Commit graph

3368 commits

Author SHA1 Message Date
Simon
9cce7d8d6a Even more changes...
- Removed 3DoF mode from multiplayer (it would never be used)
- Prevent player clipping though solid objects/walls in Multiplayer
- vr_weaponPitch - Allows adjustment of weapon pitch - default: -20
- vr_heightAdjust - Additional height adjustment in metres: default: 0.0
- vr_twoHandedWeapons - Allows disabling of two handed weapon mode, set to 0 to disable
2022-02-15 23:03:29 +00:00
Simon
4f14c4547c Multiple FIxes
- Y button for 3rd person camera mode
- X button for "Gesture" (not quite a taunt..)
- Weapon will auto-realign in multiplayer now, so B button is crouch
- When weapon auto-realigns, playspace will auto recenter too
- Attempt to prevent footstep sound if player hmd movement  is small
- Hopefully prevent CD key request from being shown
- Don't allow camera to orbit when winning on Team Arena
2022-02-14 21:24:38 +00:00
Simon
02e2957e39 Small extra tweaks
- Show scoreboard with off-hand thumbstick
- Add jumping to off-hand trigger
2022-02-13 15:25:33 +00:00
Simon
efe1e29eee Support for Team Arena
- just set the following in the commandline.txt:

+set fs_game missionpack
2022-02-13 15:00:32 +00:00
Simon
dba25f1d52 Multiplayer Server changes
- Include demo pk3 in apk
- copy autoexec and demo pk3 on startup
- support running demo out of the box
- some cvars from VR_Bummser for smoother multiplayer client experience
- Ceno's multiplayer server IPs as favourites
2022-02-12 23:39:56 +00:00
Simon
ba5b9f9ae4 CVARS
Default com_maxfps and cl_maxpackets to 72
2022-02-10 23:38:17 +00:00
Simon
f5bced0623 Lots of good stuff..
- Multiplayer 6DoF can be disabled setting vr_mp6DoF to 0 (will use a 3DoF scheme instead)
- Cross hair now correctly aligned with weapon aiming when playing on a swerver
- "Use Item" is not a right thumbstick click
- B button will perform crouch in single player or skirmish
- B button will realign the weapon with the controller when playing on a server
2022-02-10 23:28:34 +00:00
Simon
49b8ba1f43 Multiple fixes
- Only use dark crimson background in death cam
- vr_directionMode - 0 = HMD, 1 = off-hand
- use a faked positional tracking approach for multiplayer.. in game player location won't change tho, as it is only view translation
- Use the interpolated position for the weapon in a remote server situation, mades weapon movement MUCH smoother
2022-02-09 23:55:05 +00:00
Simon
2926e73185 Major Mulltiplayer Support changes
- Multiplayer support
- Updated weapon offsets with SkillFur's latest values
- APK contains and copies the glsl shader files now (no need to copy them separately)
2022-02-08 23:22:43 +00:00
Simon
3678133c67 Made the victory podium scenes full VR 2022-02-06 15:31:17 +00:00
Simon
bd28df0c91 More changes...
- cvar for HUD depth
- restored non-SDK project matrix to avoid hard to see HUD models
- Prevent drawing sky during death cam (looks much better)
2022-02-05 15:06:53 +00:00
Simon
71c6a19806 Added cg_fragMessage to allow disabling of frag notifications on screen 2022-02-04 23:41:42 +00:00
Simon
5066bb9431 Several significant changes
- Fixed bug where player would randomly move around
- Changed package name to com.drbeef.ioq3quest
- Changed location of files to /sdcard/ioquake3quest
- Added commandline.txt file
- Intermission screen now has headtracking (and in skirmish is a full VR experience)
- Fixed projectile location of railgun
- Made HUD model icons larger
2022-02-04 20:42:34 +00:00
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
3dc2dac2e5 Updated README.md to reflect build steps for Windows. 2021-02-01 22:20:59 +01:00
XsparkieX
149c836b94 Updated run.bat to handle paths a bit more gracefully with pushd/popd. 2021-02-01 22:20:30 +01:00
XsparkieX
7f867d4df3 Set ANDROID_SDK_ROOT so gradle won't fail at finding the SDK root on initial pull. 2021-02-01 21:51:36 +01:00
XsparkieX
a86c0bf269 Configured default NDK version in build.gradle. 2021-02-01 21:50:01 +01:00
XsparkieX
bcc28a0ae3 Added support for building for Android on Windows. 2021-02-01 21:37:07 +01:00
XsparkieX
3fbe1a61e1 Added VrApi to gitignore. 2020-09-27 11:28:41 +02:00
XsparkieX
3f4d8f30e7 Do not hardcode the number of cores to use for compilation. 2020-09-06 17:07:05 +02:00
XsparkieX
b678cbd3e3 Renamed spark package name to be my full nickname (sparkie). 2020-09-06 16:41:20 +02:00
XsparkieX
e2c4d40ab0 Updated gradle version. 2020-09-06 14:42:06 +02:00
XsparkieX
7d983acbf3 Updated README.md 2020-09-06 14:00:14 +02:00
XsparkieX
791e90b22a Initial Oculus Quest support added. 2020-09-06 13:40:32 +02:00
Tim Angus
c0b15329e3 Add status badge to README 2020-08-29 21:52:06 +01:00
Tim Angus
71cfe5f442 Remove old CI system configurations 2020-08-29 21:40:57 +01:00
Tim Angus
19172e1cd2 GitHub Actions setup 2020-08-29 21:40:57 +01:00
Tim Angus
909ab13aeb Make LCC path resolution more robust 2020-08-29 21:40:57 +01:00
Tim Angus
c0d797f308 Simplify glsl -> C stringification 2020-08-29 21:40:57 +01:00
Jack Slater
2b42f0bdab
Merge pull request #447 from HappyFacade/patch-1
Add C syntax highlighting to readme
2020-07-15 00:56:26 -10:00
Zachary J. Slater
af66e02932 Update README.md
Added various sponsorships, I hope that hotlinking works fine!
2020-07-07 00:36:27 -10:00
Happy
f1e077c532
Add C syntax highlighting to readme 2020-04-07 08:18:15 -07:00
Tom Kidd
f2c61c14c4
Merge pull request #428 from tomkidd/master
Additional updates to the Xcode project
2020-02-11 16:41:56 -06:00
Tom Kidd
a03cb319a2 Figured out method of referencing GLSL generated C files outside of code directory 2020-02-10 17:20:17 -06:00
r-a-sattarov
daae32ddfd E2K: fixed build by MCST lcc compiler when using USE_CURL=1 option 2019-12-07 08:16:15 -05:00
Zack Middleton
a6e66700e1 Fix duplicate team join center print for bots and g_teamAutoJoin
My 2017 commit f7c3276 ("Fix g_teamAutoJoin and g_teamForceBalance")
caused BroadcastTeamChange() to be run an extra time when bots connect.
This caused a duplicate center print message to be sent to all clients.

g_teamAutoJoin 1 sent an extra center print when any player or bot
connects. Though that is the original behavior from Team Arena.

Team set during connection no longer sends broadcast as it will be
sent later in ClientConnect().

Reported by Pascal Brochart (pbrochart) as causing clients to be
kicked due to server command overflow if many bots join at the
same time.
2019-11-16 01:38:38 -06:00
Tom Kidd
a545f81403 Further tweaks to Xcode project
Now works as well as possible in Xcode 11
2019-10-29 00:14:26 -05:00
Zack Middleton
dc0c3e7bdf Fix team orders menu not listing clients with lower clientnums
If bots join before the local client (dedicated server) the bots would
not be listed in the Q3A team orders menu and so they could not be given
orders using the menu.

The Q3A team orders menu got local client's team while looping through
all clients. Ignoring any bots with clientnum lower than the local
client. Get local client's team before the loop so all bots are
listed.
2019-10-28 23:13:57 -05:00
Tom Kidd
b340827153 Updated to latest recommended build settings, increased deployment target to 10.7
One of the settings (CLANG_ENABLE_OBJC_WEAK) doesn't like 10.6 anymore apparently.
2019-10-28 22:30:56 -05:00
Zachary J. Slater
34c0722b5e
Merge pull request #423 from tomkidd/master
Fix for macOS Catalina screen resolution issue thanks to Tom Kidd!
2019-10-26 18:16:20 -10:00
Tom Kidd
c2025d94c5 Several updates to xcode project files for Xcode 11
A few more things to go
2019-10-26 22:14:14 -05:00
Tom Kidd
de7123acee Fix for macOS Catalina screen resolution issue
Issue #422
2019-10-11 22:34:09 -05:00
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