Commit graph

411 commits

Author SHA1 Message Date
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