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.
Rudolf Polzer [Wed, 9 Mar 2011 11:53:20 +0000 (12:53 +0100)]
Fix some stupidities in the code I just merged: changing the log output is bad so long after it got done that way (people may be parsing it!), and the %d in the printfs were there for a reason (I know using %s there would be more efficient, but %d tells what that data actually IS)
terencehill [Tue, 8 Mar 2011 18:42:34 +0000 (19:42 +0100)]
Add missing cl_swapattacks_minelayer to hook-firing_swap.cfg
Also apply weapon impulse order to cl_swapattacks_* cvars list for future easier maintenance
terencehill [Mon, 7 Mar 2011 23:11:48 +0000 (00:11 +0100)]
Do not use spaces within string logged by sv_eventlog
Not sure it's a requirement, but I note that every other logged string got no space, so... if I'm wrong pls revert :)
Samual [Thu, 3 Mar 2011 04:25:53 +0000 (23:25 -0500)]
Fix the lifetimes for projectiles (THEY USED TO BE WAY TOO HIGH!) -- Also change the damage of the HLAC, even though i'm going to remove it later for now it will be "balanced."
Mircea Kitsune [Wed, 2 Mar 2011 22:21:16 +0000 (00:21 +0200)]
crosshair_ring instead of crosshair_ring_sniperrifle. Since the ammo cvars can be set to any value, and the ring for reloading must not have any spacings. I believe the crosshair_ring_sniperrifle image can be deleted, as its no longer used, but I won't do this in this branch
Mircea Kitsune [Wed, 2 Mar 2011 22:19:06 +0000 (00:19 +0200)]
Merge branch 'master' into mirceakitsune/universal_reload_system, with some VERY conflicting changes. This is why I have waiting a long time for a branch to get merged in master.
Rudolf Polzer [Fri, 18 Feb 2011 14:43:33 +0000 (15:43 +0100)]
support Q3A's gametype filtering (notteam, notq3a, notsingle, gametype) as in ioq3 source. Has a known bug it shares with ioq3 (namely, that "gametype" "teamtournament" also matches "tournament" (in Xonotic: arena) and "team" because of retarded substring matching). ONLY the game type names ffa (anything non-teamplay not having a more special name), tournament (Arena), single (maxplayers == 1), team (anything teamplay not having a more special name), ctf (ctf, duh) are supported, as we currently have nothing matching Q3A's oneflag, obelisk, harvester and teamtournament modes!
terencehill [Thu, 17 Feb 2011 21:27:59 +0000 (22:27 +0100)]
menu sounds improvements:
- play menu2 sound on mouse release rather than on mouse press, it makes more sense (particularly for sliders)
- play menu1 sound in focusEnter rather in draw, with very simple (and less expensive) code; the behaviour is the same
- play menu1 sound in focusEnter for sliders too, it's more coherent this way
Samual [Wed, 16 Feb 2011 10:04:39 +0000 (05:04 -0500)]
Redo a lot of the crosshair_ring code, add new ring images for nex and sniper rifle, and add support for minelayer ring. Todo: Make a new image for minelayer ring - Add real support for minelayer_maxmines
Samual [Tue, 15 Feb 2011 22:31:46 +0000 (17:31 -0500)]
hud_panel_radar 2 (always on) by default for hud_luminos.cfg -- This is so that modes like keepaway work with the radar, and so that the hud is consistent always. Besides: It's always on for other hud configs, why not default regardless of the keepaway aspect?
Mircea Kitsune [Mon, 14 Feb 2011 16:39:01 +0000 (18:39 +0200)]
If we drop a weapon that's loaded, give the ammo back to the player. The player will then have to reload that weapon if he picks up another one of the same type.
Samual [Mon, 14 Feb 2011 07:17:24 +0000 (02:17 -0500)]
Update the starting health (was 150, now 100 -- no weapon can do 100 easily and there's already an anti-spawn kill delay so) -- Also, change the refire for the rocketlauncher and lower its guiderate slightly. This makes it more useful for non-combo play and more prefered for mid-range type situations
Samual [Mon, 14 Feb 2011 01:16:38 +0000 (20:16 -0500)]
Add a cvar to control the font size used in hud_notify (note: Still relative, not in pixels.. could maybe be adjusted later) - this is so that text isn't always cut off all the time with the notify panel, as usually you can barely see a name when it's cut off with its giant text. 1.0 is original size, 0.8 is proposed size. Personally i'm going to use 0.5 though.