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git.rm.cloudns.org Git - voretournament/voretournament.git/log
MirceaKitsune [Fri, 25 Nov 2011 17:33:36 +0000 (19:33 +0200)]
Code a missing preview image for menu skins too, so that the set is completed
MirceaKitsune [Fri, 25 Nov 2011 16:34:47 +0000 (18:34 +0200)]
Fix a typo for the missing preview images
MirceaKitsune [Fri, 25 Nov 2011 16:32:56 +0000 (18:32 +0200)]
Port a code I made in Xonotic, which displays "no preview" images if a map or player model does not have a preview picture (instead of the checker texture). Will not work until I add some preview images too, at a later time
MirceaKitsune [Sat, 19 Nov 2011 21:31:43 +0000 (23:31 +0200)]
Don't keep dead prey waiting for so long
MirceaKitsune [Sat, 19 Nov 2011 21:18:08 +0000 (23:18 +0200)]
Enable autodigest for eaten players too by default. Should make gameplay easier and also help newbies
MirceaKitsune [Sat, 19 Nov 2011 21:17:13 +0000 (23:17 +0200)]
Always clear the armor of a dead player. Also tweak the balancing a bit more
MirceaKitsune [Sat, 19 Nov 2011 21:00:41 +0000 (23:00 +0200)]
Some more tweaks
MirceaKitsune [Sat, 19 Nov 2011 20:41:07 +0000 (22:41 +0200)]
No, it wasn't ok before. Hopefully it is now
MirceaKitsune [Sat, 19 Nov 2011 20:30:51 +0000 (22:30 +0200)]
Allow distributed digestion to be tweaked. Hopefully done properly
MirceaKitsune [Sat, 19 Nov 2011 18:15:04 +0000 (20:15 +0200)]
Fix an epic failure in a recent commit. Digestion damage working properly again
MirceaKitsune [Sat, 19 Nov 2011 17:54:21 +0000 (19:54 +0200)]
Reorder some code
MirceaKitsune [Sat, 19 Nov 2011 17:53:31 +0000 (19:53 +0200)]
Actually fix the last bug. Amazing what trouble the smallest piece of code can be -.-
MirceaKitsune [Sat, 19 Nov 2011 17:43:24 +0000 (19:43 +0200)]
As usual, there's always a bug to any change. Fix how the autodigest feature is activated
MirceaKitsune [Sat, 19 Nov 2011 17:29:14 +0000 (19:29 +0200)]
Change how the autodigest preference works. 0 disables, 1 automates digestion for items only, 2 for both items and players
MirceaKitsune [Sat, 19 Nov 2011 17:15:29 +0000 (19:15 +0200)]
Re-tweak a balance setting
MirceaKitsune [Sat, 19 Nov 2011 17:13:16 +0000 (19:13 +0200)]
Teach bots how to use consumable items a bit more wisely
MirceaKitsune [Sat, 19 Nov 2011 16:53:36 +0000 (18:53 +0200)]
Tweak the last change better
MirceaKitsune [Sat, 19 Nov 2011 16:50:46 +0000 (18:50 +0200)]
Change how stomach load influences swallow progress
MirceaKitsune [Sat, 19 Nov 2011 16:38:46 +0000 (18:38 +0200)]
Merge branch 'master' into mirceakitsune/consumable_items
MirceaKitsune [Sat, 19 Nov 2011 16:38:08 +0000 (18:38 +0200)]
The feature of consumable items is now ready and functional, and should be safe to merge
MirceaKitsune [Sat, 19 Nov 2011 16:32:52 +0000 (18:32 +0200)]
Fix a division by zero introduced in a recent commit
MirceaKitsune [Sat, 19 Nov 2011 16:21:42 +0000 (18:21 +0200)]
Improvements to item positioning
MirceaKitsune [Sat, 19 Nov 2011 16:08:34 +0000 (18:08 +0200)]
Fix another bug with consumable items
MirceaKitsune [Sat, 19 Nov 2011 16:01:17 +0000 (18:01 +0200)]
Fix a bug with items getting stuck when near 0 health, which might have potentially affected players too
MirceaKitsune [Sat, 19 Nov 2011 15:54:04 +0000 (17:54 +0200)]
Make each digesting item to grant health up to its max_health level only
MirceaKitsune [Sat, 19 Nov 2011 15:16:47 +0000 (17:16 +0200)]
Health rot needs to pause when gaining health from normal digestion too!
MirceaKitsune [Sat, 19 Nov 2011 15:14:52 +0000 (17:14 +0200)]
Pause health rot when gaining health from digesting items
MirceaKitsune [Sat, 19 Nov 2011 15:11:59 +0000 (17:11 +0200)]
Fix a bug with picking partly consumed items back up
MirceaKitsune [Sat, 19 Nov 2011 15:00:00 +0000 (17:00 +0200)]
Fix an issue with distributed digestion working in reverse
MirceaKitsune [Sat, 19 Nov 2011 14:47:21 +0000 (16:47 +0200)]
Fix some older bugs with the digestion sounds
MirceaKitsune [Sat, 19 Nov 2011 14:29:50 +0000 (16:29 +0200)]
Implement digestible items and get them working properly
MirceaKitsune [Sat, 19 Nov 2011 14:19:23 +0000 (16:19 +0200)]
Allow items to be digested. Only partly implemented
MirceaKitsune [Sat, 19 Nov 2011 14:08:36 +0000 (16:08 +0200)]
Consumable items will scale down as they are digested, which will be implemented next
MirceaKitsune [Sat, 19 Nov 2011 14:03:52 +0000 (16:03 +0200)]
Better mass defaults for healths
MirceaKitsune [Sat, 19 Nov 2011 14:01:21 +0000 (16:01 +0200)]
Remove the stealprey feature. It's hard to test and maintain it, and I don't see the point either. Prey always pops out now when someone eats the predator (same for consumable items)
MirceaKitsune [Sat, 19 Nov 2011 13:59:01 +0000 (15:59 +0200)]
Use different means of removing consumable items from predators when they disconnect, spectate, or respawn
MirceaKitsune [Sat, 19 Nov 2011 13:49:44 +0000 (15:49 +0200)]
Use a slightly different system for forced regurgitation in some cases, which is also compatible with consumable items (so they get thrown out in the same circumstances, like damage or excessive speed)
MirceaKitsune [Sat, 19 Nov 2011 13:25:53 +0000 (15:25 +0200)]
Allow dropped food to be picked back up by anyone. Yes, my game is going to be that nasty >:)
MirceaKitsune [Sat, 19 Nov 2011 13:15:51 +0000 (15:15 +0200)]
Only apply y angle to dropped consumables
MirceaKitsune [Sat, 19 Nov 2011 13:13:59 +0000 (15:13 +0200)]
Set colormod properly on consumable items
MirceaKitsune [Sat, 19 Nov 2011 13:12:06 +0000 (15:12 +0200)]
Dropped consumables should fade after a while. Also set angles properly
MirceaKitsune [Sat, 19 Nov 2011 13:07:22 +0000 (15:07 +0200)]
Allow consumable items to be dropped instead of disappearing. Currently cannot be picked up again
MirceaKitsune [Sat, 19 Nov 2011 12:16:39 +0000 (14:16 +0200)]
Remove consumable items when the player disconnects, respawns, or gets eaten
MirceaKitsune [Sat, 19 Nov 2011 12:08:49 +0000 (14:08 +0200)]
Tweak predator definition for swallowing items
MirceaKitsune [Sat, 19 Nov 2011 12:07:09 +0000 (14:07 +0200)]
Consumable item effects for swallowing and regurgitating, some identical to those for players. Also enable auto-digestion on items
MirceaKitsune [Sat, 19 Nov 2011 11:59:11 +0000 (13:59 +0200)]
Only pickup an item if there's enough room
MirceaKitsune [Sat, 19 Nov 2011 11:54:43 +0000 (13:54 +0200)]
Properly apply item mass
MirceaKitsune [Sat, 19 Nov 2011 11:51:44 +0000 (13:51 +0200)]
Consumable items now add to stomach load as well
MirceaKitsune [Sat, 19 Nov 2011 11:48:10 +0000 (13:48 +0200)]
Make consumable items possible to regurgitate. Will not work yet as they apply no stomach load
MirceaKitsune [Sat, 19 Nov 2011 11:40:15 +0000 (13:40 +0200)]
Make consumable items show when and where they should, and prepare them for actual usage
MirceaKitsune [Sat, 19 Nov 2011 11:24:51 +0000 (13:24 +0200)]
Make consumable health work. Currently, picking up health spawns a model which will follow the player, and no longer gives an instant health increase
MirceaKitsune [Sat, 19 Nov 2011 11:15:35 +0000 (13:15 +0200)]
Use the new cvars
MirceaKitsune [Sat, 19 Nov 2011 11:10:37 +0000 (13:10 +0200)]
Cvars for consumable items
MirceaKitsune [Sat, 19 Nov 2011 00:13:38 +0000 (02:13 +0200)]
Correct my last fix
MirceaKitsune [Sat, 19 Nov 2011 00:07:53 +0000 (02:07 +0200)]
Fix a small and unlikely bug that I discovered in Vore Tournament. If a bot does not have a weapon but attempts to reload it / switch to it, he will have weird animations. Therefore, make sure the bot has the weapon before trying to switch.
MirceaKitsune [Fri, 18 Nov 2011 23:53:10 +0000 (01:53 +0200)]
Fix the worst cases of divisions by zero
MirceaKitsune [Fri, 18 Nov 2011 23:25:55 +0000 (01:25 +0200)]
Damage leaning: Only lean the player if damage was caused by a weapon. This should prevent the odd behaviors I noticed, of angles getting stuck sometimes
MirceaKitsune [Fri, 18 Nov 2011 23:14:20 +0000 (01:14 +0200)]
Fix a bug with the new volume cutting
MirceaKitsune [Fri, 18 Nov 2011 23:04:41 +0000 (01:04 +0200)]
Cvars for volume cutting now work in reverse
MirceaKitsune [Fri, 18 Nov 2011 22:59:41 +0000 (00:59 +0200)]
Volume cutting: Don't reduce music and sound volume when in the stomach only. But also account prey swallow progress. Therefore, volume will start fading while you are being swallowed, and reach its minimum point once you have been eaten completely
MirceaKitsune [Fri, 18 Nov 2011 13:43:10 +0000 (15:43 +0200)]
Forgot one switchweapon
MirceaKitsune [Fri, 18 Nov 2011 13:41:17 +0000 (15:41 +0200)]
Display digits - Use owner.weapon, not owner.switchweapon
MirceaKitsune [Fri, 18 Nov 2011 00:03:46 +0000 (02:03 +0200)]
Fix warpzone textures with the latest engine
MirceaKitsune [Fri, 18 Nov 2011 00:00:16 +0000 (02:00 +0200)]
Fix a bgmscript crash that was happening with the latest engine
MirceaKitsune [Thu, 17 Nov 2011 23:47:02 +0000 (01:47 +0200)]
Use a better and carefully tweaked bloom setup
MirceaKitsune [Thu, 17 Nov 2011 21:39:25 +0000 (23:39 +0200)]
Port the latest new cvars from Xonotic
MirceaKitsune [Thu, 17 Nov 2011 21:37:01 +0000 (23:37 +0200)]
The latest engine no longer uses bloom and HDR separately. Adapt the menu and effect presets to reflect that
MirceaKitsune [Thu, 17 Nov 2011 21:29:02 +0000 (23:29 +0200)]
Update the engine
MirceaKitsune [Thu, 17 Nov 2011 21:13:38 +0000 (23:13 +0200)]
Some more small tweaks
MirceaKitsune [Thu, 17 Nov 2011 21:10:48 +0000 (23:10 +0200)]
Further reduce the view poking out of the stomach. Also slow down physics even more
MirceaKitsune [Thu, 17 Nov 2011 20:59:28 +0000 (22:59 +0200)]
Fix something in my last commit
MirceaKitsune [Thu, 17 Nov 2011 20:54:16 +0000 (22:54 +0200)]
Several changes aimed at reducing the view poking out of the stomach model for prey
MirceaKitsune [Thu, 17 Nov 2011 20:27:51 +0000 (22:27 +0200)]
Grabber display completed and fully functional
MirceaKitsune [Thu, 17 Nov 2011 20:26:07 +0000 (22:26 +0200)]
Lastly, give dropped grabbers some good display textures (-- for load and 000 for ammo)
MirceaKitsune [Thu, 17 Nov 2011 20:20:09 +0000 (22:20 +0200)]
Make display digits much less reflective
MirceaKitsune [Thu, 17 Nov 2011 20:12:35 +0000 (22:12 +0200)]
Make Grabber display slightly reflective
MirceaKitsune [Thu, 17 Nov 2011 20:06:12 +0000 (22:06 +0200)]
Remove alpha channels from digit textures, as they are not used
MirceaKitsune [Thu, 17 Nov 2011 20:03:20 +0000 (22:03 +0200)]
Fix the - symbol not showing for weapon load digits while reloading. This fixes all known Grabber display bugs
MirceaKitsune [Thu, 17 Nov 2011 19:55:48 +0000 (21:55 +0200)]
Use floor() for ammo on weapon screens. Fixes ammo showing extra zeros when not a whole number
MirceaKitsune [Thu, 17 Nov 2011 19:53:52 +0000 (21:53 +0200)]
Fix zero being displayed for empty digits on the Grabber screen (causing 80 ammo to show as 800 for instance)
MirceaKitsune [Thu, 17 Nov 2011 19:44:48 +0000 (21:44 +0200)]
Empty screen digit, when no number is present
MirceaKitsune [Thu, 17 Nov 2011 17:43:36 +0000 (19:43 +0200)]
Code functionality for ammo digits. Grabber display is now fully functional, but note it will show wrong values if your ammo drops under 3 digits (a bug that will need to be fixed).
MirceaKitsune [Thu, 17 Nov 2011 17:38:59 +0000 (19:38 +0200)]
Skin files for the ammo digits
MirceaKitsune [Thu, 17 Nov 2011 17:31:07 +0000 (19:31 +0200)]
Show the minus symbol while the weapon is being reloaded, or reloading is disabled for the Grabber
MirceaKitsune [Thu, 17 Nov 2011 17:26:45 +0000 (19:26 +0200)]
First functionality of the Grabber screen. Weapon load is now displayed properly over the first two digits
MirceaKitsune [Thu, 17 Nov 2011 16:53:43 +0000 (18:53 +0200)]
Add skin files for the weapon load digits. Unfortunately, the method I'm using will require 10-11 skin files per digit, so yeah
MirceaKitsune [Thu, 17 Nov 2011 16:52:25 +0000 (18:52 +0200)]
Properly add numbers to the shader file
MirceaKitsune [Thu, 17 Nov 2011 16:43:24 +0000 (18:43 +0200)]
Minus number texture. It will be used on the display to indicate weapon load being unavailable
MirceaKitsune [Thu, 17 Nov 2011 16:37:56 +0000 (18:37 +0200)]
Minor digit code tweaks
MirceaKitsune [Thu, 17 Nov 2011 16:30:25 +0000 (18:30 +0200)]
Enable display digits for exterior weapon too (so you won't see a hole in the screen on the guns others are holding, or if you're in chase_active mode). The exterior weapon's digits will show the correct ammo too. In case you're experienced enough, you can spy on your enemy's ammo level that way ;)
MirceaKitsune [Thu, 17 Nov 2011 16:10:33 +0000 (18:10 +0200)]
Apply all properties of the weapon model to the display digits
MirceaKitsune [Thu, 17 Nov 2011 16:01:34 +0000 (18:01 +0200)]
Properly get and attach all display digits
MirceaKitsune [Thu, 17 Nov 2011 15:52:07 +0000 (17:52 +0200)]
Get digits to attach properly to the weapon model
MirceaKitsune [Thu, 17 Nov 2011 14:31:07 +0000 (16:31 +0200)]
Rename some shaders to make the digit system more flexible
MirceaKitsune [Thu, 17 Nov 2011 14:07:58 +0000 (16:07 +0200)]
More changes to the weapon models. I will be taking a different approach for customizable display digits.
MirceaKitsune [Thu, 17 Nov 2011 13:50:02 +0000 (15:50 +0200)]
Merge branch 'master' into mirceakitsune/weapon_display
MirceaKitsune [Thu, 17 Nov 2011 13:49:13 +0000 (15:49 +0200)]
Minor tweaks to minor things
MirceaKitsune [Thu, 17 Nov 2011 12:33:20 +0000 (14:33 +0200)]
Add a permanent post-processing cartoon effect (previously visible when you had the Strength or Invincible powerups). Instead, draw white lines rather than black ones when a powerup is present, but always show the effect.
MirceaKitsune [Thu, 17 Nov 2011 11:26:00 +0000 (13:26 +0200)]
Make the powerup sharpen effect less intense by default
MirceaKitsune [Thu, 17 Nov 2011 11:15:10 +0000 (13:15 +0200)]
Make artwork shaders per-map. It will be easier to define artwork like this, without maps conflicting each other.