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voretournament/voretournament.git
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

12 years agoUpdate sound count for vixen
MirceaKitsune [Tue, 15 Nov 2011 23:47:21 +0000 (01:47 +0200)]
Update sound count for vixen

12 years agoAdd more prey / pred taunt voices, created by mixing up other voices from this character
MirceaKitsune [Tue, 15 Nov 2011 23:46:27 +0000 (01:46 +0200)]
Add more prey / pred taunt voices, created by mixing up other voices from this character

12 years agoUse cvar_set for v_idlescale effects, to match hud_postprocessing
MirceaKitsune [Tue, 15 Nov 2011 23:13:42 +0000 (01:13 +0200)]
Use cvar_set for v_idlescale effects, to match hud_postprocessing

12 years agoBetter default HUD color
MirceaKitsune [Tue, 15 Nov 2011 23:07:27 +0000 (01:07 +0200)]
Better default HUD color

12 years agoRequire booting of subsystems whenever spawning
MirceaKitsune [Tue, 15 Nov 2011 22:59:07 +0000 (00:59 +0200)]
Require booting of subsystems whenever spawning

12 years agoBetter defaults for the wavery view
MirceaKitsune [Tue, 15 Nov 2011 22:34:40 +0000 (00:34 +0200)]
Better defaults for the wavery view

12 years agoAdd a new vore effect, causing v_idlescale (wavering view) to get set when swallowing...
MirceaKitsune [Tue, 15 Nov 2011 22:09:30 +0000 (00:09 +0200)]
Add a new vore effect, causing v_idlescale (wavering view) to get set when swallowing, being swallowed, or being in the stomach

12 years agoAdd code comments
MirceaKitsune [Tue, 15 Nov 2011 21:37:18 +0000 (23:37 +0200)]
Add code comments

12 years agoCvar descriptions for power
MirceaKitsune [Tue, 15 Nov 2011 21:32:14 +0000 (23:32 +0200)]
Cvar descriptions for power

12 years agoMerge branch 'master' into mirceakitsune/power
MirceaKitsune [Tue, 15 Nov 2011 21:28:57 +0000 (23:28 +0200)]
Merge branch 'master' into mirceakitsune/power

12 years agoMake physics a little slower for now
MirceaKitsune [Tue, 15 Nov 2011 21:28:37 +0000 (23:28 +0200)]
Make physics a little slower for now

12 years agoMake player and weapon glow flicker when power is down
MirceaKitsune [Tue, 15 Nov 2011 21:19:08 +0000 (23:19 +0200)]
Make player and weapon glow flicker when power is down

12 years agoSome fixes to the power fail sound
MirceaKitsune [Tue, 15 Nov 2011 21:13:16 +0000 (23:13 +0200)]
Some fixes to the power fail sound

12 years agoPlay a sound when the power fails
MirceaKitsune [Tue, 15 Nov 2011 21:09:05 +0000 (23:09 +0200)]
Play a sound when the power fails

12 years agoFix last commit
MirceaKitsune [Tue, 15 Nov 2011 20:46:55 +0000 (22:46 +0200)]
Fix last commit

12 years agoDon't show crosshair and run helper voice either while rebooting
MirceaKitsune [Tue, 15 Nov 2011 20:45:16 +0000 (22:45 +0200)]
Don't show crosshair and run helper voice either while rebooting

12 years agoMessage and icon for rebooting
MirceaKitsune [Tue, 15 Nov 2011 20:42:08 +0000 (22:42 +0200)]
Message and icon for rebooting

12 years agoAdd reboot time for the HUD
MirceaKitsune [Tue, 15 Nov 2011 20:25:37 +0000 (22:25 +0200)]
Add reboot time for the HUD

12 years agoRename files properly
MirceaKitsune [Tue, 15 Nov 2011 20:22:02 +0000 (22:22 +0200)]
Rename files properly

12 years agoMake the icon blink
MirceaKitsune [Tue, 15 Nov 2011 20:20:16 +0000 (22:20 +0200)]
Make the icon blink

12 years agoDisplay an icon for the power fail menu. Currently the armor icon
MirceaKitsune [Tue, 15 Nov 2011 20:07:15 +0000 (22:07 +0200)]
Display an icon for the power fail menu. Currently the armor icon

12 years agoHide crosshair and skip helper voice when there's not enough power
MirceaKitsune [Tue, 15 Nov 2011 19:57:52 +0000 (21:57 +0200)]
Hide crosshair and skip helper voice when there's not enough power

12 years agoSource for the new HUD image
MirceaKitsune [Tue, 15 Nov 2011 19:51:54 +0000 (21:51 +0200)]
Source for the new HUD image

12 years agoDisplay a warning image when the HUD is in failure mode
MirceaKitsune [Tue, 15 Nov 2011 19:51:20 +0000 (21:51 +0200)]
Display a warning image when the HUD is in failure mode

12 years agoFirst implementation of powered systems. When armor (not treated as charge) is lower...
MirceaKitsune [Tue, 15 Nov 2011 17:24:08 +0000 (19:24 +0200)]
First implementation of powered systems. When armor (not treated as charge) is lower than 5, your heads-up-display will not show, until you have enough energy for it again

12 years agoMatch reading properly
MirceaKitsune [Tue, 15 Nov 2011 17:18:00 +0000 (19:18 +0200)]
Match reading properly

12 years agoFix a bug in last commit
MirceaKitsune [Tue, 15 Nov 2011 17:13:45 +0000 (19:13 +0200)]
Fix a bug in last commit

12 years agoCreate cvars for power system
MirceaKitsune [Tue, 15 Nov 2011 17:06:33 +0000 (19:06 +0200)]
Create cvars for power system

12 years agoProperly fix the damage leaning bug
MirceaKitsune [Tue, 15 Nov 2011 17:00:44 +0000 (19:00 +0200)]
Properly fix the damage leaning bug

12 years agoDamage player leaning: Skip if the target origin and hit location are the same. Preve...
MirceaKitsune [Tue, 15 Nov 2011 16:37:26 +0000 (18:37 +0200)]
Damage player leaning: Skip if the target origin and hit location are the same. Prevents a bug

12 years agoReduce blood particle count to look properly. This should also make "decals on models...
MirceaKitsune [Tue, 15 Nov 2011 15:48:49 +0000 (17:48 +0200)]
Reduce blood particle count to look properly. This should also make "decals on models" 99% safe to use

12 years agoTweak a blood counter for gibs, which should improve performance and slightly change...
MirceaKitsune [Tue, 15 Nov 2011 15:04:55 +0000 (17:04 +0200)]
Tweak a blood counter for gibs, which should improve performance and slightly change looks

12 years agoFix particle count definition for blood
MirceaKitsune [Tue, 15 Nov 2011 14:54:12 +0000 (16:54 +0200)]
Fix particle count definition for blood

12 years agoAdd shader for gibs, and make gibs ignore decals. Should improve performance when...
MirceaKitsune [Tue, 15 Nov 2011 13:55:13 +0000 (15:55 +0200)]
Add shader for gibs, and make gibs ignore decals. Should improve performance when "Decals on models" is on, though the engine doesn't seem to handle this properly yet

13 years agomenu_vid_scale must be 0 by default
MirceaKitsune [Sun, 6 Nov 2011 16:00:37 +0000 (18:00 +0200)]
menu_vid_scale must be 0 by default

13 years agoDon't show floating player names when observing
MirceaKitsune [Sun, 6 Nov 2011 15:59:21 +0000 (17:59 +0200)]
Don't show floating player names when observing

13 years agoFix a big issue I forgot with the color picker
MirceaKitsune [Sun, 6 Nov 2011 15:45:13 +0000 (17:45 +0200)]
Fix a big issue I forgot with the color picker

13 years agoThe Weapon Setup and HUD Setup menus can now be one row shorter
MirceaKitsune [Sun, 6 Nov 2011 15:33:04 +0000 (17:33 +0200)]
The Weapon Setup and HUD Setup menus can now be one row shorter

13 years agoColor picker for the HUD
MirceaKitsune [Sun, 6 Nov 2011 15:30:04 +0000 (17:30 +0200)]
Color picker for the HUD

13 years agoUse the new color picker for crosshair color
MirceaKitsune [Sun, 6 Nov 2011 15:21:02 +0000 (17:21 +0200)]
Use the new color picker for crosshair color

13 years agoFix a dumb mistake
MirceaKitsune [Sun, 6 Nov 2011 15:09:57 +0000 (17:09 +0200)]
Fix a dumb mistake

13 years agoCorrect images for the color picker
MirceaKitsune [Sun, 6 Nov 2011 15:06:38 +0000 (17:06 +0200)]
Correct images for the color picker

13 years agoProperly get the string colorpicker working
MirceaKitsune [Sun, 6 Nov 2011 15:05:22 +0000 (17:05 +0200)]
Properly get the string colorpicker working

13 years agoAttempt to port the Xonotic string color picker, not yet tested
MirceaKitsune [Sun, 6 Nov 2011 14:38:14 +0000 (16:38 +0200)]
Attempt to port the Xonotic string color picker, not yet tested

13 years agoFix compile issues with latest fteqcc
MirceaKitsune [Sun, 6 Nov 2011 14:21:58 +0000 (16:21 +0200)]
Fix compile issues with latest fteqcc

13 years agoDon't fade player leaning back to normal based on damage any more. It didn't work...
MirceaKitsune [Sat, 27 Aug 2011 16:15:09 +0000 (19:15 +0300)]
Don't fade player leaning back to normal based on damage any more. It didn't work as intended, and might have also been buggy.