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git.rm.cloudns.org Git - voretournament/voretournament.git/log
MirceaKitsune [Tue, 5 Jul 2011 19:51:54 +0000 (22:51 +0300)]
Add a setting that should make motion blur a little stronger
MirceaKitsune [Tue, 5 Jul 2011 17:17:30 +0000 (20:17 +0300)]
Stronger gloss with slightly darker bloom
MirceaKitsune [Tue, 5 Jul 2011 13:18:33 +0000 (16:18 +0300)]
Boost bloom up to 3.5 by default
MirceaKitsune [Tue, 5 Jul 2011 13:08:00 +0000 (16:08 +0300)]
Fix some stuff I forgot in defaultVT.cfg
MirceaKitsune [Tue, 5 Jul 2011 13:07:33 +0000 (16:07 +0300)]
Tweak the Effects menu, and add iris adaptation to it as well.
MirceaKitsune [Tue, 5 Jul 2011 12:54:22 +0000 (15:54 +0300)]
Decrease bloom brightness by default, as the iris adaptation makes it stronger than before.
MirceaKitsune [Tue, 5 Jul 2011 12:52:38 +0000 (15:52 +0300)]
Enable HDR iris adaptation by default. Causes the view to get brighter when the player sits in a dark spot, and vice versa (like in real life).
MirceaKitsune [Sat, 14 May 2011 14:28:57 +0000 (17:28 +0300)]
Make a comment more descriptive
MirceaKitsune [Sat, 14 May 2011 14:27:59 +0000 (17:27 +0300)]
Event chasecam fixes done in Xonotic
MirceaKitsune [Wed, 4 May 2011 12:53:56 +0000 (15:53 +0300)]
Fix bug with bots not selecting the Grabber gun. This was caused by an improper weapon count check. Bots can now hold the Grabber for the first time in VT, though they don't know how to use it yet :)
MirceaKitsune [Wed, 4 May 2011 12:07:46 +0000 (15:07 +0300)]
Complete my last commit
MirceaKitsune [Wed, 4 May 2011 12:03:21 +0000 (15:03 +0300)]
Fix exterior weapon entities showing when they shouldn't. They should only be visible on neighboring prey.
MirceaKitsune [Wed, 4 May 2011 11:24:15 +0000 (14:24 +0300)]
Fix and improve prey animations
MirceaKitsune [Wed, 4 May 2011 01:13:32 +0000 (04:13 +0300)]
Decrease healthsize_vore_pos again, as it causes the view to poke out sometimes
MirceaKitsune [Wed, 4 May 2011 01:01:21 +0000 (04:01 +0300)]
Lastly, add some good animations to prey. Idle prey will use the jump animation, and prey that perform stomach kicks will use the duckjump animation, simulating them attacking the stomach.
MirceaKitsune [Wed, 4 May 2011 00:17:33 +0000 (03:17 +0300)]
Don't attempt to rotate positions based on predator angles. It didn't work right and IMO there's no real need to do this.
MirceaKitsune [Wed, 4 May 2011 00:11:52 +0000 (03:11 +0300)]
Determine stomach center by the predator's scale also
MirceaKitsune [Wed, 4 May 2011 00:02:08 +0000 (03:02 +0300)]
Actually, it seems ok to bump the prey position on scale to 8... no view poking out
MirceaKitsune [Tue, 3 May 2011 23:58:31 +0000 (02:58 +0300)]
Bigger prey position for healthsize
MirceaKitsune [Tue, 3 May 2011 23:56:01 +0000 (02:56 +0300)]
Use a more correct default prey view offset
MirceaKitsune [Tue, 3 May 2011 23:41:27 +0000 (02:41 +0300)]
Fix fake prey getting rendered as well
MirceaKitsune [Tue, 3 May 2011 23:37:44 +0000 (02:37 +0300)]
Re-integrate prey view offset based on scale with the new prey positioning code
MirceaKitsune [Tue, 3 May 2011 23:27:17 +0000 (02:27 +0300)]
More tweaks to the prey positioning code
MirceaKitsune [Tue, 3 May 2011 23:19:21 +0000 (02:19 +0300)]
Rename a function
MirceaKitsune [Tue, 3 May 2011 23:14:41 +0000 (02:14 +0300)]
No need to check if self == other when setting player alpha
MirceaKitsune [Tue, 3 May 2011 23:06:32 +0000 (02:06 +0300)]
Let's not forget the fake prey
MirceaKitsune [Tue, 3 May 2011 23:04:00 +0000 (02:04 +0300)]
Tweaks to how the predator's angles are applied to prey positions
MirceaKitsune [Tue, 3 May 2011 22:56:17 +0000 (01:56 +0300)]
Allow scaling prey down when the neighboring prey feature is enable. Don't enable it by default yet though.
MirceaKitsune [Tue, 3 May 2011 22:43:29 +0000 (01:43 +0300)]
Rename cvar
MirceaKitsune [Tue, 3 May 2011 22:37:45 +0000 (01:37 +0300)]
Cvar the distance by which prey are separated in the stomach. Setting the cvar to 0 will disable the ability to see neighboring prey, and everything will work as before.
MirceaKitsune [Tue, 3 May 2011 22:19:41 +0000 (01:19 +0300)]
Positions for all 9 occupants
MirceaKitsune [Tue, 3 May 2011 22:09:50 +0000 (01:09 +0300)]
First system for positioning prey differently in the stomach. Each frame, a loop will run. The position will be offset in a square shape for all occupants of that stomach.
MirceaKitsune [Tue, 3 May 2011 21:41:30 +0000 (00:41 +0300)]
First step in making prey that have the same predator able to see each other in the stomach. The model for other prey will now be shown. However, each "occupant" must be positioned properly, else all models will just overlap in the center... which is the harder part to fix.
MirceaKitsune [Tue, 3 May 2011 20:37:34 +0000 (23:37 +0300)]
Cvar each ring's action, and showing the ring for that purpose.
MirceaKitsune [Tue, 3 May 2011 20:27:46 +0000 (23:27 +0300)]
Copy ring settings for spectators
MirceaKitsune [Tue, 3 May 2011 20:24:32 +0000 (23:24 +0300)]
Slightly smaller rings
MirceaKitsune [Tue, 3 May 2011 20:20:34 +0000 (23:20 +0300)]
Less intense crosshair pickup effect
MirceaKitsune [Tue, 3 May 2011 20:18:46 +0000 (23:18 +0300)]
Cvar sbar ring settings
MirceaKitsune [Tue, 3 May 2011 20:10:05 +0000 (23:10 +0300)]
Larger fonts for the larger ring
MirceaKitsune [Tue, 3 May 2011 20:06:56 +0000 (23:06 +0300)]
Ring for stomach kicking
MirceaKitsune [Tue, 3 May 2011 19:51:42 +0000 (22:51 +0300)]
Make vore delays a little longer
MirceaKitsune [Tue, 3 May 2011 19:50:52 +0000 (22:50 +0300)]
Sbar ring for regurgitation delay
MirceaKitsune [Tue, 3 May 2011 19:36:16 +0000 (22:36 +0300)]
Some safety tweaks with the action delay
MirceaKitsune [Tue, 3 May 2011 19:34:15 +0000 (22:34 +0300)]
Fix action delay for regurgitating
MirceaKitsune [Tue, 3 May 2011 17:21:13 +0000 (20:21 +0300)]
Change th swallow_delay cvar to also affect regurgitating. The system is now called action_delay. Whenever you both swallow or regurgitate someone, the delay is applied and blocks both actions.
MirceaKitsune [Tue, 3 May 2011 17:01:10 +0000 (20:01 +0300)]
Add first actual functionality to the sbar ring; Showing the swallowing delay.
MirceaKitsune [Tue, 3 May 2011 15:26:14 +0000 (18:26 +0300)]
Add ring stats
MirceaKitsune [Tue, 3 May 2011 15:13:19 +0000 (18:13 +0300)]
Some small tweaks and fixes
MirceaKitsune [Tue, 3 May 2011 15:04:05 +0000 (18:04 +0300)]
Add proper ring functions to work with
MirceaKitsune [Tue, 3 May 2011 14:54:53 +0000 (17:54 +0300)]
Add text strings, which will be used later to describe what the ring is addressing
MirceaKitsune [Tue, 3 May 2011 14:05:56 +0000 (17:05 +0300)]
Draw the two sbar rings. They will be used to indicate certain things, including slow swallowing once it will be implemented.
MirceaKitsune [Tue, 3 May 2011 13:42:37 +0000 (16:42 +0300)]
Don't allow kicking immediately after being swallowed. Increase escape probability a little too, as this means prey gets to kick one time less now.
MirceaKitsune [Tue, 3 May 2011 13:36:33 +0000 (16:36 +0300)]
Tweak crosshair swallow indicator size
MirceaKitsune [Tue, 3 May 2011 13:34:04 +0000 (16:34 +0300)]
Fix a bug with keepdeadprey being probability based. Also give it a probability of 0.75 by default (prey staying in the stomach once dead).
MirceaKitsune [Tue, 3 May 2011 13:16:04 +0000 (16:16 +0300)]
Fix a small bug with vore taunts introduced in my last commit
MirceaKitsune [Tue, 3 May 2011 13:10:58 +0000 (16:10 +0300)]
Use self.stat_eaten instead of checking self.predator.classname. Also adjust the fakeprey status accordingly. This is a major change and might brake some things, but it's cleaner and more correct.
MirceaKitsune [Tue, 3 May 2011 12:15:34 +0000 (15:15 +0300)]
I like this crosshair better by default :)
MirceaKitsune [Tue, 3 May 2011 12:11:43 +0000 (15:11 +0300)]
Make the new crosshair ring better for indicating ammo load
MirceaKitsune [Tue, 3 May 2011 12:07:44 +0000 (15:07 +0300)]
More crosshair tweaks
MirceaKitsune [Tue, 3 May 2011 12:01:12 +0000 (15:01 +0300)]
Set good crosshair defaults for the new crosshairs
MirceaKitsune [Tue, 3 May 2011 11:55:08 +0000 (14:55 +0300)]
Less blurry crosshair ring
MirceaKitsune [Tue, 3 May 2011 11:53:38 +0000 (14:53 +0300)]
Port crosshair reload ring from Xonotic as well, with a small tweak to its sharpness
MirceaKitsune [Tue, 3 May 2011 11:48:59 +0000 (14:48 +0300)]
Sort crosshairs better
MirceaKitsune [Tue, 3 May 2011 11:45:52 +0000 (14:45 +0300)]
Make the dot crosshair visible
MirceaKitsune [Tue, 3 May 2011 11:39:30 +0000 (14:39 +0300)]
Port high quality crosshairs from Xonotic, and replace the old ones
MirceaKitsune [Tue, 3 May 2011 11:32:30 +0000 (14:32 +0300)]
Add a sbar ring texture. Will be used in the future for a planned feature
MirceaKitsune [Tue, 3 May 2011 11:30:42 +0000 (14:30 +0300)]
Higher quality swallow crosshair indicators
MirceaKitsune [Tue, 3 May 2011 11:08:18 +0000 (14:08 +0300)]
Port respawn ghosts from Xonotic, original code by me. Makes dead bodies become floating ghosts if they are still whole and visible, once the player respawns. Effect only.
MirceaKitsune [Tue, 3 May 2011 01:07:11 +0000 (04:07 +0300)]
Slower default viewheight smoothing (for crouching and changing size)
MirceaKitsune [Tue, 3 May 2011 01:04:16 +0000 (04:04 +0300)]
Slightly increase swallowing range, and decrease stomach kicking escape probability.
MirceaKitsune [Tue, 3 May 2011 00:51:04 +0000 (03:51 +0300)]
Add a TODO I forgot, regarding player sizes and the bounding box.
MirceaKitsune [Tue, 3 May 2011 00:46:59 +0000 (03:46 +0300)]
Slightly lower view offset for prey
MirceaKitsune [Tue, 3 May 2011 00:42:28 +0000 (03:42 +0300)]
Don't allow players to swallow anyone larger than them by default. This means you can only swallow someone who is lower on health (or same health) than you.
MirceaKitsune [Tue, 3 May 2011 00:34:08 +0000 (03:34 +0300)]
Improve the swallowing complaint system. Also done for the change in the commit to follow.
MirceaKitsune [Tue, 3 May 2011 00:22:07 +0000 (03:22 +0300)]
Remove the smooth camera for prey entering the stomach. It was ugly to begin with, and now with sizes it risked being buggy too. View offset changes are already smoothed now (see view smoothing for crouching), so this was just a duplicate effect now.
MirceaKitsune [Tue, 3 May 2011 00:11:14 +0000 (03:11 +0300)]
Some major changes to fake prey and the way prey is hidden. Fixes a bug and might prevent and improve other parts.
MirceaKitsune [Mon, 2 May 2011 23:12:38 +0000 (02:12 +0300)]
Decrease default position a bit to avoid the view poking out of the stomach model, when the size difference is too big
MirceaKitsune [Mon, 2 May 2011 23:06:33 +0000 (02:06 +0300)]
Copy spectatee scale
MirceaKitsune [Mon, 2 May 2011 23:05:23 +0000 (02:05 +0300)]
Base prey view height on the size difference between them and their predator.
MirceaKitsune [Mon, 2 May 2011 20:35:28 +0000 (23:35 +0300)]
Do update health-based scale for prey, just not the view offset
MirceaKitsune [Mon, 2 May 2011 20:19:36 +0000 (23:19 +0300)]
Some tiny tweaks
MirceaKitsune [Mon, 2 May 2011 20:09:40 +0000 (23:09 +0300)]
Move the falldamage offset in the right spot
MirceaKitsune [Mon, 2 May 2011 20:02:39 +0000 (23:02 +0300)]
Make falling damage depend on size (especially since we can run slower or faster at different sizes)
MirceaKitsune [Mon, 2 May 2011 19:45:27 +0000 (22:45 +0300)]
Make weapon even larger / smaller when changing size
MirceaKitsune [Mon, 2 May 2011 19:44:29 +0000 (22:44 +0300)]
Don't attempt to scale the world when weapon models are unset.
MirceaKitsune [Mon, 2 May 2011 17:26:08 +0000 (20:26 +0300)]
Tweak viewmodel scaling size
MirceaKitsune [Mon, 2 May 2011 17:14:23 +0000 (20:14 +0300)]
Same for fake predator
MirceaKitsune [Mon, 2 May 2011 17:13:37 +0000 (20:13 +0300)]
Use a different method of applying the predator's scale to the prey's view offset (to avoid the view poking out of the stomach model).
MirceaKitsune [Mon, 2 May 2011 17:09:39 +0000 (20:09 +0300)]
Merge branch 'master' into mirceakitsune/health_size
MirceaKitsune [Mon, 2 May 2011 17:08:44 +0000 (20:08 +0300)]
Use a separate view offset for prey
MirceaKitsune [Mon, 2 May 2011 17:05:38 +0000 (20:05 +0300)]
Run the camera effect when fake prey too
MirceaKitsune [Mon, 2 May 2011 17:01:52 +0000 (20:01 +0300)]
Lower music volume when in the stomach by default
MirceaKitsune [Mon, 2 May 2011 17:00:12 +0000 (20:00 +0300)]
Better defaults for the time being
MirceaKitsune [Mon, 2 May 2011 16:46:43 +0000 (19:46 +0300)]
Separate cvars for exterior and view weapon scaling
MirceaKitsune [Mon, 2 May 2011 16:32:03 +0000 (19:32 +0300)]
The exterior weapon entity will now scale properly as well
MirceaKitsune [Mon, 2 May 2011 14:54:00 +0000 (17:54 +0300)]
Allow weapons to keep their size while the player shrinks and grows. Micros will now appear to be carrying a huge gun, whereas for macros, the weapon will appear tiny. Implementation for exterior weapon model to follow.
MirceaKitsune [Mon, 2 May 2011 13:44:47 +0000 (16:44 +0300)]
Scale the amount by which movement is influenced by size. Default it to 0.5 for realistic and correct feel.
MirceaKitsune [Mon, 2 May 2011 12:21:11 +0000 (15:21 +0300)]
Fix a comment
MirceaKitsune [Mon, 2 May 2011 11:20:38 +0000 (14:20 +0300)]
Don't account view offset when attempting to swallow players. Fixes macro bots being unable to eat other players properly, and might improve bot performance overall.
MirceaKitsune [Mon, 2 May 2011 10:51:01 +0000 (13:51 +0300)]
Size also determines the distance from which you can swallow other players now