Commit graph

374 commits

Author SHA1 Message Date
Yamagi
9ea02cab1c
Merge pull request #60 from BjossiAlfreds/bad-triggered
Console warning and fix triggered monsters without targetname
2021-03-31 10:06:58 +02:00
BjossiAlfreds
0447bbc4f8 Console warning and fix triggered monsters without targetname 2021-03-28 16:55:43 +00:00
Yamagi
c6aeffb484 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 15:14:23 +01:00
Yamagi
5e7fc8fbb0
Merge pull request #59 from 0lvin/master
Fix function prototypes
2021-01-27 08:32:23 +01:00
Denis Pauk
caac536e21 Fix function prototypes 2021-01-26 21:15:44 +02:00
Daniel Gibson
5bc4d8d092 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 "YQ2-4" and added a quirk for older savegameversions:
On Windows i386 savegames that contain "AMD64" instead of "i386" as
architecture are also accepted.
(For YQ2-1 this didn't seem necessary, apparently "i386" was hardcoded)
2021-01-14 03:26:31 +01:00
Yamagi
6a287d6a51 Fix P_ProjectSource() forward declaration.
This was reported in yquake2#631.
2020-12-09 15:26:52 +01:00
Yamagi
c1e438e697 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 14:12:12 +02:00
Yamagi
82f9f01d6b 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 14:11:57 +02:00
Yamagi
d8d3b21e64 Fix crash with some projectiles generating sound targets.
Some projectiles like grenades or rockets are classified as enemies.
Their explosion spawn a sound entity, monsters should move to that. But
the projectile is destroyed when exploding, it's entity struct is set to
NULL. Therefor the self->enemy pointer is also NULL. The self->enemy
check was removed in bc5f5698. Work around this by pretending that the
enemy is already there.

This was reported by @Soldy, closes #56.
2020-06-04 08:04:15 +02:00
Yamagi
e8a891d6a9 Fix the Jork skin bug.
Submitted for baseq2 by @kondrak in yquake2#575.
2020-05-11 12:57:55 +02:00
Yamagi
55cdf7b1ac
Merge pull request #55 from BjossiAlfreds/gunner-idle
Fix for gunner AI freeze bug
2020-05-11 11:41:24 +02:00
BjossiAlfreds
de7b0ddfaa Fix for gunner AI freeze bug 2020-05-08 22:13:03 +00:00
Yamagi
d9efb93e99
Merge pull request #54 from mjr4077au/BuildFix
Fix CMakeLists.txt following changes to makefile.
2020-05-04 15:04:05 +02:00
Mitchell Richters
955cb36964 Fix CMakeLists.txt following changes to makefile. 2020-04-23 03:35:42 +10:00
Yamagi
254187024d 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 13:52:46 +02:00
Yamagi
bd321ca34e
Merge pull request #53 from mjr4077au/Client_AimFixWithCVAR
Implement accurate-aiming CVAR in xatrix game code.
2020-04-21 12:52:10 +02:00
Mitchell Richters
2f105cdbe3 Implement accurate-aiming CVAR in xatrix game code. 2020-04-21 07:28:34 +10:00
Yamagi
3a073766c7
Merge pull request #52 from BjossiAlfreds/insta-powerups
Fix for some items playing wrong sound when instantly activated
2020-04-20 08:49:20 +02:00
BjossiAlfreds
dc38e968ff Fix original xatrix bug that made DF_QUADFIRE_DROP not work correctly 2020-04-11 02:48:42 +00:00
BjossiAlfreds
527f3d9845 Fix for some items playing wrong sound when instantly activated 2020-04-11 01:31:19 +00:00
Yamagi
e8df28a84a 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 10:20:34 +01:00
Yamagi
7819c12edd Update CHANGELOG for 2.08. 2020-02-24 17:03:38 +01:00
Yamagi
2f2a6d493c 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 closes #50
2020-02-22 15:29:05 +01:00
Yamagi
9f2aa4b5f0 Ensure that amb4 sound entities loop correctly.
The sound file is 2720 milliseconds long, the code replays every 2.7
seconds. That was always very optimistic and I'm pretty sure that it
never worked really correct. With YQ2 timings have become much more
precise, we're calling the code more or less exactly after 2700 ms. The
remaining 20 ms aren't enough for the network frame, parsing it at
client side, maybe reuploading the sample and processing it in both the
sound front- and backend. This leads to slight stuttering.

Since the sample loops perfectly at every point take the save approach
and lower the replay delay to 2 seconds.

Closes yquake2/yquake2#506.
2020-01-28 15:57:16 +01:00
Yamagi
9713815e04
Merge pull request #48 from NeonKnightOA/skills
Easier handling of skill levels by using defines instead of numbers
2020-01-28 15:43:52 +01:00
NeonKnightOA
f0c3f764ee Easier handling of skill levels by using defines instead of numbers 2020-01-22 13:29:37 -03:00
Yamagi
843f8e504b
Merge pull request #47 from BjossiAlfreds/fixbot-stuck3
Further fixes for fixbot navigation
2020-01-15 21:37:27 +01:00
BjossiAlfreds
4eac902f4e Further fixes for fixbot navigation 2020-01-15 17:41:04 +00:00
Yamagi
632d972c78
Merge pull request #46 from BjossiAlfreds/fixbot-stuck2
Small hotfix to make fixbot unstucking logic reachable
2020-01-15 15:55:12 +01:00
BjossiAlfreds
7e7c5f7fc0 Small hotfix to make fixbot unstucking logic reachable 2020-01-15 14:33:41 +00:00
Yamagi
02531143e7
Merge pull request #45 from BjossiAlfreds/fixbot-stuck
Fix for fixbots getting permanently stuck until angered
2020-01-15 15:14:56 +01:00
BjossiAlfreds
30df56d2b3 Fix for fixbots getting permanently stuck until angered 2020-01-15 02:42:03 +00:00
Yamagi
42213ec796
Merge pull request #44 from BjossiAlfreds/monsterframes
Monster frame handling improvements
2020-01-12 11:34:49 +01:00
BjossiAlfreds
6c85ed7671 Monster frame handling improvements 2020-01-11 22:33:16 +00:00
Yamagi
4c3b489e11
Merge pull request #43 from BjossiAlfreds/timeout-fix
Fix for insane marines not firing deathtarget right away
2020-01-05 10:09:12 +01:00
BjossiAlfreds
0ebc6eca38 Fix for insane marines not firing deathtarget right away 2020-01-02 23:30:56 +00:00
Yamagi
f4a27d5eab
Merge pull request #41 from BjossiAlfreds/noammo
Fixed broken xatrix weapon no-ammo switching
2019-11-14 09:51:27 +01:00
BjossiAlfreds
80b54c4319 Fixed broken xatrix weapon no-ammo switching 2019-11-13 19:51:25 +00:00
Yamagi Burmeister
4638b0a77b Update the CHANGELOG for the upcoming 2.07 release. 2019-11-10 18:26:28 +01:00
Yamagi
d7e2e5f1ec
Merge pull request #39 from BjossiAlfreds/pvs2
PVS branch take 2
2019-10-08 12:52:18 +02:00
BjossiAlfreds
5371b9df38 Issues found by PVS addressed 2019-10-07 20:17:47 +00:00
Yamagi
104166f8e8
Merge pull request #38 from BjossiAlfreds/grenquad
Quad sound for quadded hand grenades
2019-10-03 10:10:40 +02:00
BjossiAlfreds
fe7ead0a29 Quad sound for quadded hand grenades 2019-10-01 21:10:39 +00:00
Yamagi
2aa986cbb3
Merge pull request #37 from BjossiAlfreds/cycleweap
Generalized xatrix hard-coded weapon switching into cycleweap command
2019-10-01 20:49:41 +02:00
BjossiAlfreds
bd57a518d9 Generalized xatrix hard-coded weapon switching into cycleweap command 2019-09-29 12:24:51 +00:00
Yamagi
7bec8a15f6
Merge pull request #36 from BjossiAlfreds/floatfix
Add missing '== RANGE_MELEE'
2019-09-28 16:18:17 +02:00
BjossiAlfreds
e1aefc5ed3 Add missing '== RANGE_MELEE' 2019-09-28 03:11:21 +00:00
Yamagi
374ab0bc43
Merge pull request #35 from BjossiAlfreds/dodge
Fix monsters being disoriented after ducking
2019-09-27 11:08:18 +02:00
Yamagi
db930af20f
Merge pull request #34 from BjossiAlfreds/makron
Fixed medics unable to heal makrons
2019-09-27 11:04:35 +02:00