51cce26fd8
Added some init messages.
2020-04-19 12:02:05 +02:00
8ac5ac7c77
Support for Q3-based BSP material flags - for footsteps anyway
2020-04-19 12:01:20 +02:00
23011d42e6
Unbreak Scientist Hunt's gamerules.
2020-04-15 12:28:11 +02:00
ad62ddc574
Moved gamerule definitions at a higher scope, this will make it easier
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to call GameRule events from other parts of the codebase.
2020-04-15 01:18:19 +02:00
3e4a67367b
Counter-Strike: Hostage Rescue works, Buymenu for weapons works, cleaned
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up some gamemode code.
2020-04-14 16:19:25 +02:00
992add7dfd
Gamemodes: Moved the level transition stuff outside of the _singleplayer
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logic as lots of mods want to inherit that of HL anyway.
2020-04-14 12:35:55 +02:00
594ba56f02
Started moving gamerule logic into classes, so we can manage seperate
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modes of play better. This will be much appreciated too by anyone modding
CS to add additional gamemodes later for example.
2020-04-14 03:12:09 +02:00
142e6c9cf3
Possible memalloc corruption mititagions.
2020-04-12 19:40:09 +02:00
324fadd668
Spring cleaning. Prepare for summer! Fixed lots of bugs too:
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v_camroll is now working again.
Counter-Strike is finally getting somewhere again.
Counter-Strike has pseudo spray-patterns now! They're all the same.
func_button now can be programmed to use Sound-Shaders.
The menu handles the vid_conautoscale command autonomously. Set r_autoscale
to 0 if you don't like it.
The menu has an updater, requires a not-yet-pushed build of FTE.
Don't use it yet.
Moved a lot of globals into pSeat's structs to fix splitscreen with them.
Made explosion decals be handled client-side!
Added trigger_look, env_sun and light_environment entities.
2020-04-12 15:50:42 +02:00
4e90b5199f
Valve: Added missing ammo sound shader precaches.
2020-04-08 22:34:21 +02:00
94d7da9ed7
Valve: Fix dupe player precaches.
2020-04-08 08:02:13 +02:00
f43bc2cf32
update copyright dates because I've been forgetting all year.
2020-04-07 14:46:23 +02:00
27cfaba85f
Cstrike: Lots more documentation, stubs and some working new entities.
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Added crosshair alternatives for AUG and SG552.
Made running/crouching/jumping affect gun accuracy calculations.
2020-04-07 12:42:28 +02:00
cf136dbd6c
Cstrike: Finished most of the essential gun logic.
2020-04-07 02:47:21 +02:00
1f0e93d35a
Precaching CS weapon sounds via sound-shaders...
2020-04-06 10:53:26 +02:00
755eecfc34
A bunch of mod changes contributed to by Xylemon, mixed together with
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some of my FX code which is going places.
2020-04-05 02:25:27 +02:00
e1b38f008a
Adjusting spawn-angle to match spawnpoints.
2020-04-04 00:52:45 +02:00
a159183b3d
Footsteps: Ladder sound fix
2020-04-03 15:29:24 +02:00
7f2f32efb1
Menu/Manifests: Allow games to execute commands for the button reserved
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for training. Gunman uses this to play a Smacker/Bink video file.
2020-04-03 14:09:17 +02:00
5055fc8879
Fixed some small warnings.
2020-04-03 13:37:26 +02:00
a7fc08f857
Footsteps are more unified across BSP versions, can easily be extended
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and cover more types of materials even on HL BSP maps.
Improved documentation for QUAKED comments.
Seperated skill file for valve into its own little thing.
2020-04-03 12:12:11 +02:00
7c22d66c17
Valve: Converted more monsters to use sound shaders!
2020-04-03 09:22:22 +02:00
45c18f6a7f
Valve: Skill system now affects the weapons as it should. Didn't do it on
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the ones that need a lot more work.
2020-04-03 09:11:08 +02:00
e6ff9520a1
Valve: MONSTER_ZOMBIE now uses sound shaders.
2020-04-03 00:40:54 +02:00
4f44d96be9
Pulled over Sound-Shader code from TW. We'll use this soon over hard-coded
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sounds.
2020-04-02 22:43:37 +02:00
47f8e41185
Gearbox: ammo_spore should behave like it is meant to. WEAPON_SPORELAUNCHER
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got some changes to support its alt-fire and yellow blood decals on impact
2020-04-02 22:42:30 +02:00
54e982bc14
More work done on monstermaker in the gs-entbase. Needs a lot of testing.
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Finally precaching player-models.
Fixed some crosshair arrangements in Opfor.
2020-04-01 20:10:31 +02:00
af53ab36ef
Improved entity documentation, added cl_hudaspect variable so that
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you can control how close the elements are to the center of the screen.
2020-04-01 18:43:09 +02:00
a6b301755e
Valve: Fix playermodel pitch/bone controller
2020-04-01 12:51:46 +02:00
c813e49b56
Menu: Lots of work done, like switching player models, sprays -
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IRC chat, custom game installs and listings.
2020-04-01 01:08:01 +02:00
de877436aa
Cleaned up warnings.
2020-03-31 10:09:23 +02:00
197b373335
Fixed some more prints to be cvar developer 1 only.
2020-03-31 09:28:40 +02:00
10fc61c84e
Polish triggers, add initial monstermaker guff
2020-03-31 09:04:13 +02:00
163ac1993d
Valve & Mods: Fixed Hud_SlotSelect bug in which you could weapons you did
...
not have in your inventory.
2020-03-31 06:42:03 +02:00
e66d0214c4
Tweaked trigger_changelevel and info_landmark. Fixed a bug because
...
#regressions. It should now travel across the maps that didn't before, but
it needs more testing. trigger_transition is not implemented yet.
2020-03-30 22:29:05 +02:00
6e47ea30d1
Valve: Fix MONSTER_BABYCRAB spawn
2020-03-30 19:59:45 +02:00
e5a3f0880c
Starting to clean up more RenderFX stuff, shoving most of it to CGame
2020-03-30 16:22:24 +02:00
f6b26302a2
Nodes: Made debugging display scripted_sequences
2020-03-30 15:03:22 +02:00
d7fdabbd60
Improved pathfinding by skipping unnecessary node-walking passes.
2020-03-30 13:51:48 +02:00
8bf96e425a
Valve: Added health for MONSTER_BARNACLE
2020-03-30 13:50:52 +02:00
acc2be466c
Gearbox: Added monster_recruit, monster_drillsergeant
2020-03-30 11:11:21 +02:00
ea5851a8f5
Fixed possible recursion bug with breakables and other dead-triggers.
2020-03-29 21:39:32 +02:00
f07600f194
More work on scripted_sequences.
2020-03-29 11:21:26 +02:00
f66792ef49
Comitting the new cstrike-branch stuff so far, it's very little but a
...
step in the right direction. The old (regressed) codebase is now in
cstrike.old.
2020-03-28 10:56:52 +01:00
0c62ea6371
Fixed a crash because monster_generic entities really shouldn't be CBaseEnt
2020-03-27 16:26:52 +01:00
e9326f4e1d
scripted_sequences: They sorta work now, needs an engine with
...
ENGINE_ROUTING enabled however
2020-03-27 10:37:01 +01:00
bb0b4d8f6c
Simplified a lot of the Barney/Scientist code by expanding CBaseNPC
2020-03-27 07:34:24 +01:00
dd16fd1684
Added FLAC music playback style to force for those files.
2020-03-26 23:36:54 +01:00
82d9027873
Added support for chaptertitle worldspawn key.
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Valve: Added monster_snark and monster_tripmine. Although they don't work
as such fully yet.
Pain/Death are properly part of the player class.
Added own music track networking so we can skip the looping business,
which is currently broken in the engine.
Shoved some gamerule specific stuff around so there's more shared code
between the mods.
2020-03-26 23:07:13 +01:00
ad713d2f7e
Valve: Document more monster sounds etc.
2020-03-26 17:17:44 +01:00
7d330eb8cd
Move the ability to use sentences over to CBaseEntity for now.
2020-03-26 12:19:27 +01:00
db4ed5ac3d
Added initial support for basic sentences.txt on monsters.
2020-03-26 11:24:33 +01:00
bb4012b75f
Added float(string)Skill_GetValue so we can properly support variable skill
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settings.
2020-03-26 08:13:23 +01:00
520e91616a
Valve: Check for cvar 'coop' as well as 'sv_playerslots' for Singleplayer
2020-03-26 07:03:29 +01:00
7ea6f8246c
Valve: Give monster_barney a name
2020-03-26 07:02:58 +01:00
2bb8bd00cf
Moved Death and Pain methods into CBaseEntity.
2020-03-25 22:35:05 +01:00
b70b0cd6f9
Mititage startspot spawn-issues.
2020-03-25 20:20:53 +01:00
aa6b541313
the slot1-10 keys are now working as expected.
2020-03-25 19:57:08 +01:00
80d06e7dcd
Cleaned up warnings.
2020-03-25 17:42:36 +01:00
4bdefa4cd7
Big commit, list of additions:
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Added stubs for a variety of monsters for 'valve' which a few mods inherit.
Added support for the 'vote' and 'callvote' command.
Made env_laser network some info to the clients, kinda rough because
we're working around some engine iffyness with CSQC ents right now.
Updated the menu so that the server-lists for Internet and LAN games are
a bit more helpful.
Made the CBaseMonster class for useful for the future.
Fixed setting of transparency for all entities.
2020-03-25 13:58:19 +01:00
223d740448
Effect_Blood can now take 'color' as a parameter. Also added some basic
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trails which will be shoved into the client-side asap.
2020-03-24 11:20:21 +01:00
8ceb0a54a1
Valve: Satchel and Handgrenade now play the proper bounce sounds.
2020-03-24 08:41:06 +01:00
e3a9a0149e
Added missing ladder sound precaches.
2020-03-24 08:21:47 +01:00
50d840cd9d
Valve: Tripmine death attribution is now variable
2020-03-24 08:20:43 +01:00
40852185c1
Footsteps: Added ladder climbing sound.
2020-03-24 08:02:11 +01:00
c51da15564
Made the codebase compile again...
2020-03-08 10:59:46 +01:00
bf0ffd39eb
impulse 102 will now force a re-send of all networked fields.
...
this will be awful over the network. Just letting you know.
2020-03-03 22:50:57 +01:00
673cf9dbf8
Manual networking of all base-entities. This shouldn't be necessary,
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but, as the engine-bug that's as old as time itself that has been
responsible for prediction being wonky has still not been fixed, I have
to do this. Maybe it'll be for worse, maybe it'll be for the better.
2020-01-16 05:43:12 +01:00
6c75cb749e
Send classname over the net instead of netname if there isn't one
2020-01-08 02:29:29 +01:00
674432f6cb
Added missing They Hunger files.
2019-12-22 23:28:39 +01:00
cfe0094c28
- Added early Poke646 entries.
...
- Added missing Shock-Rifle particle file.
- Fixed monster_scientist behaviour in SciHunt that broke.
- Added parenting functionality for entities (The Wastes uses this.)
- More updates to BasePhysics. Requires plugins/bullet.
I want to make it work with primitive physics however.
- Updated prop_rope entity. The Wastes uses this and requires an updated
engine.
- Changed the way env_sound works. This may be more accurate.
2019-12-22 12:13:49 +01:00
c5b0e0146f
Some fixes to get FreeHL to compile without TW.
2019-11-09 02:09:17 +01:00
7048e0add0
Fix wrong hashtable creation call for materials.
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Tweaked a lot of gs-entbase entities.
2019-10-19 04:30:29 +02:00
32b7791b2b
Add internal support for damage types. still a few more useful ones to add
...
on a per-case basis.
2019-09-29 01:54:29 +02:00
6fea65a586
Gunman Chronicles: Basic work on weapons and their menus completed.
...
Some weapons and their visuals are not implemented yet.
It's a very good preview of how things are going to work though.
2019-09-22 15:41:13 +02:00
9c743449c5
Reset all ammo fields for when they join/respawn in MP games.
2019-09-17 12:00:05 +02:00
04019acc01
Improve some of the player checks in Half-Life's ammo code.
2019-09-17 08:44:23 +02:00
18fda226f6
Updated Damage_Apply and TraceAttack functions to cache which weapon was
...
used to attack.
Also a few more weapon fixes. When will it ever be done???
2019-09-17 02:29:00 +02:00
ce4e7ad9ed
Half-Life: Add remaining MAX_A references into ammo.cpp
2019-09-16 09:27:09 +02:00
8985a8f373
Added ammo culling for Half-Life
2019-09-15 23:55:18 +02:00
305206cbaa
Nodes: Added initial code to parse Half-Life's nodes and dump them
...
into waypoints we can process with the routing API in-engine.
2019-09-15 15:56:39 +02:00
492cdfe8c5
Half-Life: Fixed ITEM_SUIT. This should not have happened. Sorry.
2019-09-15 10:52:49 +02:00
c46a49261c
Redid weapon pickup logic for the weapon API.
2019-09-13 07:22:17 +02:00
7c35269b79
Opposing Force: Fixed sniper ammo model and ammo counts. Someone was sleepy.
2019-09-12 12:13:26 +02:00
fcc9643190
More tweaks for both Half-Life and Opposing Force weapons and behaviour.
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Also added Gunman stubs.
2019-09-12 09:12:12 +02:00
bf5c78fab2
Opposing Force: Initial commit of weapons.
...
Includes some networking fixes so we can actually use 32bits of items.
That's what these mods are good for - testing the infrastructure.
2019-09-12 01:20:03 +02:00
a683994dc5
Team Fortress: Add item_healtkit from Half-Life
2019-09-11 14:37:02 +02:00
91cb97ab7d
item_tfgoal: Set bounding box.
2019-09-11 14:36:47 +02:00
1fa05bee3a
Team Fortress: Added link from i_t_g to info_tfgoal
2019-09-11 14:36:31 +02:00
4029e92713
Team Fortress: Add fancy class help upon spawn.
...
TODO: Make this optional, via setinfokeys
2019-09-11 13:33:32 +02:00
5132b28c49
Team Fortress: Basic Team/Class spawning.
2019-09-11 13:08:12 +02:00
dad17ab315
Added initial logging code...
2019-09-11 13:07:27 +02:00
94b0b5acc5
Team Fortress: Initial commit. Rough framework for the weapons, build
...
scripts, etc.
2019-09-11 08:45:41 +02:00
9a47c3d9b8
Half-Life: Added player gibbing because lul.
2019-09-09 22:43:43 +02:00
8d4c6c086e
Xen decor: Literally just some static xen decor. Doesn't do anything yet.
2019-09-09 18:59:13 +02:00
e64bc2ca8e
Networking: Make sure level transitions don't miss player entity setup
...
packets
2019-09-08 12:59:17 +02:00
875dc52c96
Networking: Add keepalive packet for players, so that prediction doesn't break.
2019-09-08 12:17:46 +02:00
3112040047
old_viewofs should really be a float.
...
Made PlayerDisconnect SendFlag more explicit.
2019-09-07 21:09:18 +02:00
44479cd637
Networking improvements. Make player entities and NPC networking
...
conditional. Only changed fields are networked. This is because the overall
design seems mature enough.
2019-09-07 21:01:05 +02:00
31750420be
Remove/Fix sounds that were named wrong or missing.
2019-09-07 08:39:28 +02:00
27707e37b6
Move things from the root src/ dir into the src/shared folder, as that
...
makes the most sense.
2019-09-07 05:50:44 +02:00
5aa167d4af
Added graphical obituaries for HL/SH.
...
The way the weapon is chosen is not yet final. I'm just tired and don't
feel like engineering the damage stuff right now.
2019-09-04 18:11:55 +02:00
53a12821e1
Cleaned up the damage routines to prepare for a bunch of new changes
...
related to obituaries etc.
Also added support for headshots. Right now they'll explode scientists'
heads so that's hilarious.
2019-09-04 10:38:39 +02:00
22763a61ff
Fixed HORRIBLE Damage_Radius behaviour.
...
Basically the damage value from the parameter was modified which resulted
in every entity found that's damaged taking damage away from every entity
that's potentially affected by the radius damage.
In Half-Life the armor skip would also be ignored, resulting that the
command 'kill' would not do much when wearing a fully charged HEV suit.
2019-09-03 05:01:35 +02:00
b70eb4b7ce
Counter-Strike: Bring back the scoreboard, as it wasn't interactive anyway. Maybe in the future there will be some fancy VGUI version.
2019-09-03 04:58:49 +02:00
7a34587038
Set some debugging hulls for the player spawns.
2019-09-02 04:20:09 +02:00
978a0dd865
Added initial func_guntarget and trigger_autosave.
2019-09-01 22:39:56 +02:00
7cc9a73cbd
Scientist Hunt: Adopt 'valve' chat parsing that was more reliable.
2019-09-01 10:37:20 +02:00
0e70bc0ab6
Half-Life: Add early ammo definitions for ammo_mp5clip and ammo_mp5grenades
2019-09-01 10:09:49 +02:00
3dee62271f
Half-Life: Let items trigger targets. Required for Hazard Course at least.
2019-09-01 10:08:59 +02:00
afa60a0482
Half-Life: Start with suit in deathmatch.
2019-09-01 10:08:31 +02:00
05980cfb3e
Half-Life: Only use flashlight when ITEM_SUIT is present.
2019-09-01 10:08:17 +02:00
106604661b
Tweaking footsteps sound sensitivity a little.
2019-09-01 08:00:01 +02:00
15181308f8
Counter-Strike: Add item_suit, so that the training works again.
2019-09-01 06:59:09 +02:00
dee8eb2fd8
Updated progs.src file paths.
2019-09-01 05:23:24 +02:00
b3acf9b715
Moving game specifics .src files into their own dirs.
2019-09-01 05:06:43 +02:00
b604077d0b
Renamed /Source to /src
2019-09-01 04:35:37 +02:00