Commit graph

678 commits

Author SHA1 Message Date
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
b7a4e271ec Deleted binary progs, they'll get big. 2019-08-07 00:27:40 -07:00
021d985a2e Moved weapon specific animation code to the respective weapon files for FreeHL 2019-08-07 00:20:42 -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
7f00f5a428 I need sleep. Enjoy the seperate fullbright shader. 2019-04-01 19:12:33 +02:00
3e9b220fe1 Fix lightmap rendering on surfaces without a lightmap. 2019-04-01 19:02:02 +02:00
f32f23d14d Added cvar zoom_sensitivity (Default 1). 2019-03-31 20:52:22 +02:00
943587e685 Added support for 'god' command. 2019-03-31 15:53:07 +02:00
d4a28c6934 env_glow: Added the "scale" keyword, because that was obviously missing... apologies! 2019-03-27 21:59:55 +01:00
22e57b0fb6 env_glow: added "shader" keyword to be used instead of a sprite model 2019-03-27 21:50:18 +01:00
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
76a3c7e3c3 Applied Maik's patch to enable more subtle normalmap distortions on cubemapped surfaces 2019-03-23 18:45:41 +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
2e736389d7 Deleting unused .dat files. 2019-03-13 16:50:43 +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