Commit graph

  • 5af43d302b Fixed wrong multicast message type being used. Marco Hladik 2019-08-23 01:16:34 -0700
  • 7ac8765af6 Counter-Strike radio menu implemented using the new VGUI stuff Marco Hladik 2019-08-23 01:16:02 -0700
  • 0213fcbed8 Equipment buy-menu id callback fixes. I have no clue what I tried doing there, but it's a sign. Marco Hladik 2019-08-22 23:31:28 -0700
  • 52149376a6 Fix Counter-Strike weapon animation conflicts Marco Hladik 2019-08-22 22:38:52 -0700
  • 579fd6435b Fix some Bomb Defusal round logic ending the round prematurely Marco Hladik 2019-08-22 21:18:51 -0700
  • e7cf14e63f Added Team Fortress Classic modinfo.txt Marco Hladik 2019-08-22 19:29:24 -0700
  • 929b7668e0 Fixed Scientist Hunt weapons to work with some of the new weapon base stuff Marco Hladik 2019-08-21 16:06:14 -0700
  • 8fd19cddc0 Propagation of some of the weapon variables needed for prediction. Resetting of map entities for when a solo player spawns (risky, but needs testing!) Marco Hladik 2019-08-21 15:49:35 -0700
  • ffb5ca5ff1 More nasty prediction related changes. This is still considered experimental and visually it's very glitchy. Marco Hladik 2019-08-20 23:02:35 -0700
  • f8058ceeb0 Weapon prediction experiments Marco Hladik 2019-08-20 08:53:57 -0700
  • 13d8f50df9 Disconnected player entities will now disappear, fixed 'kill' command Marco Hladik 2019-08-19 18:39:04 -0700
  • f9bfc2ffe8 Experimental Corpse stuff, will be ripped out tomorrow or so. Marco Hladik 2019-08-19 03:27:24 -0700
  • b5ce9a57bc Makefile: Create directories for mod prog output Marco Hladik 2019-08-19 03:06:34 -0700
  • 4b1a859460 ITEM_LONGJUMP: Cancel out any other velocity on the player as it's clearly too much Marco Hladik 2019-08-19 02:46:43 -0700
  • d207ad33de Changed the ammo/item bbox sizes to be the real ones. Thanks Jimmy. Marco Hladik 2019-08-19 02:45:45 -0700
  • a196e47cdb Added WEAPON_SHOTGUN shell loading and pumping sounds Marco Hladik 2019-08-19 02:43:45 -0700
  • 549a5b32bf Networked ammo variables now predicted Marco Hladik 2019-08-19 02:04:35 -0700
  • 356ca638b5 WEAPON_SNARK do 10 damage consistently. Figures. Marco Hladik 2019-08-19 01:38:12 -0700
  • e75e3a2904 WEAPON_SNARK gives 5 per pickup apparently. Fixed Marco Hladik 2019-08-19 01:37:20 -0700
  • ce19b6995d Added basic WEAPON_SNARK functionality Marco Hladik 2019-08-19 00:22:31 -0700
  • 02e708ad90 func_recharger is now audible with 3 chilling sounds Marco Hladik 2019-08-18 23:45:34 -0700
  • 775758c347 func_healthcharger is now audible with 3 soothing sounds Marco Hladik 2019-08-18 23:44:13 -0700
  • 71b4a58910 Ammo logic implemented for WEAPON_SATCHEL Marco Hladik 2019-08-18 23:41:20 -0700
  • 66e3faadc3 ITEM_LONGJUMP is now working. Marco Hladik 2019-08-18 23:40:44 -0700
  • d5cb9dd621 Ammo/Reload logic for weapon_shotgun of HL Marco Hladik 2019-08-18 23:39:37 -0700
  • 9224efb3ad Adds that you can pick up weapons you already have for ammo. Marco Hladik 2019-08-18 14:11:45 -0700
  • e70ed91801 Handgrenade will now care about ammo counts. Marco Hladik 2019-08-18 14:11:11 -0700
  • f651c8a01f Satchel will now care about ammo counts. Marco Hladik 2019-08-18 14:10:52 -0700
  • dd33e2f67d Make sure .viewzoom is reset upon weapon switch Marco Hladik 2019-08-18 13:08:30 -0700
  • d2f563fb3c Removed debug messages from trigger_gravity Marco Hladik 2019-08-18 13:08:09 -0700
  • 304d0969ad Removing stuff that should really go into r_postprocess from the GLSL Marco Hladik 2019-08-18 12:01:57 -0700
  • 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. Marco Hladik 2019-08-18 12:01:01 -0700
  • 4ed25b810b Missing snark model precaches Marco Hladik 2019-08-18 09:36:14 -0700
  • 521ebc8a5b trigger_gravity added. Marco Hladik 2019-08-17 19:36:50 -0700
  • 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 Marco Hladik 2019-08-17 19:35:31 -0700
  • 2081fa790a Updated a whole bunch of stuff related to weapons and whatnot. I'm too tired to clean this up too. Will fix tomorrow. Marco Hladik 2019-08-14 02:43:43 -0700
  • 777c52eb7d Close file indices on color and string file parsing in menu-fn Marco Hladik 2019-08-11 19:52:19 -0700
  • c2c98c54e5 Mouth movement enabled for scientist. Use the latest FTEQW rev to avoid crashes Marco Hladik 2019-08-10 22:32:32 -0700
  • cfc9becb72 Plenty of weapon changes with some experimental garbo. It's fun. Marco Hladik 2019-08-10 20:45:41 -0700
  • 19a52bf611 Initial Counter-Strike VGUI support Marco Hladik 2019-08-10 14:37:56 -0700
  • 7d373d9216 Slight weapon adds/edits for ongoing work in FreeHL Marco Hladik 2019-08-08 01:42:05 -0700
  • a74f5242a4 Added taunts, visible on Quake 2 player models. Same wave X commands apply. Marco Hladik 2019-08-08 01:41:26 -0700
  • 21c8c88ec8 Improved Q2 player model support, interpolation, etc. Marco Hladik 2019-08-07 10:58:56 -0700
  • 8891e84e18 Q2 player model test code... move along Marco Hladik 2019-08-07 01:55:38 -0700
  • b7a4e271ec Deleted binary progs, they'll get big. Marco Hladik 2019-08-07 00:27:40 -0700
  • 021d985a2e Moved weapon specific animation code to the respective weapon files for FreeHL Marco Hladik 2019-08-07 00:20:42 -0700
  • 921ec444a2 Basic player animation code for Valve/Scihunt/Rewolf Marco Hladik 2019-08-06 22:57:18 -0700
  • 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. Marco Hladik 2019-08-03 10:40:34 -0700
  • 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 Marco Hladik 2019-04-05 16:54:07 +0200
  • 7f00f5a428 I need sleep. Enjoy the seperate fullbright shader. Marco Hladik 2019-04-01 19:12:33 +0200
  • 3e9b220fe1 Fix lightmap rendering on surfaces without a lightmap. Marco Hladik 2019-04-01 19:02:02 +0200
  • f32f23d14d Added cvar zoom_sensitivity (Default 1). Marco Hladik 2019-03-31 20:52:22 +0200
  • 943587e685 Added support for 'god' command. Marco Hladik 2019-03-31 15:53:07 +0200
  • d4a28c6934 env_glow: Added the "scale" keyword, because that was obviously missing... apologies! Marco Hladik 2019-03-27 21:59:55 +0100
  • 22e57b0fb6 env_glow: added "shader" keyword to be used instead of a sprite model Marco Hladik 2019-03-27 21:50:18 +0100
  • 56a686de27 Added serverinfo phy_airaccelerate. Default value is 10. Change it to 100 if you want to surf like crazy. Marco Hladik 2019-03-26 16:04:49 +0100
  • 6650945c45 Remove fall-damage when landing in water. Happy surfing! Marco Hladik 2019-03-26 15:54:03 +0100
  • 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. Marco Hladik 2019-03-26 14:37:34 +0100
  • b1ccc9fbb1 Prediction: Propagate jumptime and teleport_time Marco Hladik 2019-03-25 01:49:27 +0100
  • 7e46202f7b cl_radar 2, map overview player visibility improvements Marco Hladik 2019-03-24 19:37:48 +0100
  • ca3cdb3a28 Added cvar fcs_bombtaltthrow, to randomize bomb throwing velocities Marco Hladik 2019-03-24 16:28:19 +0100
  • ac227d6732 Menu: Added support for fallback_dir, used by Condition Zero Marco Hladik 2019-03-24 16:27:36 +0100
  • 11399829cd env_sound: Removed the slight reverb from the default preset Marco Hladik 2019-03-24 16:27:14 +0100
  • cbd88f55e5 Changed test-case for env_sound. Compile FTEQW with USEEFX in order to experience it. Marco Hladik 2019-03-24 11:45:19 +0100
  • 76a3c7e3c3 Applied Maik's patch to enable more subtle normalmap distortions on cubemapped surfaces Marco Hladik 2019-03-23 18:45:41 +0100
  • 17a8d0cb9a cubemap flashlight fixes Marco Hladik 2019-03-23 03:48:38 +0100
  • 30cebf3ef2 Added normalmap support for cubemapped surfaces Marco Hladik 2019-03-23 03:16:34 +0100
  • 978b2d90ef Added +zoomin for Slacer. Marco Hladik 2019-03-23 03:16:07 +0100
  • ebb2a7bad8 Added cubemap helpers and the 'buildcubemaps' command. Marco Hladik 2019-03-21 21:50:51 +0100
  • 059cc72f3d Added missing rewards logic for when Terrorists successfully plant a bomb Marco Hladik 2019-03-21 20:32:45 +0100
  • 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 Marco Hladik 2019-03-21 20:14:51 +0100
  • 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 Marco Hladik 2019-03-19 20:01:24 +0100
  • fccb01c704 weapon_crossbow: Experimental tests regarding client-side bolts, needs testing Marco Hladik 2019-03-15 11:27:57 +0100
  • 915e401998 Added monster_scientist_dead Marco Hladik 2019-03-15 11:26:49 +0100
  • 4ca8d1d240 Forcing allow_download_packages for now to avoid any issues Marco Hladik 2019-03-15 11:26:32 +0100
  • 9d36a89d0c Sky: Should have tested this. Skies should now be fixed. Marco Hladik 2019-03-14 20:37:35 +0100
  • 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? Marco Hladik 2019-03-14 20:13:02 +0100
  • 8220ce4116 Cleanup: Change instances of _x to [0], y to [1] and z to [2] Marco Hladik 2019-03-13 22:03:57 +0100
  • 7e74f7adec env_sound: Initial commit. Marco Hladik 2019-03-13 21:56:43 +0100
  • 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. Marco Hladik 2019-03-13 20:46:07 +0100
  • d18d7bf561 Change all references to .items to .g_items because fteqw assumes too much and ruins the 3d-view when certain bits are set. Marco Hladik 2019-03-13 17:19:59 +0100
  • 2e736389d7 Deleting unused .dat files. Marco Hladik 2019-03-13 16:50:43 +0100
  • ed777e7303 File tree structure rearrangements. Getting rid of binary pk3 files. Marco Hladik 2019-03-13 16:48:58 +0100
  • 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. Marco Hladik 2019-03-13 16:26:13 +0100
  • 723f1de4f4 decals: default color to 1,1,1, since the blend mode has changed. Marco Hladik 2019-03-13 16:25:08 +0100
  • 9d869d5c0a Fix damage overlay for splitscreen games Starting to mess with decal colours. DO NOT TOUCH. This is awaiting engine fixes potentially. Marco Hladik 2019-03-12 01:22:50 +0100
  • 515ff8e2ad infodecal: Disable support for non BSP-30 versions entirely (for now) Marco Hladik 2019-03-09 16:02:09 +0100
  • 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. Marco Hladik 2019-03-09 15:50:11 +0100
  • 99a2bd0c4b func_door_rotating: Add spawnflag PASSABLE Marco Hladik 2019-03-07 09:40:49 +0100
  • dc60e0c3a4 monster_scientist: Add support for multiple heads and their voice-pitch shifts, merge similar attributes into one bitflag one Marco Hladik 2019-03-07 09:16:06 +0100
  • 1d5c11ebfc Chat: Remove duplicate logging. Marco Hladik 2019-03-07 09:14:54 +0100
  • 41a3032507 Chat: Scroll the text up before clearing entries. Marco Hladik 2019-03-06 23:26:12 +0100
  • ddbec9d0db monster_scientist: Add the 'seen' sounds, which are greetings when a player is nearby. Marco Hladik 2019-03-06 23:25:54 +0100
  • 5b58351619 w_chainsaw: move towards the victim you're cutting with that thing. Ala scihunt Marco Hladik 2019-03-06 20:23:31 +0100
  • 2df5e2884e scihunt: fix weapon order Marco Hladik 2019-03-06 20:05:07 +0100
  • 3eb5cec34c w_hammer: Added missing attack-delay on the serverside... oops. Marco Hladik 2019-03-06 17:04:35 +0100
  • 94c0e57810 Rewrote the Hammer code to be more according to scihunts' behaviour Marco Hladik 2019-03-06 17:01:57 +0100
  • 5055d92c5b Merging the Xylemon's changes to Scientist Hunt that got sent via a patch. Thanks Xylemon! Marco Hladik 2019-03-06 14:11:23 +0100
  • 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 Marco Hladik 2019-03-03 11:57:42 +0100
  • 5e660e9399 trigger_hurt: Fix the broken use once flag (e.g. crossfire bunker fix) Marco Hladik 2019-03-02 14:03:26 +0100