59 -07:00
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
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