Commit graph

440 commits

Author SHA1 Message Date
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
NeonKnightOA
a1786d614e Fix: Disguise isn't traspassed between levels. 2020-02-15 18:43:14 -03:00
Yamagi
3b55fc311a Remove unnecessary code, expression is aways false.
CheckTeamDamage() always returns false, so the condition always
evaluates to false.
2020-02-08 17:07:33 +01:00
Yamagi
efd9cd3de5
Merge pull request #62 from NeonKnightOA/skills
Easier handling of skill levels by using defines instead of numbers
2020-01-28 15:39:28 +01:00
NeonKnightOA
83fe44691d Easier handling of skill levels by using defines instead of numbers 2020-01-22 12:37:33 -03:00
Yamagi
6c833aae3e
Merge pull request #61 from BjossiAlfreds/holdframe
Fix mguard freeze bug and improvements to frame handling
2020-01-11 15:54:40 +01:00
BjossiAlfreds
0642b6aa18 Fix mguard freeze bug and improvements to frame handling 2020-01-10 17:04:19 +00:00
Yamagi
f7b99b07c3
Merge pull request #59 from BjossiAlfreds/timeout-fix
Fix for insane marines not firing deathtarget right away
2020-01-05 10:09:39 +01:00
BjossiAlfreds
ff465863b9 Fix for insane marines not firing deathtarget right away 2020-01-02 23:33:16 +00:00
Yamagi
97ede336aa
Merge pull request #58 from BjossiAlfreds/checkshot
Parasite blocked attack bugfix and dead code elimination
2020-01-02 14:32:27 +01:00
BjossiAlfreds
e04bd67aa3 Parasite blocked attack bugfix and dead code elimination 2020-01-01 21:50:07 +00:00
Yamagi
ccd16599ef
Merge pull request #57 from BjossiAlfreds/jump
Rogue jump code fixes
2019-12-16 16:21:28 +01:00