56a686de27
Added serverinfo phy_airaccelerate. Default value is 10. Change it to 100 if you want to surf like crazy.
2019-03-26 16:04:49 +01:00
6650945c45
Remove fall-damage when landing in water. Happy surfing!
2019-03-26 15:54:03 +01:00
17bb60c221
env_glow: Moved to clientside, added some fancyness to it.
...
FreeHL/SH: Weapon prediction improvements
FreeCS: Added back in basic bullet-penetration/wallbanging. It doesn't do anything but go through 4 layers. I made a testmap on which I'll start document 1.5 wallbanging behaviour.
2019-03-26 14:37:34 +01:00
b1ccc9fbb1
Prediction: Propagate jumptime and teleport_time
2019-03-25 01:49:27 +01:00
7e46202f7b
cl_radar 2, map overview player visibility improvements
2019-03-24 19:37:48 +01:00
ca3cdb3a28
Added cvar fcs_bombtaltthrow, to randomize bomb throwing velocities
2019-03-24 16:28:19 +01:00
ac227d6732
Menu: Added support for fallback_dir, used by Condition Zero
2019-03-24 16:27:36 +01:00
11399829cd
env_sound: Removed the slight reverb from the default preset
2019-03-24 16:27:14 +01:00
cbd88f55e5
Changed test-case for env_sound. Compile FTEQW with USEEFX in order to experience it.
2019-03-24 11:45:19 +01:00
17a8d0cb9a
cubemap flashlight fixes
2019-03-23 03:48:38 +01:00
30cebf3ef2
Added normalmap support for cubemapped surfaces
2019-03-23 03:16:34 +01:00
978b2d90ef
Added +zoomin for Slacer.
2019-03-23 03:16:07 +01:00
ebb2a7bad8
Added cubemap helpers and the 'buildcubemaps' command.
2019-03-21 21:50:51 +01:00
059cc72f3d
Added missing rewards logic for when Terrorists successfully plant a bomb
2019-03-21 20:32:45 +01:00
d1f4e6b690
- Added team-killer punishment
...
- Added the really convoluted round loss bonus logic, thanks cstrike wiki
- Tweaked some existing money bonuses to reflect the real-world values of CS 1.5
- Implemented some Fire-In-The-Hole radio notices when throwing nades
- Added workaround for the shotgun reload glitch that comes from autoreloading. Proper fix soon
2019-03-21 20:14:51 +01:00
9ce909e291
- Added Rewolf decore_* entities from the demo
...
- Added early Rewolf Health/Armor HUD variants
- Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf
- Fixed some skybox behaviour to only apply to BSP30
- Changed the env_message and game_text display to use "creditsfont" instead of the conchars
- Tweaked damage radius and prediction for some entities and weapons
- Added world_items
- Added item_healthkit
- Added item_battery
- Fixed level transition logic
- impulse 101 now fills up health and armor/suit in mod valve
- Some tweaks to Damage_Apply so that healing can be performed without funky visuals
- Added stub monsters for valve/rewolf that'll soon support scripted sequences
- Tweaked chat system to get rid of quotation marks around messages
- Added support for changing the window caption to reflect the mod you're playing
- Lots of small little things in terms of cleanup
2019-03-19 20:01:24 +01:00
fccb01c704
weapon_crossbow: Experimental tests regarding client-side bolts, needs testing
2019-03-15 11:27:57 +01:00
915e401998
Added monster_scientist_dead
2019-03-15 11:26:49 +01:00
4ca8d1d240
Forcing allow_download_packages for now to avoid any issues
2019-03-15 11:26:32 +01:00
9d36a89d0c
Sky: Should have tested this. Skies should now be fixed.
2019-03-14 20:37:35 +01:00
75bed53adc
Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice
...
Added item_suit and item_longjump... they do not do anything interesting yet.
Decals: Added glass break decals upon impact
Damage: Brush-entity radius damage should to work better now
Also seperated the weapons table from generic weapon entry functions. This should make maintaining mods easier
Fixed references from sv_clientslots to sv_playerslots. My brain gets confused between the Quake games at this point. I blame FTE
Fixed sprite animation cycle length check. It attempted to play one more frame than any sprite ever has. Needs more heavy testing?
2019-03-14 20:13:02 +01:00
8220ce4116
Cleanup: Change instances of _x to [0], y to [1] and z to [2]
2019-03-13 22:03:57 +01:00
7e74f7adec
env_sound: Initial commit.
2019-03-13 21:56:43 +01:00
2af78be51a
GLSL: Chrome is now identical to the non-GLSL renderer, emulating TCGEN_ENVIRONMENT properly. It's still not GoldSrc accurate, as the models themselves contain chrome information for every bone (wth)
...
Flashlight: You can now see other players' light being cast.
2019-03-13 20:46:07 +01:00
d18d7bf561
Change all references to .items to .g_items because fteqw assumes too much and ruins the 3d-view when certain bits are set.
2019-03-13 17:19:59 +01:00
ed777e7303
File tree structure rearrangements. Getting rid of binary pk3 files.
2019-03-13 16:48:58 +01:00
360a4daabf
Init: Force modern dlights to be disabled, for now. Q3 BSP levels should use a cubemap based flashlight anyway... whereas classic HL BSP shall use the regular method.
2019-03-13 16:26:13 +01:00
723f1de4f4
decals: default color to 1,1,1, since the blend mode has changed.
2019-03-13 16:25:08 +01:00
9d869d5c0a
Fix damage overlay for splitscreen games
...
Starting to mess with decal colours. DO NOT TOUCH. This is awaiting engine fixes potentially.
2019-03-12 01:22:50 +01:00
515ff8e2ad
infodecal: Disable support for non BSP-30 versions entirely (for now)
2019-03-09 16:02:09 +01:00
7c15bed7bb
Flashlight: Add the HUD indicator in the 'valve' base
...
Rewolf: Preparing initial work
Effects: Added Gib-Human effect
CBaseEntity: Make sure things that are hidden can't be damaged by default. E.g. func_breakables that are hidden
func_door_rotating: Minor tweak saving us a few bytes
item_food/sodacan: Make bounding box bigger, fix classname check to apply to "player", not "Player" (TW leftover)
Damage_Radius: Fix how damage radius checks for brush based entities.
Scientist Hunt specific stuff:
- impulse 103 test cvar added to destroy everything around the map
- scientists can be gibbed
- scientists scream when falling
- new cvar sh_scialert that spawn scientists alerted
- new cvar sh_scispeed that is mirrored from the original mod
- new cvar sh_scimax that will limit the amount of scientists spawned by the shdata system
- new cvar sh_sciyaw that will randomize the spawn yaw angle when there's no other specified
2019-03-09 15:50:11 +01:00
99a2bd0c4b
func_door_rotating: Add spawnflag PASSABLE
2019-03-07 09:40:49 +01:00
dc60e0c3a4
monster_scientist: Add support for multiple heads and their voice-pitch shifts, merge similar attributes into one bitflag one
2019-03-07 09:16:06 +01:00
1d5c11ebfc
Chat: Remove duplicate logging.
2019-03-07 09:14:54 +01:00
41a3032507
Chat: Scroll the text up before clearing entries.
2019-03-06 23:26:12 +01:00
ddbec9d0db
monster_scientist: Add the 'seen' sounds, which are greetings when a player is nearby.
2019-03-06 23:25:54 +01:00
5b58351619
w_chainsaw: move towards the victim you're cutting with that thing. Ala scihunt
2019-03-06 20:23:31 +01:00
2df5e2884e
scihunt: fix weapon order
2019-03-06 20:05:07 +01:00
3eb5cec34c
w_hammer: Added missing attack-delay on the serverside... oops.
2019-03-06 17:04:35 +01:00
94c0e57810
Rewrote the Hammer code to be more according to scihunts' behaviour
2019-03-06 17:01:57 +01:00
5055d92c5b
Merging the Xylemon's changes to Scientist Hunt that got sent via a patch. Thanks Xylemon!
...
Also changed the way game-init works. Still gotta rename the Game_Worldspawn to reflect what it actually does now.
TODO: Add a Game_InitEnts alongside Game_Init?
2019-03-06 14:11:23 +01:00
18dfc74238
PMove: Run Game_Input after physics are run, to make sure that weapons like e.g. the C4 know when we're inside a zone trigger
2019-03-03 11:57:42 +01:00
5e660e9399
trigger_hurt: Fix the broken use once flag (e.g. crossfire bunker fix)
2019-03-02 14:03:26 +01:00
182e8b9e74
Effects: Moved precaches for effects into one place. Fixed ric_metal from being played outside CSTRIKE
2019-03-02 11:04:38 +01:00
3b93647a84
w_glock: fixed typo
2019-03-02 01:03:54 +01:00
0c6d905c7b
cstrike: changed gravity modifier for the grenades. Assuming they're half, since consistent with HL's default frag.
2019-03-02 01:03:39 +01:00
fdc4227d00
traceattack: made it so that accuracy is a parameter.
...
w_shotgun: support for spread, fire
w_glock: support for spread.
w_mp5: spread...
w_python: ditto
2019-03-02 00:15:00 +01:00
afb78fd1ac
flashlight: added support for cstrike, mp_flashlight, cleaned things up in /server
2019-03-01 23:35:28 +01:00
0fd206bc2f
Added impulse 100, also known as the flashlight
2019-03-01 23:24:46 +01:00
29ebe5775e
multi_manager: Adopt 16-trigger limit and the MULTITHREADED spawnflag. This will prevent overflows on maps such as doublecross.
2019-03-01 17:14:33 +01:00
e21d6e94e5
CSQC: Change references to 'self' to pSeat->ePlayer to make sure we're targetting the current clientseat. Self might refer to shadow clients.
2019-03-01 17:13:47 +01:00
784cc97ee7
Decal-placement optimisations. Now decals will not spawn over ones in a radius of 8 units. Needs feedback!
2019-03-01 15:30:18 +01:00
1a3bf2d6ad
scihunt: Added support for parsing SH_Data files, gave it its own game
2019-03-01 13:55:56 +01:00
9fa8ab4079
Updated progs .dat files.
2019-03-01 12:14:49 +01:00
2f101866b7
decal/infodecal: Make sure tempdecals aren't being removed, as that would kill the decal-chain.
2019-03-01 01:24:15 +01:00
5276d1f8cc
Weapon prediction changes. Needs more testing, but this will effectively handle all weapon-animation stuff client-side.
2019-03-01 00:04:33 +01:00
e345e8b321
monster_scientist: Warn others when being hurt and/or dies.
2019-03-01 00:03:29 +01:00
1b2dd20edb
Added sprite blood, weapon prediction changes [WIP]
2019-02-28 08:18:01 +01:00
9e403c057f
trigger_hurt rearrangements
2019-02-28 08:17:14 +01:00
b12aa003aa
infodecal: Prevent failure of tracing from crashing the game-logic.
2019-02-28 08:16:32 +01:00
8d0ba69a0e
Fix some triggers from not working without the GS_DEVELOPER define set, because ::Respawn() is required for trigger volumes to be registered as such when not exactly visible
2019-02-25 18:19:54 +01:00
b393367f4e
misc/talk.wav precache
2019-02-25 18:18:33 +01:00
765c6b6b41
Changed some harsh wording in the FN-Menu readme.
2019-02-21 12:52:25 +01:00
a6695de43c
Added a weapon reload timer hack to prevent a race between input frame and weapon-reload think frame. This fixes that the gun seemingly reloads twice.
2019-02-21 12:43:59 +01:00
f008fd447c
w_textbox: Prevent the use of RETURN/ENTER; thanks Xylemon
2019-02-20 16:21:25 +01:00
8d4a3830fe
Add r_drawviewmodel support
2019-02-20 16:21:02 +01:00
d8926097fa
Added custom GLSL updates, that add monochrome rendering (for better 3D Anaglyph support)
...
Some minor fixes regarding the entry API.
Fixed explosion effects from not animating/looping properly.
2019-02-20 14:30:16 +01:00
646e378989
func_door: Fixed the touch condition, this fixes glitchy behaviour in cs_assault etc.
2019-02-09 11:32:19 +01:00
0db9009c2f
Minor splitscreen input fixes in the client module
2019-01-29 08:51:32 +01:00
546451338f
January 2019 Refactor: Added the initial BaseHL logic and started merging things with FreeCS. This will ensure a bright future to anyone porting mods and the like to the codebase. This is very, VERY early and I'm mainly committing this so Xylemon can start tinkering with it.
2019-01-29 03:40:14 +01:00
710509a0c1
func_door: Make water part of the entity again and fix the broken "STARTOPEN" flag
2019-01-27 06:58:46 +01:00
ab6dfdc95f
env_message: Give the default text some color.
2019-01-27 06:58:11 +01:00
63efe2b147
Valve progs boots now.
...
More restructuring.
2019-01-21 03:00:14 +01:00
23272fda23
Added missing LICENSE
2019-01-19 18:34:24 +01:00
40c3e23475
Menu: refresh menu upon de-activation of custom game.
2019-01-19 06:02:28 +01:00
8043b8f830
Major cleanup and restructuring. This breaks everything. I'm very, very sorry.
2019-01-19 05:50:25 +01:00
a79141a338
Menu: Fixed one small input glitch in the modlist
2019-01-19 02:23:54 +01:00
8783a130ce
Menu: More reliable menu restart.
2019-01-19 02:21:44 +01:00
99d4f294f4
Disable shutdown/init for now when switching mods, as there seems to be some race condition
2019-01-19 01:37:51 +01:00
0783533932
Menu: Proper entity shutdown bobs
2019-01-19 01:37:31 +01:00
61fcdfcf07
Progs update
2019-01-18 21:09:53 +01:00
3933b256b0
Moved things around a bit in the server-side entbase.
2019-01-18 21:06:23 +01:00
cbe3835813
Menu: Implemented Custom Game menu. Beware that the engine doesn't switch mods fast enough so there will be caching issues. The widgets might also mess about because of I'm not killing any existing entities/widgets. Be warned.
2019-01-18 21:05:42 +01:00
3d7b915da3
Client: Updated Copyright Notice
2019-01-16 21:18:28 +01:00
d946acc77e
Menu: Fixed .bsp stripping messup on LAN
2019-01-16 18:05:10 +01:00
817cf43930
Menu: Strip .bsp extension from maps when launching
...
Menu: Internet-Create-Game now applies hostname, maxplayers and password to the server
2019-01-16 17:52:43 +01:00
d635fbc0c7
Updated License/Copyright Info
2019-01-16 17:43:50 +01:00
622bb405b8
func_door_rotating: Added support for the SILENT spawnflag
2019-01-16 17:18:34 +01:00
0db8cb6e3c
armoury_entity: Welcome back.
2019-01-16 17:18:06 +01:00
66eec0128d
CBaseEntity: Added support for the Not In Deathmatch spawnflag.
2019-01-16 07:53:01 +01:00
b25d3fa082
func_door_rotating: Rotate only away from the player when ONEWAY isn't set, as well as it being a Y axis rotation only. Also added support for the backwards spawnflag.
2019-01-16 07:52:40 +01:00
a21b9a69ce
trigger_teleport: Now looks for the right attributes in its search for a destination. How inspiring.
2019-01-16 05:19:00 +01:00
27b18818f8
info_notnull: Fixed spawn init, so their target and targetname keys are properly set
2019-01-16 05:18:24 +01:00
1c009a189e
func_door_rotating: Lock doors when a targetname is set, as doors then can only be opened by triggers
2019-01-16 05:17:52 +01:00
d88c441f27
Menu: Prevent menu input interaction when Frag-Net dialogue is displayed
2019-01-16 05:17:24 +01:00
280fa8d99a
Menu: Fixed dialog alignments by changing strings to textfields
2019-01-16 02:16:44 +01:00
7597f23a9d
Menu: Added support for Half-Life's logo.avi header image
2019-01-16 01:14:54 +01:00
a4c77d7a95
Cleanup, removing unused cruft, moved menu into its own basedir.
2019-01-16 00:10:21 +01:00
95b60757e7
light: make sure lightstyles reset upon round respawn
2019-01-15 22:29:04 +01:00
f13cb921b3
pmove: fixed players sliding on top of entities
2019-01-15 22:28:44 +01:00