Commit graph

743 commits

Author SHA1 Message Date
f651c8a01f Satchel will now care about ammo counts. 2019-08-18 14:10:52 -07:00
dd33e2f67d Make sure .viewzoom is reset upon weapon switch 2019-08-18 13:08:30 -07:00
d2f563fb3c Removed debug messages from trigger_gravity 2019-08-18 13:08:09 -07:00
304d0969ad Removing stuff that should really go into r_postprocess from the GLSL 2019-08-18 12:01:57 -07:00
02c7eeb671 Fixed 'use' behaviour across FreeHL and FreeCS, fixing chargers and whatnot. Cleaned up old usage of FL_USERELEASED too. Changed FL_FLASHLIGHT to its bit. 2019-08-18 12:01:01 -07:00
4ed25b810b Missing snark model precaches 2019-08-18 09:36:14 -07:00
521ebc8a5b trigger_gravity added. 2019-08-17 19:36:50 -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
777c52eb7d Close file indices on color and string file parsing in menu-fn 2019-08-11 19:52:19 -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
7d373d9216 Slight weapon adds/edits for ongoing work in FreeHL 2019-08-08 01:42:05 -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
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