Commit graph

147 commits

Author SHA1 Message Date
Simon
2524be5017 Attempt to unlock headtracking in intermission 2022-02-03 23:04:39 +00:00
Simon
2c9b286da5 Several good fixes / improvements
- Positional tracking in Death Cam mode (so much nicer now)
- All 2D HUD elements now draw in both eyes
- HUD elements based on models are now 3D (face etc)
- Better 4:3 screen for virtual screen
2022-02-03 21:32:09 +00:00
Simon
6f3875e9a2 Many fixes / improvements
- When you die you now won't lose head tracking (I won't spoil what does happen now...)
- Lightning Gun Beam is now correct w.r.t cross hair
- Enemy Lightning Gun Beams fire in the direction they are aiming (not in the direction you are aiming!!)
- Sped up crosshair in the menu, as it was too sluggish still
- Restored OG rail gun
- Removed Vertex Lighting cvar
- After match, the Win screen should be shown in the front of player
2022-02-02 23:31:59 +00:00
Simon
b7d89ff02b Multiple changes
- Weapon alignment values courtesy of  SkillFur (thanks!)
- Lightning gun now renders lightning in the correct direction
- Many cvar changes
- Rail Gun and Rocket Launcher use newer implementation
- Changed projection so that UI elements draw clearer
- Made scoreboards easier to read but HUD slightly closer
2022-02-01 23:35:05 +00:00
Simon
2e97da5dda Small tweaks
- HUD models draw correctly now
- Increased the HUNK allocation limit so no more failues with Hunk_Alloc
- adjusted positional factor for adjusted worldscale
- scaled all weapons to 75% as that feels a bit better until such a time as better scaling/position is agreed
2022-01-31 23:32:27 +00:00
Simon
1b8dbcb6dc Several Changes
- world scale cvar - defaulted to 32.0
- extra latency mode enabled by default
- used sound implementation (OpenSLES) from RTCW which should eliminate the slight delay that SDL/OpenAL seems to have
- multiple cvar changes courtesy of vr_bummser
2022-01-30 23:36:14 +00:00
Simon
4b4ee4ec6e First big commit - pretty much playable throughout 2022-01-29 15:45:18 +00:00
XsparkieX
791e90b22a Initial Oculus Quest support added. 2020-09-06 13:40:32 +02:00
Zack Middleton
f717a8396e Fix lightning gun handling for corpses and single player podiums
The lightning trail is fired from the real non-predicted entity for
the local client so it can show the server location. The real client
entity was always used to check if a player entity is firing the
lighting gun. This potentially causes corpses and players on single
player podiums with lightning gun to render the lightning trail if
the real (living) client is firing the lightning gun.

I'm not aware of this causing any issues without modifying the game
logic. Corpses have no weapon and it's not possible to fire during
single player intermission.
2019-10-11 20:55:57 -05:00
Zack Middleton
09166ba05e Make Team Arena prevTeamMember command loop around player list
Team Arena HUD's team member info box can be cycled through using
nextTeamMember and prevTeamMember commands. nextTeamMember command loops
around when end of list is reached but prevTeamMember command got stuck
at last entry in list (team overview).
2018-10-17 13:32:53 -05:00
Zack Middleton
33a899d6dd Fix predicting entity origin on rotating mover
Based on G_TryPushingEntity() in code/game/g_mover.c.
2018-09-15 12:06:34 -05:00
Zack Middleton
809a7765b2 Make testgun command without argument disable test gun model 2018-06-24 22:22:25 -05:00
Zack Middleton
60a3112e45 Fix console offset while Team Arena voiceMenu is open
Fix console text being on top of the Tema Arena voice chat head in
screen resolutions higher than 640x480.
2018-05-14 00:22:58 -05:00
Zack Middleton
424e1ac7b1 Fix invalid model frame developer warnings in Team Arena
Models for Team Arena's holdable medkit and invulnerability effects use
the frames numbers from the player's torso but the actual models only
have one frame (0).
2017-11-22 20:21:02 -06:00
Edward Betts
fe42b8653d Correct spelling mistakes. 2017-11-22 01:40:20 -06:00
Zack Middleton
3e1599ac4b Fix my previous commit about -1 ammo 2017-11-10 21:09:23 -06:00
Zack Middleton
4af2c91fbf Fix -1 (unlimited) ammo decreasing ammo time remaining
Gauntlet and Grappling Hook use -1 ammo. Gauntlet is excluded from
the check ammo loop but Grappling Hook causes ammo time remaining
to decrease 200 milliseconds.

The out of ammo check tests time remaining is equal to zero. This
means carrying Grappling Hook and out of ammo will have negative
time remaining which results in the low ammo message being displayed
instead of out of ammo.
2017-11-10 20:33:07 -06:00
Zack Middleton
e152761c28 Fix team chat box for spectators
Make spectators use green background for team chat box when following
players. The team chat messages are from spectators not the team of
the followed player.

Make spectators draw team chat box even when not following a player.
2017-09-02 17:57:26 -05:00
Zack Middleton
5d88c6fdee Limit ui_smallFont/ui_bigFont/cg_noTaunt cvars to missionpack
ui_smallFont and ui_bigFont are for missionpack HUD font size
selection. cg_noTaunt disables missionpack taunt voice chats.
2017-09-02 17:40:16 -05:00
Zack Middleton
e793c0c37c Fix crash when pmove_msec is 0
When pmove_fixed is set to 1, setting pmove_msec to 0 would crash.
2017-08-19 01:42:38 -05:00
Zack Middleton
7b9ccd1463 Have spectator always be in first person
Flying around in third person with no body is weird.
2017-06-24 20:25:39 -05:00
Zack Middleton
c2ca5e7856 Check for unlimited time power up using INT_MAX
It is possible for a power up to exceed 999 seconds without it being
unlimited time.
2017-06-24 20:25:39 -05:00
Zack Middleton
520b100449 Make cg_teamChatsOnly only affect team gametypes
Also made it so that 'tell voice chats' are always allowed for
consistancy with 'tell chat'.

Reported by Tobias Kuehnhammer.
2017-06-24 20:25:39 -05:00
Zack Middleton
74a59f17c7 Don't copy p->org to itself in cg_particles.c 2017-06-07 21:07:42 -05:00
Zack Middleton
a738cb9592 Fix overdraw in CG_DrawRect
It was noticeable in the corners when alpha was less than 1.
2017-06-07 20:40:16 -05:00
Zack Middleton
c96acec428 Fix (unused) check for map restart in CG_TransitionSnapshot 2017-06-07 19:42:32 -05:00
Zack Middleton
1456008d96 Fix comment for CG_SetInitialSnapshot 2017-06-07 19:41:46 -05:00
Zack Middleton
1048073e26 Unify checks for missing COM_Parse() token 2017-06-07 19:16:05 -05:00
Zack Middleton
d58234a6c7 Fix 'missing token' in parsers for animations.cfg 2017-06-07 19:06:41 -05:00
Zack Middleton
c14cb70f15 Draw disconnect icon over lagometer in Team Arena too
The blinking disconnect icon is drawn over lagometer in Q3.
Team Arena moved the lagometer location. Now let's draw the
disconnect icon over lagometer in Team Arena too!
2017-06-02 22:11:52 -05:00
Zack Middleton
082376ed9e Enable tourney scoreboard in Team Arena
"/team score" draws an oversized scoreboard in Q3. In Team Arena
it draws nothing. They probably intended to replace it with the
new .menu UI. But since it didn't happen, go ahead and use the Q3
tournament scoreboard.
2017-06-02 22:11:52 -05:00
Zack Middleton
3b0a862290 Merge pull request #256 from WolfWings/patch-4
...too much MISSIONPACK ifdeffery.
2017-05-24 13:44:35 -05:00
Wolf
411d20bec6 ...too much MISSIONPACK ifdeffery. 2017-02-02 10:28:46 -06:00
Wolf
0c3879f192 Redundant #ifndef MISSIONPACK block
MISSIONPACK define is already required for this file or else it triggers an #error at the top of the file - removing redundant test that will never occur.
2017-02-01 12:33:55 -06:00
Zack Middleton
b85935d30c Fix glyph width calculation in Text_Paint_Limit
Text_Width's scale argument will be multiplied by glyphScale, so don't
pass useScale that is already multiplied by glyphScale as this makes
the scale too big.
2015-09-15 16:56:03 -05:00
Zack Middleton
f4aa39adc1 Remove unused define CG_FONT_THRESHOLD 2015-08-25 16:23:06 -05:00
Zack Middleton
604b63f00f Fix cgs.teamVoteString buffer overflow in CG_ConfigStringModified
Found by Coverity.
2015-07-12 21:08:16 -05:00
Zack Middleton
386a00fc2b Fix CGame CG_WaterLevel() comparisons
My last commit made it so that CGame "waterlevel 1" is feet in water,
but before it was erroneously about waist deep in water. The places
where it is checked it is suppose to be view position underwater.

Change comparisons to use correct value for view position underwater.
2015-07-04 05:53:29 -05:00
Zack Middleton
08ac364cd6 Fix CG_WaterLevel() checks for waterlevel 2 and 3
CG_WaterLevel() added lerpOrigin to itself instead of adding view height
when checking for waterlevel 2 and 3. This did not cause issues because
ioq3 only compared the calculated waterlevel to more or equal to 1.
2015-07-04 03:40:05 -05:00
Zack Middleton
f0c4c185fc Remove check for cg_recordSPDemoName.string array address
It will always be true.
2015-06-28 17:55:25 -05:00
Zack Middleton
8265af84be Let's not ifdef MISSIONPACK inside of ifdef MISSIONPACK 2015-04-12 20:00:08 -05:00
Zack Middleton
7a39f4a30c Fix attacker icon being default image if attacker left
With cg_draw3dicons 0 if attacker is kicked or disconnects, the
attacker icon becomes the default image.
2015-03-23 19:54:26 -05:00
Zack Middleton
1897afbd3a Fix crosshair drawing not clearing color
The renderer color is set to health color when drawing crosshair. After
drawing the crosshair, the renderer color was not cleared and could affect
other things. With cg_draw3dicons 0 and cg_drawCrosshairNames 0 it affected
the attacker icon.
2015-03-23 19:33:56 -05:00
Zack Middleton
5fb49acda8 Clean up CG_DrawProxWarning design
Hopefully fixes the following warning
cg_draw.c:2315 assuming signed overflow does not occur when assuming that (X + c) < X is always false [-Wstrict-overflow]
2015-03-20 21:21:47 -05:00
vloup
d7f00e2b65 Fix Team Arena tauntGauntlet command 2015-01-26 02:39:58 -06:00
Zack Middleton
af8acbd7a9 Make barrel/flash model name buffer safe 2015-01-12 22:35:20 -06:00
Tim Angus
a2bbb74cae Unfix warning 2014-12-28 15:47:40 +00:00
Tim Angus
4756826521 Fix warning 2014-12-28 12:44:59 +00:00
Zack Middleton
65121c62c9 Add weapon barrel to gauntlet/mg/bfg items in baseq3 too 2014-12-10 19:29:36 -06:00
Zack Middleton
b0561e5fb4 Fix weapon barrel angle on Gauntlet and BFG items in Team Arena
The barrels were rotated 90 degrees from what they should be.
Used barrel code from CG_AddPlayerWeapon to fix them.
2014-12-10 19:23:35 -06:00