Mircea Kitsune [Sun, 10 Apr 2011 18:55:06 +0000 (21:55 +0300)]
Use 16 instead of 100. Needs to be done with a bitmask though.
Mircea Kitsune [Sun, 10 Apr 2011 17:26:00 +0000 (20:26 +0300)]
Fix some comments to match the client ones
Mircea Kitsune [Sun, 10 Apr 2011 17:19:45 +0000 (20:19 +0300)]
Use a trick to indicate dead bodies to the client. Read code comments for more info on how it works. This requires that Xonotic will never have more than 99 species (although afaik, they currently range from 0 to 15, so it will likely never happen).
Mircea Kitsune [Sun, 10 Apr 2011 16:37:49 +0000 (19:37 +0300)]
Do show damage effects on our own gibs, even when not in third person mode.
Mircea Kitsune [Sun, 10 Apr 2011 16:22:08 +0000 (19:22 +0300)]
Merge branch 'master' into mirceakitsune/damage_effects
Mircea Kitsune [Sun, 10 Apr 2011 16:21:08 +0000 (19:21 +0300)]
Get rid of warnings.
Mircea Kitsune [Sun, 10 Apr 2011 16:04:35 +0000 (19:04 +0300)]
Show the effect lower on dead bodies, else it appears floating above them. Uses a hard coded value to decrease the origin, which I hope is ok.
Rudolf Polzer [Sun, 10 Apr 2011 15:57:56 +0000 (17:57 +0200)]
Merge branch 'master' of git://git.xonotic.org/xonotic/xonotic-data.pk3dir
Rudolf Polzer [Sun, 10 Apr 2011 15:57:43 +0000 (17:57 +0200)]
add some experimental aliases. Do not use.
Mircea Kitsune [Sun, 10 Apr 2011 15:24:50 +0000 (18:24 +0300)]
Add a basic cvar check to avoid running code uselessly
Mircea Kitsune [Sun, 10 Apr 2011 15:22:56 +0000 (18:22 +0300)]
Use the same probability system on players as on gibs. The cvar can be set to anything between 0 and 1 to specify probability of the effect showing each tick, allowing its intensity to be tweaked client side for performance and personal taste.
Mircea Kitsune [Sun, 10 Apr 2011 15:14:10 +0000 (18:14 +0300)]
Also don't send the effect to a player if he has the feature disabled, further improving bandwidth.
Mircea Kitsune [Sun, 10 Apr 2011 14:34:36 +0000 (17:34 +0300)]
No need to use a self.owner to determine origin, as the sender entity already copies the player's origin.
Mircea Kitsune [Sun, 10 Apr 2011 14:32:28 +0000 (17:32 +0300)]
Use checkpvs to determine if the client we're sending to can see the player with the damage effects. If not, abort sending to it. Should save a lot of bandwidth compared to before.
Mircea Kitsune [Sun, 10 Apr 2011 13:58:20 +0000 (16:58 +0300)]
Some small tweaks to stuff
Mircea Kitsune [Sun, 10 Apr 2011 13:45:14 +0000 (16:45 +0300)]
Better (shorter) defaults for damage effects
mand1nga [Sat, 9 Apr 2011 01:17:38 +0000 (22:17 -0300)]
Merge remote branch 'origin/terencehill/hud_panel_powerups_text_fix'
mand1nga [Sat, 9 Apr 2011 00:38:02 +0000 (21:38 -0300)]
Merge remote branch 'origin/tzork/fl_notarget_ctflags'
mand1nga [Fri, 8 Apr 2011 17:05:15 +0000 (14:05 -0300)]
Merge remote branch 'origin/samual/defaults/swap_minelayer_mortar_priority'
Mircea Kitsune [Thu, 7 Apr 2011 21:41:25 +0000 (00:41 +0300)]
Merge branch 'master' into mirceakitsune/damage_effects
terencehill [Thu, 7 Apr 2011 18:03:09 +0000 (20:03 +0200)]
Add missing cvar hud_panel_powerups_text to hud_luminos_xhair_minimal.cfg
Rudolf Polzer [Wed, 6 Apr 2011 20:02:44 +0000 (22:02 +0200)]
fix wrong strreplace usage
Jakob MG [Wed, 6 Apr 2011 09:30:26 +0000 (11:30 +0200)]
Set FL_NOTARGET on ctf flags (avoids turrets and otehr AI shooting them
Jakob MG [Tue, 5 Apr 2011 22:55:58 +0000 (00:55 +0200)]
Merge remote-tracking branch 'origin/samual/fix_csqc_strings'
Jakob MG [Tue, 5 Apr 2011 22:51:08 +0000 (00:51 +0200)]
Merge remote-tracking branch 'origin/samual/balance'
Jakob MG [Tue, 5 Apr 2011 22:48:11 +0000 (00:48 +0200)]
Merge remote-tracking branch 'origin/samual/fix_hud_drawpic_expanding'
Samual [Tue, 5 Apr 2011 13:33:06 +0000 (09:33 -0400)]
Some updates to falldamage - It should hurt more to fall from a flying vehicle ^_^
Samual [Tue, 5 Apr 2011 11:24:00 +0000 (07:24 -0400)]
ACTUALLY make drawpic_aspect_skin_expanding use the proper rendering for the aspect ratio. Fixes a bug that the expanding image mismatches the normal image in the HUD, now can be used for any HUD skin
Samual [Tue, 5 Apr 2011 10:56:11 +0000 (06:56 -0400)]
By request of many, swap the priority for grenadelauncher and minelayer - Most people want the grenadelauncher to come up first when they press the bind.
Samual [Tue, 5 Apr 2011 10:44:58 +0000 (06:44 -0400)]
Lower turnrate just slightly on the seeker
Samual [Tue, 5 Apr 2011 10:13:36 +0000 (06:13 -0400)]
g_start_weapon_sniperrifle 0 - Disable sniper rifle for now, at least until it gets new functionality.
Samual [Tue, 5 Apr 2011 09:55:46 +0000 (05:55 -0400)]
gettext a string which was missed for warmup
Samual [Tue, 5 Apr 2011 09:13:02 +0000 (05:13 -0400)]
Update starting ammo values for warmup, LMS, and nix
Rudolf Polzer [Tue, 5 Apr 2011 07:12:26 +0000 (09:12 +0200)]
fix health in ekg
Mircea Kitsune [Mon, 4 Apr 2011 14:13:16 +0000 (17:13 +0300)]
Allow the client-side cvar switch to specify particle count.
Mircea Kitsune [Mon, 4 Apr 2011 14:10:27 +0000 (17:10 +0300)]
Always apply the effect to bodies as well, even if gibs from that player are found. Otherwise, if a body is gibbed but the player has respawned, both the gibs and respawned player having damage effects would cause the gibs blocking the effect on the respawned player. Not sure how this can be prevented, but it shouldn't be a big issue.
Mircea Kitsune [Mon, 4 Apr 2011 13:54:38 +0000 (16:54 +0300)]
Only bound the effect's lifetime if the cvar is enabled.
Mircea Kitsune [Mon, 4 Apr 2011 12:54:19 +0000 (15:54 +0300)]
Bound the maximum lifetime the effect might have at a time (server side). Currently defaulted to 8 seconds.
Mircea Kitsune [Mon, 4 Apr 2011 12:47:27 +0000 (15:47 +0300)]
Reduce effect probability on gibs each tick. Helps a lot with performance, and reduces the effect to a sane visual amount as well.
mand1nga [Mon, 4 Apr 2011 00:51:55 +0000 (21:51 -0300)]
Merge remote branch 'origin/samual/defaults/smoothcrouch_enable'
mand1nga [Mon, 4 Apr 2011 00:38:36 +0000 (21:38 -0300)]
Merge remote branch 'origin/samual/balance'
Samual [Mon, 4 Apr 2011 00:34:25 +0000 (20:34 -0400)]
This enables a featured I added in the engine a while ago which basically smooths the view when crouching (previously it was an instant switch... which looked very odd.) This was SUPPOSED to be added into master a long time ago, but I didn't notice as I had it in my config.
Samual [Mon, 4 Apr 2011 00:17:20 +0000 (20:17 -0400)]
New health limit and rot rate plus use g_balance_damagepush_speedfactor 2.5
mand1nga [Sun, 3 Apr 2011 23:18:32 +0000 (20:18 -0300)]
Merge remote branch 'origin/fruitiex/mapvote_fix'
mand1nga [Sun, 3 Apr 2011 23:17:12 +0000 (20:17 -0300)]
Merge remote branch 'origin/fruitiex/accelerometer_fix'
Mircea Kitsune [Sun, 3 Apr 2011 22:36:08 +0000 (01:36 +0300)]
Merge branch 'master' into mirceakitsune/damage_effects
Mircea Kitsune [Sun, 3 Apr 2011 22:24:57 +0000 (01:24 +0300)]
Copy an existing damage repeater to another entity by properly re-creating a new one, rather than using CopyEntity(). That was very buggy, and this seems to be safer, even if sometimes the effect won't show on players that respawn for some reason.
FruitieX [Sun, 3 Apr 2011 22:24:40 +0000 (01:24 +0300)]
add the acceleration bars for these two skins too
Mircea Kitsune [Sun, 3 Apr 2011 21:59:13 +0000 (00:59 +0300)]
I was wrong. Send the ent num of the player for dead bodies for both gib splashes and my damage effect.
mand1nga [Sun, 3 Apr 2011 21:55:42 +0000 (18:55 -0300)]
Merge remote branch 'origin/morphed/hpitems'
Mircea Kitsune [Sun, 3 Apr 2011 21:52:39 +0000 (00:52 +0300)]
Remove the effect from respawn ghosts
Mircea Kitsune [Sun, 3 Apr 2011 21:39:36 +0000 (00:39 +0300)]
Instead, send the entnum of the player from copied bodies on gib explosion.
Mircea Kitsune [Sun, 3 Apr 2011 21:33:12 +0000 (00:33 +0300)]
Undo one of my changes with ent num. I think it's best for our code if the body entnum is sent as it is, as our own damaged body can be shown to us after respawn.
Mircea Kitsune [Sun, 3 Apr 2011 21:30:40 +0000 (00:30 +0300)]
Make dead bodies not take any more damage after they gib. This should have always happened IMO, as it makes no sense to make a fully hidden entity jump around when shot.
Mircea Kitsune [Sun, 3 Apr 2011 21:16:50 +0000 (00:16 +0300)]
Fix another bug with dead bodies. Also set the .owner entity of dead bodies to the player, which should be useful for other possible features.
Mircea Kitsune [Sun, 3 Apr 2011 21:08:08 +0000 (00:08 +0300)]
Some tweaks to my last commit.
Mircea Kitsune [Sun, 3 Apr 2011 21:02:30 +0000 (00:02 +0300)]
Fix many issues with how the effect is handles. Including copying it to dead bodies in CopyBody, removing it from players that disconnect or become spectators, and removing previous effects from players that respawn.
Mircea Kitsune [Sun, 3 Apr 2011 16:53:32 +0000 (19:53 +0300)]
Second part of my latest change. When a body is gibbed, the damage effect will apply to the gibs instead of him. This will need much more work, as showing the same effect on each gib causes too many particles.
mand1nga [Sun, 3 Apr 2011 16:48:09 +0000 (13:48 -0300)]
Merge remote branch 'origin/terencehill/italian_update'
Mircea Kitsune [Sun, 3 Apr 2011 16:32:25 +0000 (19:32 +0300)]
First part of my attempt to apply damage effects to gibs as well. Send the entity number of the player when gibbing occurs, and set each gib's team function to it. The damage code in the client shall later scan for gibs, and if their owner's entity number is the same as the damaged player, draw particles there instead.
Mircea Kitsune [Sun, 3 Apr 2011 15:27:25 +0000 (18:27 +0300)]
Comment weapons that don't use this effect in effectinfo.txt. These include the Tuba, Porto, and Hook.
Mircea Kitsune [Sun, 3 Apr 2011 15:24:48 +0000 (18:24 +0300)]
And lastly, Rocket Launcher damage effect. All weapons that use this effect now have the proper particles.
Mircea Kitsune [Sun, 3 Apr 2011 15:20:57 +0000 (18:20 +0300)]
Fireball effect. Obviously lotsa fire.
Mircea Kitsune [Sun, 3 Apr 2011 15:03:22 +0000 (18:03 +0300)]
Move over to Hagar and Seeker. They have a fire effect similar to Mortar, but a little bit different.
Mircea Kitsune [Sun, 3 Apr 2011 14:53:29 +0000 (17:53 +0300)]
More transparent Electro particles
Mircea Kitsune [Sun, 3 Apr 2011 14:50:11 +0000 (17:50 +0300)]
Larger and fewer Electro and Crylink particles
Mircea Kitsune [Sun, 3 Apr 2011 14:42:01 +0000 (17:42 +0300)]
Sniper Rifle, Nex and MinstaNex damage effects.
Mircea Kitsune [Sun, 3 Apr 2011 14:10:49 +0000 (17:10 +0300)]
HLAC damage effect, same as laser
Mircea Kitsune [Sun, 3 Apr 2011 14:10:01 +0000 (17:10 +0300)]
Faster light fading on all effects
Mircea Kitsune [Sun, 3 Apr 2011 14:04:36 +0000 (17:04 +0300)]
Half particle lifetime on all effects.
Mircea Kitsune [Sun, 3 Apr 2011 13:56:25 +0000 (16:56 +0300)]
Crylink effects, with some changes to Electro ones and lightning.
terencehill [Sun, 3 Apr 2011 13:48:26 +0000 (15:48 +0200)]
Correct various errors and translate some more strings
Mircea Kitsune [Sun, 3 Apr 2011 13:40:13 +0000 (16:40 +0300)]
Electro effect
terencehill [Sun, 3 Apr 2011 13:34:05 +0000 (15:34 +0200)]
Add Italian to languages.txt so that it can be selected in the menu
Mircea Kitsune [Sun, 3 Apr 2011 12:55:55 +0000 (15:55 +0300)]
Minelayer damage effect. Currently the same as mortar one.
Mircea Kitsune [Sun, 3 Apr 2011 12:51:57 +0000 (15:51 +0300)]
Do the last change properly, and also hide our own effect in 1st person mode.
Mircea Kitsune [Sun, 3 Apr 2011 12:12:12 +0000 (15:12 +0300)]
Network over one more byte, specifying if the damaged player is our own self. We need to know this in the client so we can disable self damage effects only if we aren't in chase_active mode, or other circumstances. I couldn't find any way to determine this in the client, so I have to network one more byte for this.
Mircea Kitsune [Sat, 2 Apr 2011 23:13:37 +0000 (02:13 +0300)]
Also make a client side cvar switch
Mircea Kitsune [Sat, 2 Apr 2011 23:10:43 +0000 (02:10 +0300)]
Skip the effect if the lifetime or tick cvars are disabled.
Mircea Kitsune [Sat, 2 Apr 2011 23:04:51 +0000 (02:04 +0300)]
GrenadeLauncher effect (fire)
Mircea Kitsune [Sat, 2 Apr 2011 22:16:49 +0000 (01:16 +0300)]
Uzi effects, as well as tweaks to the shotgun ones.
Mircea Kitsune [Sat, 2 Apr 2011 21:55:45 +0000 (00:55 +0300)]
If the repeater is being updated, increase its lifetime instead of re-setting it entirely. This fixes the shotgun among other things, where only the damage of one bullet would be taken into account. Also fix an issue I can't understand with some field entities...
Mircea Kitsune [Sat, 2 Apr 2011 21:10:23 +0000 (00:10 +0300)]
Do as said in the last commit, and update the effect instead of waiting for old ones to finish. eg: If you are shot with the Laser while still bleeding after having been shot by the Shotgun, the damage effect will update to the red laser smoke and replace the blood, rather than being ignored cuz we were still bleeding from the Shotgun.
Mircea Kitsune [Sat, 2 Apr 2011 20:57:50 +0000 (23:57 +0300)]
Turn the repeater entity into a field entity. This will allow us to modify its properties, allowing some new features (such as modifying the existing damage effect rather than having to wait for it to finish so we can spawn a new one).
Mircea Kitsune [Sat, 2 Apr 2011 20:50:15 +0000 (23:50 +0300)]
Base the lifetime of a damage effect on the damage done. Amount stays the same, but the more damage the longer the effect will last. Does not add and extra networking, as this is done server-side.
Mircea Kitsune [Sat, 2 Apr 2011 20:33:02 +0000 (23:33 +0300)]
Shotgun damage effect (bleeding). With blood colors for all species.
Mircea Kitsune [Sat, 2 Apr 2011 20:27:44 +0000 (23:27 +0300)]
Also remove my testing print. It's not needed any more.
Mircea Kitsune [Sat, 2 Apr 2011 20:25:04 +0000 (23:25 +0300)]
Properly fix the species effectnum
Mircea Kitsune [Sat, 2 Apr 2011 20:02:47 +0000 (23:02 +0300)]
Fix per-species effectnum
Rudolf Polzer [Sat, 2 Apr 2011 19:33:55 +0000 (21:33 +0200)]
skip the WarpZone_StoreProjectileData loop if there are no warpzones
Mircea Kitsune [Sat, 2 Apr 2011 17:09:45 +0000 (20:09 +0300)]
If the weapon is a bullet weapon (shotgun uzi or sniper), its damage effect is blood. Since blood is species dependent, we make their effects per-species.
Mircea Kitsune [Sat, 2 Apr 2011 17:02:11 +0000 (20:02 +0300)]
More work on the laser damage effect
Mircea Kitsune [Sat, 2 Apr 2011 16:53:25 +0000 (19:53 +0300)]
0.05 even. I defy teh lag!
Mircea Kitsune [Sat, 2 Apr 2011 16:48:32 +0000 (19:48 +0300)]
Default the tick rate to 0.1. I don't believe this can cause any noticeable lag at all, even lower.
Mircea Kitsune [Sat, 2 Apr 2011 16:47:44 +0000 (19:47 +0300)]
Better laser particles
Mircea Kitsune [Sat, 2 Apr 2011 16:40:55 +0000 (19:40 +0300)]
First code that causes damage particles to show! Functional with the Laser so far.
Mircea Kitsune [Sat, 2 Apr 2011 16:36:37 +0000 (19:36 +0300)]
Add the first type of damage effect to effectinfo.txt (laser)
Mircea Kitsune [Sat, 2 Apr 2011 16:32:01 +0000 (19:32 +0300)]
Skip the effect if the damage was not caused by a weapon
Mircea Kitsune [Sat, 2 Apr 2011 16:26:04 +0000 (19:26 +0300)]
Make the effect dependent on both sv_gentle and cl_gentle
Mircea Kitsune [Sat, 2 Apr 2011 16:21:32 +0000 (19:21 +0300)]
Add more info to the debug tester