Commit Graph

32 Commits

Author SHA1 Message Date
Marco Cawthorne 02efa21e3d Move game-specific sources into their respective mod-dirs. This was planned
for a while and was inevitable. Latest fteqcc required that fixes a limit
with paths. Also added src/server/mapcycle.qc
2021-02-08 13:35:15 +01:00
Marco Cawthorne 09b11284b3 Make sure to exec platform_default.cfg in the .fmf level so we don't get
overriden by hostile mods.
2021-01-23 23:41:58 +01:00
Marco Cawthorne fe62de4a67 Gunman Chronicles: Add default.cfg and scripts/map_blacklist for the menu 2021-01-13 12:22:41 +01:00
Marco Cawthorne 639097249a Some CSTRIKE and REWOLF soundshader stuff 2020-04-03 14:42:39 +02:00
Marco Cawthorne 7c1846c044 Saturday cleanup operation.
- Cleaned up default configs
- Cleaned up license notice
- Simplified client-side entity spawning
- Predicting trigger_gravity now
2019-09-01 04:18:15 +02:00
Marco Cawthorne b7a4e271ec Deleted binary progs, they'll get big. 2019-08-07 00:27:40 -07:00
Marco Cawthorne 02c8474fb8 Added sky_camera. For CSQC based skyrooms. If you see map-entities in your skyroom: This is an FTE bug. Bother Spike about it 2019-04-05 16:54:07 +02:00
Marco Cawthorne f32f23d14d Added cvar zoom_sensitivity (Default 1). 2019-03-31 20:52:22 +02:00
Marco Cawthorne 943587e685 Added support for 'god' command. 2019-03-31 15:53:07 +02:00
Marco Cawthorne d4a28c6934 env_glow: Added the "scale" keyword, because that was obviously missing... apologies! 2019-03-27 21:59:55 +01:00
Marco Cawthorne 22e57b0fb6 env_glow: added "shader" keyword to be used instead of a sprite model 2019-03-27 21:50:18 +01:00
Marco Cawthorne 56a686de27 Added serverinfo phy_airaccelerate. Default value is 10. Change it to 100 if you want to surf like crazy. 2019-03-26 16:04:49 +01:00
Marco Cawthorne 6650945c45 Remove fall-damage when landing in water. Happy surfing! 2019-03-26 15:54:03 +01:00
Marco Cawthorne 17bb60c221 env_glow: Moved to clientside, added some fancyness to it.
FreeHL/SH: Weapon prediction improvements
FreeCS: Added back in basic bullet-penetration/wallbanging. It doesn't do anything but go through 4 layers. I made a testmap on which I'll start document 1.5 wallbanging behaviour.
2019-03-26 14:37:34 +01:00
Marco Cawthorne b1ccc9fbb1 Prediction: Propagate jumptime and teleport_time 2019-03-25 01:49:27 +01:00
Marco Cawthorne ca3cdb3a28 Added cvar fcs_bombtaltthrow, to randomize bomb throwing velocities 2019-03-24 16:28:19 +01:00
Marco Cawthorne cbd88f55e5 Changed test-case for env_sound. Compile FTEQW with USEEFX in order to experience it. 2019-03-24 11:45:19 +01:00
Marco Cawthorne 17a8d0cb9a cubemap flashlight fixes 2019-03-23 03:48:38 +01:00
Marco Cawthorne 30cebf3ef2 Added normalmap support for cubemapped surfaces 2019-03-23 03:16:34 +01:00
Marco Cawthorne ebb2a7bad8 Added cubemap helpers and the 'buildcubemaps' command. 2019-03-21 21:50:51 +01:00
Marco Cawthorne d1f4e6b690 - Added team-killer punishment
- Added the really convoluted round loss bonus logic, thanks cstrike wiki
- Tweaked some existing money bonuses to reflect the real-world values of CS 1.5
- Implemented some Fire-In-The-Hole radio notices when throwing nades
- Added workaround for the shotgun reload glitch that comes from autoreloading. Proper fix soon
2019-03-21 20:14:51 +01:00
Marco Cawthorne 9ce909e291 - Added Rewolf decore_* entities from the demo
- Added early Rewolf Health/Armor HUD variants
- Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf
- Fixed some skybox behaviour to only apply to BSP30
- Changed the env_message and game_text display to use "creditsfont" instead of the conchars
- Tweaked damage radius and prediction for some entities and weapons
- Added world_items
- Added item_healthkit
- Added item_battery
- Fixed level transition logic
- impulse 101 now fills up health and armor/suit in mod valve
- Some tweaks to Damage_Apply so that healing can be performed without funky visuals
- Added stub monsters for valve/rewolf that'll soon support scripted sequences
- Tweaked chat system to get rid of quotation marks around messages
- Added support for changing the window caption to reflect the mod you're playing
- Lots of small little things in terms of cleanup
2019-03-19 20:01:24 +01:00
Marco Cawthorne fccb01c704 weapon_crossbow: Experimental tests regarding client-side bolts, needs testing 2019-03-15 11:27:57 +01:00
Marco Cawthorne 9d36a89d0c Sky: Should have tested this. Skies should now be fixed. 2019-03-14 20:37:35 +01:00
Marco Cawthorne 75bed53adc Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice
Added item_suit and item_longjump... they do not do anything interesting yet.
Decals: Added glass break decals upon impact
Damage: Brush-entity radius damage should to work better now
Also seperated the weapons table from generic weapon entry functions. This should make maintaining mods easier
Fixed references from sv_clientslots to sv_playerslots. My brain gets confused between the Quake games at this point. I blame FTE
Fixed sprite animation cycle length check. It attempted to play one more frame than any sprite ever has. Needs more heavy testing?
2019-03-14 20:13:02 +01:00
Marco Cawthorne 7e74f7adec env_sound: Initial commit. 2019-03-13 21:56:43 +01:00
Marco Cawthorne 2af78be51a GLSL: Chrome is now identical to the non-GLSL renderer, emulating TCGEN_ENVIRONMENT properly. It's still not GoldSrc accurate, as the models themselves contain chrome information for every bone (wth)
Flashlight: You can now see other players' light being cast.
2019-03-13 20:46:07 +01:00
Marco Cawthorne d18d7bf561 Change all references to .items to .g_items because fteqw assumes too much and ruins the 3d-view when certain bits are set. 2019-03-13 17:19:59 +01:00
Marco Cawthorne ed777e7303 File tree structure rearrangements. Getting rid of binary pk3 files. 2019-03-13 16:48:58 +01:00
Marco Cawthorne 9d869d5c0a Fix damage overlay for splitscreen games
Starting to mess with decal colours. DO NOT TOUCH. This is awaiting engine fixes potentially.
2019-03-12 01:22:50 +01:00
Marco Cawthorne 515ff8e2ad infodecal: Disable support for non BSP-30 versions entirely (for now) 2019-03-09 16:02:09 +01:00
Marco Cawthorne 7c15bed7bb Flashlight: Add the HUD indicator in the 'valve' base
Rewolf: Preparing initial work
Effects: Added Gib-Human effect
CBaseEntity: Make sure things that are hidden can't be damaged by default. E.g. func_breakables that are hidden
func_door_rotating: Minor tweak saving us a few bytes
item_food/sodacan: Make bounding box bigger, fix classname check to apply to "player", not "Player" (TW leftover)
Damage_Radius: Fix how damage radius checks for brush based entities.

Scientist Hunt specific stuff:
- impulse 103 test cvar added to destroy everything around the map
- scientists can be gibbed
- scientists scream when falling
- new cvar sh_scialert that spawn scientists alerted
- new cvar sh_scispeed that is mirrored from the original mod
- new cvar sh_scimax that will limit the amount of scientists spawned by the shdata system
- new cvar sh_sciyaw that will randomize the spawn yaw angle when there's no other specified
2019-03-09 15:50:11 +01:00