Commit graph

47 commits

Author SHA1 Message Date
f9bfc2ffe8 Experimental Corpse stuff, will be ripped out tomorrow or so. 2019-08-19 03:27:24 -07:00
b5ce9a57bc Makefile: Create directories for mod prog output 2019-08-19 03:06:34 -07:00
549a5b32bf Networked ammo variables now predicted 2019-08-19 02:04:35 -07:00
101c3601d3 FreeHL weapon updates related to ammo and numerous warnings by the compiler about things that don't really mean anything but I really like the 0% warnings count kthxbai 2019-08-17 19:35:31 -07:00
2081fa790a Updated a whole bunch of stuff related to weapons and whatnot. I'm too tired to clean this up too. Will fix tomorrow. 2019-08-14 02:43:43 -07:00
c2c98c54e5 Mouth movement enabled for scientist. Use the latest FTEQW rev to avoid crashes 2019-08-10 22:32:32 -07:00
cfc9becb72 Plenty of weapon changes with some experimental garbo. It's fun. 2019-08-10 20:45:41 -07:00
19a52bf611 Initial Counter-Strike VGUI support 2019-08-10 14:37:56 -07:00
a74f5242a4 Added taunts, visible on Quake 2 player models. Same wave X commands apply. 2019-08-08 01:41:26 -07:00
21c8c88ec8 Improved Q2 player model support, interpolation, etc. 2019-08-07 10:58:56 -07:00
8891e84e18 Q2 player model test code... move along 2019-08-07 01:55:38 -07:00
Marco Hladik
921ec444a2 Basic player animation code for Valve/Scihunt/Rewolf 2019-08-06 22:57:18 -07:00
Marco Hladik
97ea5e6208 Initial commit of the new VGUI replacement code. This dates back to the days
of TW 1.2 (the version that never got released) and besides some primitive
windowing is usable enough in its current state.

Misc fixes to FreeCS as well.
2019-08-03 10:40:34 -07:00
02c8474fb8 Added sky_camera. For CSQC based skyrooms. If you see map-entities in your skyroom: This is an FTE bug. Bother Spike about it 2019-04-05 16:54:07 +02:00
f32f23d14d Added cvar zoom_sensitivity (Default 1). 2019-03-31 20:52:22 +02:00
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
17a8d0cb9a cubemap flashlight fixes 2019-03-23 03:48:38 +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
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
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
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
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
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
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
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
0fd206bc2f Added impulse 100, also known as the flashlight 2019-03-01 23:24:46 +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
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
1b2dd20edb Added sprite blood, weapon prediction changes [WIP] 2019-02-28 08:18:01 +01:00
b393367f4e misc/talk.wav precache 2019-02-25 18:18:33 +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
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
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
63efe2b147 Valve progs boots now.
More restructuring.
2019-01-21 03:00:14 +01:00
8043b8f830 Major cleanup and restructuring. This breaks everything. I'm very, very sorry. 2019-01-19 05:50:25 +01:00