Commit graph

28 commits

Author SHA1 Message Date
Walter Julius Hennecke
c4f33a82e0 minor fixes 2012-12-10 23:05:57 +01:00
Harry Young
c09f67dfd6 Forgot to clean up some stuff
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
2012-12-07 00:15:45 +01:00
Harry Young
29d9180afa Removed stuff from selfdestruct that is no longer required.
did a few other tests and it really only is the communication between server and client.

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
2012-12-07 00:10:15 +01:00
Harry Young
cc4b48e8fa Started to add HUD-Element for Selfdestruct, however...
there seems to be an issue with the way I selected to transfer the countdown duration to the client (via event)
In server side Execution I run by the g_addevent just fine, however on the client side the event is not called.

there is also a new definition for trigger_airlock.

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
2012-12-06 15:52:34 +01:00
Harry Young
5500407c65 Finished first version of ui_msd
UI displays status of all systems connected to it's parent target-shiphealth
There is also a slide for relative health
It does not auto update.

Up next I'll try the HUD-Element.

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
2012-11-23 22:56:39 +01:00
Harry Young
940469a4ce Work on MSD-UI
*Fixed Communication between server and UI
-Turned out the CG_Argv() and UI_Argv() couldn't handle 9 requests at once, so I defaulted back to direct trapping.
*Fixed bug that was looking for some Vars in the wrong fields.
*Added a few new shaders to get the alert lights to work. stuff for that will be uploaded tomorrow.
*Implemented alert lights on the MSD-UI (works perfectly)

*Added Description of a new feature to target_shiphealth (Custom MSD-Ship Display)
*Added Alexander Richardson as 2D Artist to credits (I will supply his MSD's for the new system)

*Fixed ui_transporter (It accidently got killed)

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
2012-11-23 00:12:20 +01:00
Harry Young
63e3ed0928 Started to work on a full Master Systems Display UI
For Head Start I ripped the Transporter UI and associated entities

I have already started to work on it's first display function, the Alert Condition,
however it seems that I am losing my int's somewhere on the path,
probably on handover between cgame and ui sections (ui_atoms.c)

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
2012-11-20 22:26:46 +01:00
Walter Julius Hennecke
71d607d39f Fix for scoreboard 2012-11-13 19:00:08 +01:00
Walter Julius Hennecke
8275080a34 Removed some gametype specific stuff from cgame
Wasn't used in RPG-X anyway as gametype is always 0 for RPG-X.
2012-11-13 00:47:12 +01:00
Walter Julius Hennecke
8632e3b72d See description ...
* removed unused cvars and related code
* moved rpg_message cvars into timedmessages.cfg and removed the cvars
* modified list module to support cyclic list access
2012-11-11 13:53:08 +01:00
Walter Julius Hennecke
bf37df807b see description ...
* Fixed repair function for func_breakables
* Added possibility to visualize traces (add flag 2 to value of
g_developer)
* Removed debug message for func_breakables
2012-11-11 00:36:17 +01:00
Harry Young
7d39fcad2d More work on selfdestruct
Added a new command selfdestructcountdown duration [safezone] [target]
It'll do exactly the same as selfdestruct start with the exception that it'll force the entity to think every 0.1 secs. to not do this accidently It got it's own command.
It uses the cp-command for display and disables admin_centerprint autoamtically.

On a more general selfdestruct note I got rid of those long warning sentences in favour of ^1Self Destruct in %.0f:%2.0f

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
2012-11-06 19:47:11 +01:00
Harry Young
17484683ab New command safezonelist + fix
New command safezonelist that lists all safezones in existance.
It returns their targetnames, state (safe/unsafe) and theuir shipflag.
Minor fix to target_shiphealth so it now frees than links when there are missing parameters.

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
2012-11-02 22:44:12 +01:00
Walter Julius Hennecke
5592294ec2 Cleanup (RPG-X) 2012-10-19 13:21:49 +02:00
Walter Julius Hennecke
f2b7356ed4 More reformating and cleanup 2012-10-17 16:26:50 +02:00
Walter Julius Hennecke
6d5adbaee0 Cleanup (RPG-X)
- removed unused/old commented code
- removed unused client side cvars
2012-10-17 13:47:28 +02:00
Walter Julius Hennecke
1c5a60cc7b - 2012-10-16 11:32:01 +02:00
Walter Julius Hennecke
cde51336e8 Removed old/commented code 2012-10-15 13:13:25 +02:00
Walter Julius 'GSIO01' Hennecke
7f958b7651 Fixed some things ...
- fixed some unsecure code
- fixed lots of warnings
- removed some very long parts of commented code that is not used
anymore
2012-09-09 13:30:56 +02:00
Walter Julius 'GSIO01' Hennecke
725dfe17a1 Sync with RPG-X rpgxEF edition repo 2012-09-09 09:16:07 +02:00
Walter Julius Hennecke
71e23e32ac ... 2012-08-04 18:22:20 +02:00
Walter Hennecke
c8ca3f2f37 Updated ReadMes 2012-08-04 15:24:25 +02:00
Walter Julius Hennecke
a39565b783 Integrated RPG-X2 rpgxEF edition into the rpgxEF repo
... not quite content with where the project files lie but it is ok for
now.
... compiling works fine so far (only tested mingw32 right now)
2012-08-04 12:54:37 +02:00
Walter Julius Hennecke
b90a89ea61 Fixes and other
- removed all #ifdefs ELITEFORCE nad #ifdefs XTRA
- changes to fix shader remapping
2012-08-01 15:29:19 +02:00
Walter Julius Hennecke
9766c706a0 New version based on ioq3/ioEF head revision (unstested) 2012-01-22 22:34:33 +01:00
Walter Julius Hennecke
0e9dc46ba2 Removed old ioquake/ioEF head revision 2012-01-22 22:21:11 +01:00
Walter Julius Hennecke
0e225482a6 Added first changes towards rpgxEF (Note this won't compile yet) 2011-12-09 18:47:04 +01:00
Walter Julius Hennecke
cf8c93b07f Initial commit (which basicly is ioEF 1.8 without modifcations) 2011-12-09 18:15:18 +01:00