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git.rm.cloudns.org Git - voretournament/voretournament.git/log
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.
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
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
MirceaKitsune [Thu, 17 Nov 2011 10:52:33 +0000 (12:52 +0200)]
Make level 17 of the campaign Clan Arena instead of Team Deathmatch
MirceaKitsune [Thu, 17 Nov 2011 10:43:21 +0000 (12:43 +0200)]
Rename sbar.qc to hud.qc
MirceaKitsune [Thu, 17 Nov 2011 10:40:36 +0000 (12:40 +0200)]
Add and improve things in release notes
MirceaKitsune [Thu, 17 Nov 2011 10:19:54 +0000 (12:19 +0200)]
Fix a bug that caused grabber recoil to not work
MirceaKitsune [Thu, 17 Nov 2011 00:48:04 +0000 (02:48 +0200)]
Some minor fixes
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)
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.
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
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)
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
MirceaKitsune [Wed, 16 Nov 2011 00:58:00 +0000 (02:58 +0200)]
Fix a minor thing in my last code
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
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
MirceaKitsune [Tue, 15 Nov 2011 23:59:05 +0000 (01:59 +0200)]
Play predator and prey taunts when swallowing or being swallowed as well
MirceaKitsune [Tue, 15 Nov 2011 23:47:21 +0000 (01:47 +0200)]
Update sound count for vixen
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
MirceaKitsune [Tue, 15 Nov 2011 23:13:42 +0000 (01:13 +0200)]
Use cvar_set for v_idlescale effects, to match hud_postprocessing
MirceaKitsune [Tue, 15 Nov 2011 23:07:27 +0000 (01:07 +0200)]
Better default HUD color
MirceaKitsune [Tue, 15 Nov 2011 22:59:07 +0000 (00:59 +0200)]
Require booting of subsystems whenever spawning
MirceaKitsune [Tue, 15 Nov 2011 22:34:40 +0000 (00:34 +0200)]
Better defaults for the wavery view
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
MirceaKitsune [Tue, 15 Nov 2011 21:37:18 +0000 (23:37 +0200)]
Add code comments
MirceaKitsune [Tue, 15 Nov 2011 21:32:14 +0000 (23:32 +0200)]
Cvar descriptions for power
MirceaKitsune [Tue, 15 Nov 2011 21:28:57 +0000 (23:28 +0200)]
Merge branch 'master' into mirceakitsune/power
MirceaKitsune [Tue, 15 Nov 2011 21:28:37 +0000 (23:28 +0200)]
Make physics a little slower for now
MirceaKitsune [Tue, 15 Nov 2011 21:19:08 +0000 (23:19 +0200)]
Make player and weapon glow flicker when power is down
MirceaKitsune [Tue, 15 Nov 2011 21:13:16 +0000 (23:13 +0200)]
Some fixes to the power fail sound
MirceaKitsune [Tue, 15 Nov 2011 21:09:05 +0000 (23:09 +0200)]
Play a sound when the power fails
MirceaKitsune [Tue, 15 Nov 2011 20:46:55 +0000 (22:46 +0200)]
Fix last commit
MirceaKitsune [Tue, 15 Nov 2011 20:45:16 +0000 (22:45 +0200)]
Don't show crosshair and run helper voice either while rebooting
MirceaKitsune [Tue, 15 Nov 2011 20:42:08 +0000 (22:42 +0200)]
Message and icon for rebooting
MirceaKitsune [Tue, 15 Nov 2011 20:25:37 +0000 (22:25 +0200)]
Add reboot time for the HUD
MirceaKitsune [Tue, 15 Nov 2011 20:22:02 +0000 (22:22 +0200)]
Rename files properly
MirceaKitsune [Tue, 15 Nov 2011 20:20:16 +0000 (22:20 +0200)]
Make the icon blink
MirceaKitsune [Tue, 15 Nov 2011 20:07:15 +0000 (22:07 +0200)]
Display an icon for the power fail menu. Currently the armor icon
MirceaKitsune [Tue, 15 Nov 2011 19:57:52 +0000 (21:57 +0200)]
Hide crosshair and skip helper voice when there's not enough power
MirceaKitsune [Tue, 15 Nov 2011 19:51:54 +0000 (21:51 +0200)]
Source for the new HUD image
MirceaKitsune [Tue, 15 Nov 2011 19:51:20 +0000 (21:51 +0200)]
Display a warning image when the HUD is in failure mode
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
MirceaKitsune [Tue, 15 Nov 2011 17:18:00 +0000 (19:18 +0200)]
Match reading properly
MirceaKitsune [Tue, 15 Nov 2011 17:13:45 +0000 (19:13 +0200)]
Fix a bug in last commit
MirceaKitsune [Tue, 15 Nov 2011 17:06:33 +0000 (19:06 +0200)]
Create cvars for power system
MirceaKitsune [Tue, 15 Nov 2011 17:00:44 +0000 (19:00 +0200)]
Properly fix the damage leaning bug
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
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
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
MirceaKitsune [Tue, 15 Nov 2011 14:54:12 +0000 (16:54 +0200)]
Fix particle count definition for blood
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
MirceaKitsune [Sun, 6 Nov 2011 16:00:37 +0000 (18:00 +0200)]
menu_vid_scale must be 0 by default
MirceaKitsune [Sun, 6 Nov 2011 15:59:21 +0000 (17:59 +0200)]
Don't show floating player names when observing
MirceaKitsune [Sun, 6 Nov 2011 15:45:13 +0000 (17:45 +0200)]
Fix a big issue I forgot with the color picker
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
MirceaKitsune [Sun, 6 Nov 2011 15:30:04 +0000 (17:30 +0200)]
Color picker for the HUD
MirceaKitsune [Sun, 6 Nov 2011 15:21:02 +0000 (17:21 +0200)]
Use the new color picker for crosshair color
MirceaKitsune [Sun, 6 Nov 2011 15:09:57 +0000 (17:09 +0200)]
Fix a dumb mistake
MirceaKitsune [Sun, 6 Nov 2011 15:06:38 +0000 (17:06 +0200)]
Correct images for the color picker
MirceaKitsune [Sun, 6 Nov 2011 15:05:22 +0000 (17:05 +0200)]
Properly get the string colorpicker working
MirceaKitsune [Sun, 6 Nov 2011 14:38:14 +0000 (16:38 +0200)]
Attempt to port the Xonotic string color picker, not yet tested
MirceaKitsune [Sun, 6 Nov 2011 14:21:58 +0000 (16:21 +0200)]
Fix compile issues with latest fteqcc
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.
MirceaKitsune [Sat, 27 Aug 2011 13:51:14 +0000 (16:51 +0300)]
Don't lean dead players, which causes them to spin all over the place due to some bug.
MirceaKitsune [Sat, 27 Aug 2011 13:31:25 +0000 (16:31 +0300)]
Port damage / velocity based player leaning from Xonotic, with good defaults for VT
MirceaKitsune [Tue, 23 Aug 2011 21:57:38 +0000 (00:57 +0300)]
A little more gloss can work now
MirceaKitsune [Tue, 23 Aug 2011 21:52:50 +0000 (00:52 +0300)]
Limit iris adaptation a little more, and boost bloom higher
MirceaKitsune [Tue, 23 Aug 2011 21:48:45 +0000 (00:48 +0300)]
Slower iris adaptation fade, and less default bloom
MirceaKitsune [Tue, 23 Aug 2011 21:24:36 +0000 (00:24 +0300)]
Use a slightly higher bloom color subtract
MirceaKitsune [Tue, 23 Aug 2011 21:11:01 +0000 (00:11 +0300)]
Make the menu / HUD smaller by default again, and the bloom stronger
MirceaKitsune [Tue, 23 Aug 2011 20:59:53 +0000 (23:59 +0300)]
Make the default HUD whiter
MirceaKitsune [Tue, 23 Aug 2011 20:53:47 +0000 (23:53 +0300)]
Change the bloom slider range, now that the new settings make bloom stronger
MirceaKitsune [Tue, 23 Aug 2011 20:52:46 +0000 (23:52 +0300)]
It's best to leave the gloss as it was, with the textures in VT compared to those in Xonotic
MirceaKitsune [Tue, 23 Aug 2011 20:37:03 +0000 (23:37 +0300)]
Merge branch 'master' of ssh://git.xonotic.org/~/repo/voretournament