Commit graph

401 commits

Author SHA1 Message Date
Yamagi
fb1ebf960e
Merge pull request #87 from BjossiAlfreds/rsewer2-rware2
Updated mapfixes for rsewer2 and rware2
2021-10-26 08:43:34 +02:00
BjossiAlfreds
222438d738 Updated mapfixes for rsewer2 and rware2 2021-10-25 11:21:07 +00:00
Yamagi
f90991db4d
Merge pull request #84 from De-Seppe/master
Feature request : add cvar to disable machine gun recoil in single player #741 (rogue)
2021-09-28 18:33:06 +02:00
De-Seppe
ea57b889b6 Rename variable to conform to naming guidelines
Change the name of the cvar machinegun_norecoil to g_machinegun_norecoil to conform to the naming guidelines
2021-09-27 18:30:18 +02:00
De-Seppe
73beecec44 Add cvar machinegun_norecoil
Add cvar machinegun_norecoil
This cvar allows to disable machinegun recoil in single player.
The default value is the original Quake 2 behaviour.
2021-09-27 13:14:38 +02:00
Yamagi
19a6d805a9 Refine the g_footstep cvar.
There were complains that always generating footsteps is annoying,
because there will be footsteps while swimming or jumping. Refine
the cvar a little bit:

* `0`: No footsteps at all.
* `1`: Vanilla Quake II behavior.
* `2`: Always footsteps as long as the player has a ground entity.
* `3`: Always footsteps.

The changes the meaning of the values, `2` has become `3`.

Closes yquake2/yquake2#738.
2021-08-25 18:39:09 +02:00
Yamagi
6cc225d670 Add a warning that the CMakeLists.txt is unmaintained. 2021-07-23 08:33:31 +02:00
Yamagi
6b6e536f79 Revert "Retire unmaintained CMakeLists.txt."
It turned out that there're some special cases not (yet) covered by the
Makefile. Crossbuilding in specialized chroot environments are one
example.
2021-07-23 08:30:59 +02:00
Yamagi
ab882a163f Retire unmaintained CMakeLists.txt.
I added the CMakeLists.txt 6 or 7 years ago so I could load the code
into Jetbrains Clion. I have moved to another editor years ago and the
cmake stuff is effectively unmaintained since then. We kept it around
in case that we'll do a MSVC port, but that's unlikely at this point.
Since bugreport and problems with the CMakeLists.txt keep coming up,
finally retire them. They can be resurrected from the git history if
we'll ever need them again.

Part of yquake2/yquake2#725.
2021-06-29 11:03:02 +02:00
Yamagi
397fdd77d5 Update the CHANGELOG for 2.08. 2021-06-14 16:29:07 +02:00
Yamagi
25b453f1b8
Merge pull request #83 from BjossiAlfreds/player-sounds
Fix for some player sound bugs
2021-04-30 11:51:40 +02:00
BjossiAlfreds
3bccc4bd79 Fix for some player sound bugs 2021-04-30 01:07:40 +00:00
Yamagi
98afa3a90d
Merge pull request #82 from BjossiAlfreds/shark-bbox
Shark bbox fix and added inuse check after entity thinking
2021-04-27 08:58:13 +02:00
BjossiAlfreds
d1ddda04ea Shark bbox fix and added inuse check after entity thinking 2021-04-18 01:27:18 +00:00
Yamagi
46362a3bb4
Merge pull request #81 from BjossiAlfreds/map-fixes
Map fixes for some rogue maps
2021-04-16 08:27:41 +02:00
BjossiAlfreds
cc6bf7dd5f killtarget monsters update killcounter correctly 2021-04-16 00:04:13 +00:00
BjossiAlfreds
e4a467e9c9 Added mapfixes for rammo1 2021-04-15 01:39:54 +00:00
BjossiAlfreds
503a8af5b2 Added mapfixes for rhangar2 and rware2 2021-04-15 01:02:21 +00:00
Yamagi
f0ebf1addc
Merge pull request #80 from devnexen/savegame_upd_to_match_yquake2
savegame to match more main repo
2021-04-13 12:58:31 +02:00
David CARLIER
a395fadf07 savegame to match more main repo 2021-04-12 21:35:20 +01:00
Yamagi
ce21ad2c16
Merge pull request #79 from devnexen/savegame_data_packing
game data packing representation of the headers
2021-04-08 11:00:03 +02:00
David Carlier
a000d06300 game data packing representation of the headers 2021-04-07 18:12:53 +01:00
Yamagi
9fd0bab374
Merge pull request #78 from BjossiAlfreds/bad-triggered
Console warning and fix triggered monsters with no targetname
2021-03-31 10:07:02 +02:00
BjossiAlfreds
a4fba01b97 Console warning and fix triggered monsters with no targetname 2021-03-28 17:00:26 +00:00
Yamagi
b0303c1098 Add a cvar g_footsteps to control the generation of footstep sound.
1: The Vanilla Quake II behaviour, footsteps are generated when the
   player is faster than 255.
0: Footstep sounds are never generated.
2: Footstep sounds are always generated.

Defaults to `1`
2021-03-02 15:20:43 +01:00
Yamagi
f2c4d1b0b0
Merge pull request #75 from 0lvin/master
Fix function prototypes
2021-01-27 08:31:50 +01:00
Denis Pauk
0d2d20fc6e Fix function prototypes 2021-01-26 21:20:39 +02:00
Daniel Gibson
b92383eff9 Fix architecture detection on Windows in Makefile, bump SAVEGAMEVER
$PROCESSOR_ARCHITECTURE seems to contain the architecture of the host,
but we need the architecture the current MinGW shell is targeting.
$MINGW_CHOST seems to be just that, and on my system it's either
i686-w64-mingw32 (mingw32.exe) or x86_64-w64-mingw32 (mingw64.exe)
(No idea what it looks like for Windows on ARM...)

As fixing this would otherwise break existing savegames, I bumped the
SAVEGAMEVER to "YQ2-5" and added a quirk for older savegameversions:
On Windows i386 savegames that contain "AMD64" instead of "i386" as
architecture are also accepted.
(For YQ2-2 this didn't seem necessary, apparently "i386" was hardcoded)
2021-01-14 03:05:15 +01:00
Yamagi
e8f8a1309c Fix P_ProjectSource() forward declaration.
This was reported in yquake2#631.
2020-12-09 15:29:14 +01:00
Yamagi
9dfd9de811 Implemented coop_elevator_delay cvar (for func_plat)
In coop it's often hard to get on the same elevator together, because
they're immediately triggered once the first player steps on it.
This cvar sets a delay (1 second by default) for the elevator to wait
before moving, so other players have some time to get on it.
If you like elevators/platforms that suck, just set it to `0` :-P

Currently only used in func_plat, if it turns out that other entities
are used for automatically triggered platforms, we'll have to adapt
those as well (I guess wait_and_change() is generally useful for that).

We're not bumping the savegame version because they should only break in
an uncommon corner case: *Coop* savegames created with clients including
this change will not work on older clients - SP savegames are not
affected and old savegames on new clients also still work.
2020-08-10 14:22:31 +02:00
Yamagi
6820b0cad1 Add coop_pickup_weapons, allow a weapon to be taken several times.
In coop a weapon can be picked up only once. That's annoying, because in
coop ammunition is sparse and not getting the ammunition that comes with
a weapons make things worse. When `coop_pickup_weapons` is set to `1` a
weapon may be picked up if:

1) The player doesn't have the weapon in their inventory.
2) No other player has already picked it up.
2020-08-10 14:15:35 +02:00
Yamagi
cfd660abc3 Fix the Jork skin bug.
Submitted for baseq2 by @kondrak in yquake2#575.
2020-05-11 12:53:43 +02:00
Yamagi
221171831b
Merge pull request #73 from BjossiAlfreds/gunner-idle
Fix for gunner AI freeze bug
2020-05-11 11:41:44 +02:00
BjossiAlfreds
964895b760 Fix for gunner AI freeze bug 2020-05-08 22:14:44 +00:00
Yamagi
1cd49ad20b Fix Windows build, broken by the last changes. 2020-05-04 18:28:09 +02:00
Yamagi
d8ee6ce10f
Merge pull request #72 from mjr4077au/BuildFix
Fix CMakeLists.txt following changes to makefile.
2020-05-04 15:03:20 +02:00
Mitchell Richters
2cfdfee43d Fix CMakeLists.txt following changes to makefile. 2020-04-23 03:24:25 +10:00
Yamagi
73fd162dbe Bring Makefile on par with yquake2:
* Make CFLAGS and LDFLAGS overrideable
* Correct architecture and operating system detection.
* Enforce FPU mode.
* Implement DEBUG.
* Pass LDFLAGS after the objects.
* Rename OSTYPE and ARCH to YQ2OSTYPE and YQ2ARCH to avoid collisions.
2020-04-21 13:56:47 +02:00
Yamagi
09f9cf8f61
Merge pull request #71 from BjossiAlfreds/printf-leftover
Removed leftover printf debug prints
2020-04-21 12:53:34 +02:00
Yamagi
fc18bfa568
Merge pull request #70 from mjr4077au/Client_AimFixWithCVAR
Implement accurate-aiming CVAR in rogue game code.
2020-04-21 12:52:58 +02:00
BjossiAlfreds
0fc06c4fc9 Removed leftover printf debug prints 2020-04-21 00:44:13 +00:00
Mitchell Richters
95e432d604 Implement accurate-aiming CVAR in rogue game code. 2020-04-21 07:30:24 +10:00
Yamagi
e640c899c1
Merge pull request #68 from BjossiAlfreds/insta-powerups
Fix for some items playing wrong sound when instantly activated
2020-04-20 08:41:29 +02:00
Yamagi
03a7d77127
Merge pull request #67 from NeonKnightOA/turretfix
Fix: Turrets shooting faster while in melee range, which wasn't intended.
2020-04-20 08:41:10 +02:00
Yamagi
8dd1007284
Merge pull request #66 from NeonKnightOA/disguisefix
Fix: Disguise isn't traspassed between levels.
2020-04-20 08:40:11 +02:00
BjossiAlfreds
7e4fd68416 Fix for some items playing wrong sound when instantly activated 2020-04-11 00:46:48 +00:00
Yamagi
f0793d17f8 Change show_hostile from int to float and remove unnecessary casts.
In the vanilla code show_hostile was a qboolean what's clearly wrong.
For wome reasons I don't remember I changed it to an integer and added
the casts. This is problematic because show_hostile is derived from
level.time which is a float. The loss in precision broke some corner
cases like monsters becoming activated when they shouldn't.

Found, analyzed and reported by @BjossiAlfreds in yquake2/yquake2#525.
2020-03-10 10:18:21 +01:00
Yamagi
6fb2d6e4da Update CHANGELOG for 2.07. 2020-02-24 17:09:26 +01:00
Yamagi
b5c39542d2 Limit the fix against black debris to gibs, debris, monsters.
Pushing all entities slightly away from non-horizontal may let items to
slide to unreachable locations, or let monsters getting stuck.

This is part of yquake2/xatrix#50
2020-02-22 15:30:18 +01:00
NeonKnightOA
7bf7eff184 Fix: Turrets shooting faster while in melee range, which wasn't intended. 2020-02-15 20:01:30 -03:00