Yamagi
254187024d
Bring Makefile on par with yquake2:
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* 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
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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
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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.
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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.
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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.
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Fix monsters being disoriented after ducking
2019-09-27 11:08:18 +02:00
Yamagi
db930af20f
Merge pull request #34 from BjossiAlfreds/makron
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Fixed medics unable to heal makrons
2019-09-27 11:04:35 +02:00
BjossiAlfreds
8e1b97202e
Fix monsters being disoriented after ducking
2019-09-27 00:28:58 +00:00
BjossiAlfreds
9e4eb9670e
Merge branch 'master' into makron
2019-09-26 13:58:35 +00:00
Yamagi
4a0dcfface
Merge pull request #33 from BjossiAlfreds/checkattack
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Fixed monsters not changing state after enemy goes away
2019-09-26 14:15:51 +02:00
BjossiAlfreds
06660b9332
Fixed medics unable to heal makrons
2019-09-26 12:06:43 +00:00
BjossiAlfreds
c755470e37
Fixed monsters not changing state after enemy goes away
2019-09-25 20:09:13 +00:00
Yamagi Burmeister
edb8bf2534
Fix floater melee / zap damage getting applied if enemy is out of range.
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Found by @BjossiAlfreds, closes yquake2/yquake2#454 .
2019-09-23 17:32:06 +02:00
Yamagi
202513abb8
Merge pull request #30 from BjossiAlfreds/gekk
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Gekk AI fixes
2019-09-23 17:16:08 +02:00
Yamagi
a88bae5e78
Merge pull request #31 from BjossiAlfreds/pathcorner
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Fixed triggered spawn monsters not using path_corner markers
2019-09-23 14:08:03 +02:00
Yamagi
c2ba853d51
Merge pull request #27 from BjossiAlfreds/fixbot-heal
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Fixbot telefrag check fixed
2019-09-23 13:52:54 +02:00
Yamagi
9b41bb0f92
Merge pull request #25 from BjossiAlfreds/checkvelocity
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maxvelocity correctly enforced
2019-09-23 13:30:28 +02:00
BjossiAlfreds
579e43a11b
Fixed triggered spawn monsters not using path_corner markers
2019-09-21 19:24:45 +00:00
BjossiAlfreds
8d3ead930e
Fixed gekks stopping reacting to pain after jumping
2019-09-21 12:21:17 +00:00
BjossiAlfreds
a2961fa1c0
Fixed gekk getting stuck walking
2019-09-21 12:04:52 +00:00
BjossiAlfreds
7a93826406
Fixbot telefrag check fixed
2019-09-21 00:09:06 +00:00
BjossiAlfreds
6520b2d65f
maxvelocity correctly enforced
2019-09-19 23:21:34 +00:00