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12 years agoTweak the last change better
MirceaKitsune [Sat, 19 Nov 2011 16:53:36 +0000 (18:53 +0200)]
Tweak the last change better

12 years agoChange how stomach load influences swallow progress
MirceaKitsune [Sat, 19 Nov 2011 16:50:46 +0000 (18:50 +0200)]
Change how stomach load influences swallow progress

12 years agoMerge branch 'master' into mirceakitsune/consumable_items mirceakitsune/consumable_items
MirceaKitsune [Sat, 19 Nov 2011 16:38:46 +0000 (18:38 +0200)]
Merge branch 'master' into mirceakitsune/consumable_items

12 years agoThe feature of consumable items is now ready and functional, and should be safe to...
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

12 years agoFix a division by zero introduced in a recent commit
MirceaKitsune [Sat, 19 Nov 2011 16:32:52 +0000 (18:32 +0200)]
Fix a division by zero introduced in a recent commit

12 years agoImprovements to item positioning
MirceaKitsune [Sat, 19 Nov 2011 16:21:42 +0000 (18:21 +0200)]
Improvements to item positioning

12 years agoFix another bug with consumable items
MirceaKitsune [Sat, 19 Nov 2011 16:08:34 +0000 (18:08 +0200)]
Fix another bug with consumable items

12 years agoFix a bug with items getting stuck when near 0 health, which might have potentially...
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

12 years agoMake each digesting item to grant health up to its max_health level only
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

12 years agoHealth rot needs to pause when gaining health from normal digestion too!
MirceaKitsune [Sat, 19 Nov 2011 15:16:47 +0000 (17:16 +0200)]
Health rot needs to pause when gaining health from normal digestion too!

12 years agoPause health rot when gaining health from digesting items
MirceaKitsune [Sat, 19 Nov 2011 15:14:52 +0000 (17:14 +0200)]
Pause health rot when gaining health from digesting items

12 years agoFix a bug with picking partly consumed items back up
MirceaKitsune [Sat, 19 Nov 2011 15:11:59 +0000 (17:11 +0200)]
Fix a bug with picking partly consumed items back up

12 years agoFix an issue with distributed digestion working in reverse
MirceaKitsune [Sat, 19 Nov 2011 15:00:00 +0000 (17:00 +0200)]
Fix an issue with distributed digestion working in reverse

12 years agoFix some older bugs with the digestion sounds
MirceaKitsune [Sat, 19 Nov 2011 14:47:21 +0000 (16:47 +0200)]
Fix some older bugs with the digestion sounds

12 years agoImplement digestible items and get them working properly
MirceaKitsune [Sat, 19 Nov 2011 14:29:50 +0000 (16:29 +0200)]
Implement digestible items and get them working properly

12 years agoAllow items to be digested. Only partly implemented
MirceaKitsune [Sat, 19 Nov 2011 14:19:23 +0000 (16:19 +0200)]
Allow items to be digested. Only partly implemented

12 years agoConsumable items will scale down as they are digested, which will be 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

12 years agoBetter mass defaults for healths
MirceaKitsune [Sat, 19 Nov 2011 14:03:52 +0000 (16:03 +0200)]
Better mass defaults for healths

12 years agoRemove the stealprey feature. It's hard to test and maintain it, and I don't see...
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)

12 years agoUse different means of removing consumable items from predators when they disconnect...
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

12 years agoUse a slightly different system for forced regurgitation in some cases, which is...
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)

12 years agoAllow dropped food to be picked back up by anyone. Yes, my game is going to be that...
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 >:)

12 years agoOnly apply y angle to dropped consumables
MirceaKitsune [Sat, 19 Nov 2011 13:15:51 +0000 (15:15 +0200)]
Only apply y angle to dropped consumables

12 years agoSet colormod properly on consumable items
MirceaKitsune [Sat, 19 Nov 2011 13:13:59 +0000 (15:13 +0200)]
Set colormod properly on consumable items

12 years agoDropped consumables should fade after a while. Also set angles properly
MirceaKitsune [Sat, 19 Nov 2011 13:12:06 +0000 (15:12 +0200)]
Dropped consumables should fade after a while. Also set angles properly

12 years agoAllow consumable items to be dropped instead of disappearing. Currently cannot be...
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

12 years agoRemove consumable items when the player disconnects, respawns, or gets eaten
MirceaKitsune [Sat, 19 Nov 2011 12:16:39 +0000 (14:16 +0200)]
Remove consumable items when the player disconnects, respawns, or gets eaten

12 years agoTweak predator definition for swallowing items
MirceaKitsune [Sat, 19 Nov 2011 12:08:49 +0000 (14:08 +0200)]
Tweak predator definition for swallowing items

12 years agoConsumable item effects for swallowing and regurgitating, some identical to those...
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

12 years agoOnly pickup an item if there's enough room
MirceaKitsune [Sat, 19 Nov 2011 11:59:11 +0000 (13:59 +0200)]
Only pickup an item if there's enough room

12 years agoProperly apply item mass
MirceaKitsune [Sat, 19 Nov 2011 11:54:43 +0000 (13:54 +0200)]
Properly apply item mass

12 years agoConsumable items now add to stomach load as well
MirceaKitsune [Sat, 19 Nov 2011 11:51:44 +0000 (13:51 +0200)]
Consumable items now add to stomach load as well

12 years agoMake consumable items possible to regurgitate. Will not work yet as they apply no...
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

12 years agoMake consumable items show when and where they should, and prepare them for actual...
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

12 years agoMake consumable health work. Currently, picking up health spawns a model which will...
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

12 years agoUse the new cvars
MirceaKitsune [Sat, 19 Nov 2011 11:15:35 +0000 (13:15 +0200)]
Use the new cvars

12 years agoCvars for consumable items
MirceaKitsune [Sat, 19 Nov 2011 11:10:37 +0000 (13:10 +0200)]
Cvars for consumable items

12 years agoCorrect my last fix
MirceaKitsune [Sat, 19 Nov 2011 00:13:38 +0000 (02:13 +0200)]
Correct my last fix

12 years agoFix a small and unlikely bug that I discovered in Vore Tournament. If a bot does...
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.

12 years agoFix the worst cases of divisions by zero
MirceaKitsune [Fri, 18 Nov 2011 23:53:10 +0000 (01:53 +0200)]
Fix the worst cases of divisions by zero

12 years agoDamage leaning: Only lean the player if damage was caused by a weapon. This should...
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

12 years agoFix a bug with the new volume cutting
MirceaKitsune [Fri, 18 Nov 2011 23:14:20 +0000 (01:14 +0200)]
Fix a bug with the new volume cutting

12 years agoCvars for volume cutting now work in reverse
MirceaKitsune [Fri, 18 Nov 2011 23:04:41 +0000 (01:04 +0200)]
Cvars for volume cutting now work in reverse

12 years agoVolume cutting: Don't reduce music and sound volume when in the stomach only. But...
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

12 years agoForgot one switchweapon
MirceaKitsune [Fri, 18 Nov 2011 13:43:10 +0000 (15:43 +0200)]
Forgot one switchweapon

12 years agoDisplay digits - Use owner.weapon, not owner.switchweapon
MirceaKitsune [Fri, 18 Nov 2011 13:41:17 +0000 (15:41 +0200)]
Display digits - Use owner.weapon, not owner.switchweapon

12 years agoFix warpzone textures with the latest engine
MirceaKitsune [Fri, 18 Nov 2011 00:03:46 +0000 (02:03 +0200)]
Fix warpzone textures with the latest engine

12 years agoFix a bgmscript crash that was happening 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

12 years agoUse a better and carefully tweaked bloom setup
MirceaKitsune [Thu, 17 Nov 2011 23:47:02 +0000 (01:47 +0200)]
Use a better and carefully tweaked bloom setup

12 years agoPort the latest new cvars from Xonotic
MirceaKitsune [Thu, 17 Nov 2011 21:39:25 +0000 (23:39 +0200)]
Port the latest new cvars from Xonotic

12 years agoThe latest engine no longer uses bloom and HDR separately. Adapt the menu and effect...
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

12 years agoUpdate the engine
MirceaKitsune [Thu, 17 Nov 2011 21:29:02 +0000 (23:29 +0200)]
Update the engine

12 years agoSome more small tweaks
MirceaKitsune [Thu, 17 Nov 2011 21:13:38 +0000 (23:13 +0200)]
Some more small tweaks

12 years agoFurther reduce the view poking out of the stomach. Also slow down physics even more
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

12 years agoFix something in my last commit
MirceaKitsune [Thu, 17 Nov 2011 20:59:28 +0000 (22:59 +0200)]
Fix something in my last commit

12 years agoSeveral changes aimed at reducing the view poking out of the stomach model for prey
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

12 years agoGrabber display completed and fully functional mirceakitsune/weapon_display
MirceaKitsune [Thu, 17 Nov 2011 20:27:51 +0000 (22:27 +0200)]
Grabber display completed and fully functional

12 years agoLastly, give dropped grabbers some good display textures (-- for load and 000 for...
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)

12 years agoMake display digits much less reflective
MirceaKitsune [Thu, 17 Nov 2011 20:20:09 +0000 (22:20 +0200)]
Make display digits much less reflective

12 years agoMake Grabber display slightly reflective
MirceaKitsune [Thu, 17 Nov 2011 20:12:35 +0000 (22:12 +0200)]
Make Grabber display slightly reflective

12 years agoRemove alpha channels from digit textures, as they are not used
MirceaKitsune [Thu, 17 Nov 2011 20:06:12 +0000 (22:06 +0200)]
Remove alpha channels from digit textures, as they are not used

12 years agoFix the - symbol not showing for weapon load digits while reloading. This fixes all...
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

12 years agoUse floor() for ammo on weapon screens. Fixes ammo showing extra zeros when not a...
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

12 years agoFix zero being displayed for empty digits on the Grabber screen (causing 80 ammo...
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)

12 years agoEmpty screen digit, when no number is present
MirceaKitsune [Thu, 17 Nov 2011 19:44:48 +0000 (21:44 +0200)]
Empty screen digit, when no number is present

12 years agoCode functionality for ammo digits. Grabber display is now fully functional, but...
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).

12 years agoSkin files for the ammo digits
MirceaKitsune [Thu, 17 Nov 2011 17:38:59 +0000 (19:38 +0200)]
Skin files for the ammo digits

12 years agoShow the minus symbol while the weapon is being reloaded, or reloading is disabled...
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

12 years agoFirst functionality of the Grabber screen. Weapon load is now displayed properly...
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

12 years agoAdd skin files for the weapon load digits. Unfortunately, the method I'm using will...
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

12 years agoProperly add numbers to the shader file
MirceaKitsune [Thu, 17 Nov 2011 16:52:25 +0000 (18:52 +0200)]
Properly add numbers to the shader file

12 years agoMinus number texture. It will be used on the display to indicate weapon load being...
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

12 years agoMinor digit code tweaks
MirceaKitsune [Thu, 17 Nov 2011 16:37:56 +0000 (18:37 +0200)]
Minor digit code tweaks

12 years agoEnable display digits for exterior weapon too (so you won't see a hole in the screen...
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 ;)

12 years agoApply all properties of the weapon model to the display digits
MirceaKitsune [Thu, 17 Nov 2011 16:10:33 +0000 (18:10 +0200)]
Apply all properties of the weapon model to the display digits

12 years agoProperly get and attach all display digits
MirceaKitsune [Thu, 17 Nov 2011 16:01:34 +0000 (18:01 +0200)]
Properly get and attach all display digits

12 years agoGet digits to attach properly to the weapon model
MirceaKitsune [Thu, 17 Nov 2011 15:52:07 +0000 (17:52 +0200)]
Get digits to attach properly to the weapon model

12 years agoRename some shaders to make the digit system more flexible
MirceaKitsune [Thu, 17 Nov 2011 14:31:07 +0000 (16:31 +0200)]
Rename some shaders to make the digit system more flexible

12 years agoMore changes to the weapon models. I will be taking a different approach for customiz...
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.

12 years agoMerge branch 'master' into mirceakitsune/weapon_display
MirceaKitsune [Thu, 17 Nov 2011 13:50:02 +0000 (15:50 +0200)]
Merge branch 'master' into mirceakitsune/weapon_display

12 years agoMinor tweaks to minor things
MirceaKitsune [Thu, 17 Nov 2011 13:49:13 +0000 (15:49 +0200)]
Minor tweaks to minor things

12 years agoAdd a permanent post-processing cartoon effect (previously visible when you had the...
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.

12 years agoMake the powerup sharpen effect less intense by default
MirceaKitsune [Thu, 17 Nov 2011 11:26:00 +0000 (13:26 +0200)]
Make the powerup sharpen effect less intense by default

12 years agoMake artwork shaders per-map. It will be easier to define artwork like this, without...
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.

12 years agoSince fuel is the only ammo, always show its count on the HUD
MirceaKitsune [Thu, 17 Nov 2011 11:08:11 +0000 (13:08 +0200)]
Since fuel is the only ammo, always show its count on the HUD

12 years agoMove Grabber recoil in the proper function, instead of defining it separately and...
MirceaKitsune [Thu, 17 Nov 2011 10:58:47 +0000 (12:58 +0200)]
Move Grabber recoil in the proper function, instead of defining it separately and not using it where we should

12 years agoMake level 17 of the campaign Clan Arena instead of Team Deathmatch
MirceaKitsune [Thu, 17 Nov 2011 10:52:33 +0000 (12:52 +0200)]
Make level 17 of the campaign Clan Arena instead of Team Deathmatch

12 years agoRename sbar.qc to hud.qc
MirceaKitsune [Thu, 17 Nov 2011 10:43:21 +0000 (12:43 +0200)]
Rename sbar.qc to hud.qc

12 years agoAdd and improve things in release notes
MirceaKitsune [Thu, 17 Nov 2011 10:40:36 +0000 (12:40 +0200)]
Add and improve things in release notes

12 years agoFix a bug that caused grabber recoil to not work
MirceaKitsune [Thu, 17 Nov 2011 10:19:54 +0000 (12:19 +0200)]
Fix a bug that caused grabber recoil to not work

12 years agoSome minor fixes
MirceaKitsune [Thu, 17 Nov 2011 00:48:04 +0000 (02:48 +0200)]
Some minor fixes

12 years agoRecompile the Tutorial and Voretemple maps with the correct extension for the vixens...
MirceaKitsune [Thu, 17 Nov 2011 00:16:13 +0000 (02:16 +0200)]
Recompile the Tutorial and Voretemple maps with the correct extension for the vixens (now that it's been changed to iqm)

12 years agoDelete the old player exporter tools based on the zym format, and add the new iqm...
MirceaKitsune [Wed, 16 Nov 2011 23:37:12 +0000 (01:37 +0200)]
Delete the old player exporter tools based on the zym format, and add the new iqm ones. It also contains fixed animations and Blender scripts. Note that in order to export the mesh properly, you need an old SMD script for Nexuiz, and Blender 2.4.

12 years agoSome tweaks to the new vixen model. Make vixens more chubby and fluffy ^_^ This also...
MirceaKitsune [Wed, 16 Nov 2011 23:31:57 +0000 (01:31 +0200)]
Some tweaks to the new vixen model. Make vixens more chubby and fluffy ^_^ This also makes bulges more accented <3

12 years agoMajor changes to the vixen model! Players now use the iqm format, which is newer...
MirceaKitsune [Wed, 16 Nov 2011 22:53:30 +0000 (00:53 +0200)]
Major changes to the vixen model! Players now use the iqm format, which is newer and better than zym meshes. The vixen now uses twice the polygon count, which looks better and smoother. Bellies were also tweaked to make bulges more visible (instead of just being round)

12 years agoDon't offset the FOV based on health when we're an observer
MirceaKitsune [Wed, 16 Nov 2011 01:03:23 +0000 (03:03 +0200)]
Don't offset the FOV based on health when we're an observer

12 years agoFix a minor thing in my last code
MirceaKitsune [Wed, 16 Nov 2011 00:58:00 +0000 (02:58 +0200)]
Fix a minor thing in my last code

12 years agoNew effect: Modify field of view based on side, to further induce the effect of being...
MirceaKitsune [Wed, 16 Nov 2011 00:56:28 +0000 (02:56 +0200)]
New effect: Modify field of view based on side, to further induce the effect of being little or small

12 years agoTwo more visual effects, making the view get pushed higher or lower when getting...
MirceaKitsune [Wed, 16 Nov 2011 00:19:58 +0000 (02:19 +0200)]
Two more visual effects, making the view get pushed higher or lower when getting swallowed or regurgitated

12 years agoPlay predator and prey taunts when swallowing or being swallowed as well
MirceaKitsune [Tue, 15 Nov 2011 23:59:05 +0000 (01:59 +0200)]
Play predator and prey taunts when swallowing or being swallowed as well