Jakob MG [Sun, 3 Apr 2011 02:39:02 +0000 (04:39 +0200)]
Create and use vehicles_projectile(...) to reduce code duplication. Spiderbot deaht aimations. New spiderbot top & cockpit models. Aditional textures for spider and racer
Jakob MG [Sat, 2 Apr 2011 20:38:16 +0000 (22:38 +0200)]
Bring back raptor straferoll, fix raptor mode 1 movement, fix raptor bomb reload, make lock decrease quicker if you aim at anoterh ENTITY (so you can pick target faster). Clean up some junk.
Jakob MG [Sat, 2 Apr 2011 17:53:50 +0000 (19:53 +0200)]
Get rid of 240 tracelines / second for racer by disabelign swept colission code, its bbox is large eougth to make it not cut so much into world now anyway. make upforce stabalizer a bit better, but longer springs for racer. better movetype (less bouncy)
Jakob MG [Fri, 1 Apr 2011 16:49:00 +0000 (18:49 +0200)]
Make a common vehicles_spawn to handle bulk stuff / reduce code duplication. Make raptor steer/aim by angular velocity (smoother, compatibel with ode). Make raptor & spiderbut use a combination of v_angle and crosshait_trace for accurate aim regardless of chase or not
Jakob MG [Tue, 29 Mar 2011 04:09:40 +0000 (06:09 +0200)]
Fix wrong colormap for returnign vehicle after it returns / repsawn. Make vehicles un-enterable for a short while after beeing exited (so you dont accidently enter your vehicle again) Begin mass based force transfer colission system.
Jakob MG [Mon, 28 Mar 2011 04:04:36 +0000 (06:04 +0200)]
New effects, revert to v_angle based steering (get rid of crazy turns), fix deth creds for spider and raptor, better settings, new rocket ai for racer rockets, and so on.
terencehill [Tue, 22 Mar 2011 18:30:55 +0000 (19:30 +0100)]
Check for negative values returned by search_begin searching for waypoints frames
Also add a function to load waypoints frames of a specific extension to avoid code duplication
Actually, previous code is changed with the addition of the check for dh and of the variable ext_len
Jakob MG [Mon, 21 Mar 2011 01:44:02 +0000 (02:44 +0100)]
New cvar g_vehicle_raptor_cannon_locktarget, if 1 lets the raptors cannon lock onto and track a target if its udner the crosshaor for long enougth. New cvar g_vehicle_raptor_cannon_predicttarget, if above cvar and this one is 1, cannons also predicts target movement.
terencehill [Sun, 20 Mar 2011 22:32:23 +0000 (23:32 +0100)]
Fix issues when shooting if you have unlimited ammo and current ammo is 0:
crylink and HLAC shoot once and then don't shoot anymore (or switch to a better weapon)
uzi doesn't shoot at all (or switches to a better weapon)
terencehill [Sun, 20 Mar 2011 00:01:10 +0000 (01:01 +0100)]
Add a quick check to exec the reticle code only when the reticle gets drawn!
The logic in this part of code is still a bit stupid and redundant, but I think no1 cares about so let leave it for the sake of the diff simplicity
terencehill [Thu, 17 Mar 2011 21:08:25 +0000 (22:08 +0100)]
Restore menu_picmip_bypass cvar description deleted by akari I think unintentionally in 34c4a6687aaf83a50e266b63ef9ae1b299129f38
Things like this happen when the diff isn't checked line by line...
Samual [Mon, 14 Mar 2011 05:47:05 +0000 (01:47 -0400)]
Fix some of the broken things in univeral_reload_system merge to master. -- this should've been done before merging! but, anyway it's mostly fine now. Has problems with weaponarena though... need to figure that out.
Mircea Kitsune [Sat, 12 Mar 2011 22:29:45 +0000 (00:29 +0200)]
Separate rings for Nex charge / MineLayer mines and reload. You can now see everything when using the nex with both charge and reloading enabled, or the minelayer with limited mines and reloading. The rings also won't overlap, and ammo rings can be individually sized and toggled.