Commit Graph

191 Commits

Author SHA1 Message Date
Finny Merrill 9be57e3cd1 Forgot to comment out that line.. 2003-11-26 08:58:34 +00:00
Finny Merrill 19b51f1ced demoman gets a full 100 health now, in exchange for losing that mirv 2003-11-26 08:57:05 +00:00
Finny Merrill d646013ec5 Can no longer judo invincible people. 2003-11-26 08:56:01 +00:00
Finny Merrill 8c2d5fdd12 1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.

2) Redid Give_Frags_Out

3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy

4) You can grapple builds again. This caused really odd bugs.

5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.

6) Teslas are now entirely inside their bounding box

7) Now check every frame for players startsolid and for outside of the map cube.

8) #define WALL_HURT to make it hurt when you hit a wall

9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying

10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
    demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
    gets extra grenade.

11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
    Doesn't directly damage sentries anymore, but does significant damage to dispensers.
    EMP someone who's setting a det and it blows up in their face.

12) Players now do radius damage from getting EMPed (again)

13) EMPs now go through walls (again)

14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100

15) You can only have 2 frag grens, 3 with bandolier now.

16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
    where their charge wasn't restored when you die is fixed now.

17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
    with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
    more time the closer it is to the EMP.

18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
    attacker loses 3 seconds of attack.

19) Judo missing now makes them unable to fire.

20) Shortened judo range (back to normal if w/ close combat)

21) Attempted to rework the railgun. Seems to be okay now.

Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
Bill Currie a9251b65b3 more patches from Griever: among other things, lets you select the old
autorifle with a serverinfo
2003-11-16 00:43:31 +00:00
Bill Currie a365e00b22 <Grievre> lemme see... fixes: stuck shamblers, cheat teslas, camming and
sensing
<Grievre> give mirvs the right death message, make them a little weaker and
more spread out
<Grievre> increased damage done by exp body... fixes not being able to use
airfist if you have daedalus or lg with no cells
<Grievre> made it so missing judo = you can't fire for 1.5 seconds, also
judo doesn't always work, less chance of it working a) if they're facing
you b) if they have knife, judo, or close combat
<Grievre> you lose speed the more armor you have (so upgraded people can
buy cougar and cheetah now)
<Grievre> attempted to fix the respawn guard not telefragging bug (if it
was still there)
<Grievre> made it so you can tell a shambler to come, stop, or patrol even
if it is fighting someone, doesn't really work most of the time but can
"wake up" your shambler if it's being screwy
<Grievre> (works for all demons)
<Grievre> made it so a monster goes back to what it was doing before
(following you, patrolling etc) once it's done with its enemy
<Grievre> made the sniper rifle less cheap (or tried to), charging now =
more accuracy, rather than more damage. OTR now does slightly less damage
than regular, but isn't blocked by armor as much.
<Grievre> autorifle now has half the rate of fire but does same damage as
sniper rifle, but less accurate
<Grievre> headshots always ignore armor if target has green armor, legshots
always ignore armor except for red
<Grievre> added bshams and shambler kings (can be disabled with infokeys)
<Grievre> increased max knife blood to 32
<Grievre> made it so airfist bounces gymnasts twice as much, and bounces
everyone a little more (I think), may cause stuck bugs but I think it
won't. airfist does half damage to gymnasts and slightly more to hwguys
<Grievre> made shamblers a little smarter and more powerful in general
<Grievre> they now attack buildings (only bshams/kings) if they are
attacked by them first
<Grievre> bsham/king fireball now sets things on fire
<Grievre> shamblers will generally attack the person who last hit them
<Grievre> shortened judoka range (they have the old range if they get close
combat
<Grievre> shamblers will cycle the left-right slash or fireball longer than
they did (but they won't keep doing it if their enemy is not visible)
<Grievre> fixed shambler fireball so it doesn't miss and hurt itself so
much
<Grievre> #define OLD_AUTORIFLE
<Grievre> will go to the old behavior of the auto rifle
<Grievre> I think that's it
<Grievre> oh, I changed the intro message and version string a little, you
might want to change that
2003-11-12 04:58:19 +00:00
Bill Currie f865e4e952 need --advanced now 2003-09-23 16:39:05 +00:00
Bill Currie e8bb47a3e4 nuke the admin guff 2002-10-10 00:43:28 +00:00
Timothy C. McGrath 87898fc903 Narrowed cone of the light assault, and gave rockets slightly more bang for the buck.
Tim McGrath
2002-10-06 04:09:01 +00:00
Timothy C. McGrath 14edab67df Super shotgun looks better with two randomly placed shots. 2002-10-06 03:54:50 +00:00
Timothy C. McGrath 87a96d06c8 Lowered shotcount for ssgun to 12 because that's what it used to be :)
tim mcgrath
2002-10-06 03:22:15 +00:00
Timothy C. McGrath 540cc6c66d White space, indenting, reverted RNG for firebullets. Shotgun, supershotgun, and light assault had spread adjusted. Judokaers no longer get a free ride when they steal assault cannon. Yes, you now need to have enough ammo to use it. Damage and cell use adjusted for the lightning gun. (Causes more damage over a shorter period of time now) Lots and LOTS of old commented out code dropped. 2002-10-05 08:03:57 +00:00
Bill Currie bffdadb692 reflect the new meaning of no_pogo_stick 2002-09-14 03:33:18 +00:00
Bill Currie 59faa3569b make it so no_pogo_stick 1 doesn't cause the jump sound when the player
attempts to pogo stick
2002-09-10 04:46:51 +00:00
Bill Currie 1523cb0291 hopefully fix the teleporter spam making it impossible to customize 2002-09-10 02:19:36 +00:00
Bill Currie 6e377365b9 increase excess cell costs and lots of whitespace 2002-09-09 17:08:38 +00:00
Bill Currie 6cb0b290e8 turns out it was a case of mangled build. 2002-09-09 04:51:01 +00:00
Bill Currie b6169b3113 revert my movement hack to prevent scouting as it's causing problems 2002-09-09 04:18:07 +00:00
Bill Currie 5bd65227de clear self.fire_held_down in PutClientInServer so fireing works if the
player dies while firing the autocannon
2002-09-08 02:24:03 +00:00
Timothy C. McGrath bde3685210 Reverted the name of petsdrown to allow_watermonsters, and switched the
simantics back as well. However, allow_watermonsters still defaults to 1 now.
Set to 0 to make monsters drown in water.

Tim McGrath
2002-09-08 02:12:15 +00:00
Bill Currie 4e75f3c83e some cleanups 2002-09-08 01:44:11 +00:00
Bill Currie b3ba69216f fix the 'can't move after respawn' bug 2002-09-07 23:55:26 +00:00
Timothy C. McGrath 230ac4c9bf Shortened allow_watermonsters to petsdrown because it took up a lot of serverinfo space.
Also reversed the handling drowning pets - they no longer drown unless you specifically
set petsdrown to 1, and the default is 0.

Tim McGrath
2002-09-07 17:09:28 +00:00
Bill Currie 26f0820d04 fix the movement after customizing bug 2002-09-07 06:40:02 +00:00
Bill Currie 83a23905f9 hopefully fix the custom speed bug 2002-09-07 03:25:00 +00:00
Timothy C. McGrath 1e27af318b A person who wishes to remain anonymous contributed this. It's a tweak for
the discharge on the lightning gun. If you read the code it's fairly obvious
what it does - sustains a sane amount of damage over a longer period of time,
you won't discharge the entire amount over 100 all at once anymore. Makes it
impossible to do instant kills obviously, but makes it better IMHO.

Tim McGrath (Hikaru/Misty)
2002-09-02 02:28:32 +00:00
Bill Currie d714395ec3 use switch instead of chained if/else if. should speed up the tesla check
a bit
2002-08-30 05:40:09 +00:00
Timothy C. McGrath 43a38168f2 Changed tesla upgrades so you only get *one* upgrade for every 10 frags.
Oh, and you only get ten of them. (every ten starting at 10 to 100)


I'm nearly certain this will make quickly setup unkillable teslas go away.

Tim McGrath (Hikaru/Misty)
2002-08-30 04:18:07 +00:00
Bill Currie d3fe84fbc2 add the recent bug reports 2002-08-29 18:57:46 +00:00
Bill Currie 2448b18624 don't let clients scout around while customizing 2002-08-29 18:41:22 +00:00
Bill Currie c40d6de2d7 fix some more uninitialized variables 2002-08-29 03:12:14 +00:00
Bill Currie 7c3dcf1d31 hopefully fix 3 entity leaks 2002-08-21 20:25:10 +00:00
Timothy C. McGrath 1afd36dc3d Another self.message which caused a crash likely due to not having a self.owner
check.

Tim McGrath (Misty)
2002-06-02 15:24:59 +00:00
Timothy C. McGrath 0c080c65c8 Fixed ownership checking of doors, caused interesting crashes due to another
bug which I had caused. (Gee, I should screw things up more often! ... er, no.)

Tim McGrath (Misty)
2002-06-02 05:23:47 +00:00
Timothy C. McGrath 151f9e61f0 Spelling error fix and two new misc obits because I was being silly :)
Tim McGrath
2002-05-14 06:51:49 +00:00
Timothy C. McGrath c8157f4105 Fixed the lightning gun 'target bounces' bug. This was in the original quakec for customtf, but apparently never was being evaluated correctly
before someone fixed it for quakeforge aaaaandd.... IMHO, people shouldn't bounce into the air like they're on trampolines when you hit them
with the lightning gun :)

Also edited the way excess cells are discharged. No longer is there a cap on the minimum amount of cells that can be evaluted.
Original code made it so that if you had 101 cells and discharged it was the same as if you had 175... IMHO, not funny :)

Also, the excess cells output power is no longer dropped by a third of normal - I may change this back if there are problems with the lg
being too easy to kill people with excess cells... But then again, by nature excess cells are a one time shot - if you miss, they're gone.

Tim McGrath (Misty)
2002-05-13 16:12:26 +00:00
Bill Currie 1d74a0e909 fix SUB_UseTargets so it doesn't wind up nuking everything 2002-04-27 00:40:11 +00:00
Bill Currie 5a29efb8e2 fix some var shadow bugs 2002-02-23 18:12:21 +00:00
Adam Olsen ad9c37dbd0 - add some BUGS
- fix some rogue on_hook resetters (should be using Reset_Grapple)
2001-12-21 15:04:59 +00:00
Adam Olsen 3f87cd8cc3 - X 2001-12-05 19:46:32 +00:00
Adam Olsen 0b97684c96 - bugs, todo
- cleaned up some misc bugs in the hook, as well as formatting
2001-12-05 18:47:21 +00:00
Bill Currie 6cc0a7f26c v_airgun.mdl only has 7 frames, not 8 2001-12-05 03:29:52 +00:00
Adam Olsen 1e8575dbf7 - fix the "flying tesla" bug (and a little whitespace beside it)
I compiled it, but I'm too lazy to test it.
2001-11-22 17:31:11 +00:00
Adam Olsen 4b92b3e4e5 - BUGS, TODO. yada 2001-11-22 16:38:39 +00:00
Bill Currie f0a37abbd1 the server doesn't like think being NIL :/ 2001-11-10 06:35:43 +00:00
Bill Currie b919c18ce1 remove the \n from the skin names. whos bright idea was that? 2001-11-07 05:05:14 +00:00
Bill Currie 99190cb79a world -> NIL for null entities. Seems to work (only issue would be borked
tests for foo == world -> !foo and for != world -> foo).
2001-11-02 17:00:52 +00:00
Adam Olsen eb054058cd - BUGS
- fixed print from attempting to turret a sentry when you don't have
  enough metal
- fixed name order when bringing down a martyr
2001-11-02 06:38:25 +00:00
Bill Currie 7dd231a414 adapt to qfcc's new args 2001-10-26 15:23:45 +00:00
Bill Currie 111cb080d8 the break builtin doesn't parse now that qfcc has break 2001-10-25 16:41:11 +00:00