Commit graph

740 commits

Author SHA1 Message Date
leilei-
5478aad23b - fixed the shotgun smoke puff not appearing in anything BUT water 2025-12-20 00:59:07 -05:00
Sylvain L
025d2838a6
Fix secondary weapon models registering (#346)
* Fix secondary weapon models registering
* Fix weapon secondary models registering in UI
2024-06-23 06:14:48 -04:00
leilei-
d371ff1482
Lei24 (#343)
- captureLimit should not end non-capturing games anymore
- additional surfaceflags for different surface types such as snow, wood, sand, gravel, foilage, ice, and glass
- improve hexcolors in the ui, allow for on-demand refresh of ui colors, add more hexcolors
- increase some limits of elements in the ui
- suppress excess ui warnings into developer
- sergei/kyonshi do not exist in OA3; default to sarge for missionpack currently (avoids crashes)
- don't attempt to load from characters/
- changing one model also changes teammodel
- add preliminary support for entity glow functionality and alternate shells for them (requires renderer engine changes to support). the primary idea behind alternate shell is performance and to avoid overdraw by force altering the model's vertex colors instead (overriding lighting and any other rgbGen op)
- add preliminary support for drawing player names above teammate heads (requires client engine changes to support)
- cg_hitSound camel-cased and defaults to 1 (again)
- reducing clown cruft by dropping the reference from the teamnames and just going for red/blue for now
- removed cg_leiChibi (again)
- bloodExplosion starts the shader (ancient bug/oversight)
- reverted superfluous cruft
2024-05-14 04:21:26 -04:00
leilei-
2419368092
Update cg_main.c
no these still aren't ready for primetime
2024-04-09 22:47:14 -04:00
NeonKnightOA
99a58357c6
Reverted EVERYTHING to how it used to be before I was given maintenance permission. I'm done. (#342) 2024-04-09 21:25:04 +00:00
NeonKnightOA
319fcecb61
Update oa_version.h - Version bump to b54 2024-04-07 15:22:10 -03:00
NeonKnightOA
10d333820b
Version bump 2024-04-07 11:40:31 -03:00
NeonKnightOA
7b8f2aada7
Classic UI: Base Bot Skill, Physics Ruleset and Weapons Ruleset are now saved into cvars + Weapon Arena Weapon is now grayed! (#340) 2024-04-07 00:19:08 -03:00
NeonKnightOA
fa41f110e3
Classic UI: Added Obelisk Health to Skirmish/Create Server. (#339) 2024-04-06 23:19:39 -03:00
NeonKnightOA
81660f9626
Finally decided to add the GH to Weapon Arena. (#338) 2024-04-06 19:23:07 -03:00
NeonKnightOA
da0ee4660b
Added Statusbar texts for Display and Audio, and statusbar skeletons for Video, fixes #303. (#336) 2024-04-06 10:39:17 -03:00
NeonKnightOA
10d6852bd9
Fix #328 and also fix a similar problem with cg_weaponBarStyle. (#335) 2024-04-06 09:06:57 -03:00
NeonKnightOA
bcd778cd17
This was omitted somehow. (#334) 2024-04-05 19:32:41 -03:00
NeonKnightOA
d19fd6232e
Update bg_public.h - TDM IS A TEAM GAMETYPE! 2024-04-05 08:41:30 -03:00
NeonKnightOA
0019d03300
New cvar: g_autoGameLimits: if set, uses the frag, capture and time limits set in the .info or .arena files rather than the ones specified by the user. (#332) 2024-04-03 21:15:35 -03:00
NeonKnightOA
47d8140492
IT NOW WORKS! The SP now recognizes the new special matches and the .info files! (#326) 2024-04-02 19:38:57 -03:00
NeonKnightOA
6f521090be
This prevents any special arena not marked as "training" or "final" from being "asided" from the SP. (#325) 2024-04-01 16:47:40 -03:00
NeonKnightOA
05d7fc08c8
Added more special match rules for SP. (#324) 2024-04-01 16:23:52 -03:00
NeonKnightOA
752d608047
With these we take care that there's valid info in the fields. (#322) 2024-04-01 15:23:57 -03:00
NeonKnightOA
06a056126b
Full support in game for all .info fields. fragLimit, timeLimit, mpBots and special have a direct impact on Classic SP. (#321) 2024-04-01 15:13:05 -03:00
leilei-
e04e0de0cd
these are not ready for primetime
camera clip issues I almost forgot about
2024-03-31 07:25:44 -04:00
NeonKnightOA
b3b26c85a0
New .info fields, the implementation and actual gameplay impact will come later. Also the console now displays the full info. (#319) 2024-03-29 13:32:53 -03:00
NeonKnightOA
1f23a56e9f
"New Round" timer won't be drawn anymore for Overload. (#318) 2024-03-29 12:44:37 -03:00
NeonKnightOA
c523a10534
Instead of "else" we use direct comparisons. This should solve the SP problem once and for all. (#317) 2024-03-29 12:37:51 -03:00
NeonKnightOA
aa3872a6ef
All default Time Limits for non-Round-based modes set to 15. Harvester reverted to capturelimit. Added RoundTimeLimit defaults for Elim/eCTF/LMS. (#314) 2024-03-28 18:47:49 -03:00
NeonKnightOA
04891e917a
More places where character-based announcements were found. Cleansing up as well. (#313) 2024-03-28 17:48:55 -03:00
NeonKnightOA
fdf3b9447a
Shutting up console spamming by commenting out a piece in cg_info. 2024-03-28 16:53:25 -03:00
Bishop
364f907420
Ready effect in railgun glass will match his trail color (#308) 2024-03-28 13:08:24 -03:00
NeonKnightOA
c1b90f50cf
Restricted the ".info file not found" message to Developer mode (solves #306) (#312) 2024-03-28 12:55:51 -03:00
NeonKnightOA
1c0587e9a9
G_CheckTeamItems now accounts for Domination (at least 1CP) and Possession (searches for the white flag). (#311) 2024-03-27 22:59:22 -03:00
NeonKnightOA
1fc5f36314
Silencing the last cg_draw warning. (#310) 2024-03-27 09:34:27 -03:00
NeonKnightOA
10f89cd753
"New round" message is now drawn for Overload. (#307) 2024-03-27 09:00:23 -03:00
NeonKnightOA
80cad5b867
AI changes: ai_vcmd: replacing long comparisons with short equivalent and adding additional early return for BotVoiceChat_Defend. (#298) 2024-03-26 23:03:06 -03:00
NeonKnightOA
3558546601
Forgot that g_spSkill could take floating point values. (#296) 2024-03-26 18:26:02 -03:00
NeonKnightOA
328f65155c
Fix: Flags won't be drawn anymore in Harvester/Overload (#297) 2024-03-26 18:25:41 -03:00
NeonKnightOA
2b04b166da
Silenced a warning... by duplicating code. Sigh. Also other changes. (#295)
- Sanity checks for the gametype-specific functions.
- Restored DrawScores to the previous item order.
- Fraglimits and timelimits are now properly displayed in the scoreboard.

Things to test here:
- Message display in eCTF AvD, LMS, Double Domination, Domination and Possession.
- Scoreboard in all gamemodes.
2024-03-26 17:00:57 -03:00
NeonKnightOA
6a0d4e1556
Separation of eCTF AvD team formations from regular CTF/eCTF. They're handled differently. (#293) 2024-03-26 10:21:53 -03:00
NeonKnightOA
1a5469760c
New helper function: G_GetAttackingTeam(), prevents direct access to the actual attacking team function and allows better control regarding attackers and defenders in eCTF AvD/1W mode. (#292) 2024-03-26 10:06:03 -03:00
NeonKnightOA
6d635992d3
Some wrong gametype comparisons fixed. (#290) 2024-03-25 23:36:32 -03:00
NeonKnightOA
5f5a543cd2
Better team feedback for eCTF AvD mode. (#289) 2024-03-25 21:41:01 -03:00
NeonKnightOA
9b0c98c826
New descriptions for "Award Pushing" + slight change for "Framerate Dependant". (#288) 2024-03-25 17:52:31 -03:00
NeonKnightOA
181dbc1e2f
Deleted duplicate "All Weapons (Elimination)" ruleset for round-based games. Also shortened to "All Weapons (Elim.)" so it can fit some resolutions. (#287) 2024-03-25 17:30:36 -03:00
Bishop
4a53252c88
Apply button in sound menu (#265) 2024-03-25 15:53:40 -03:00
NeonKnightOA
87c8329842
CG_EntityEvent: Rewritten some cases inside EV_GLOBAL_TEAM_SOUND so they don't play the wrong sound in the wrong gamemode. (#286) 2024-03-25 12:33:57 -03:00
NeonKnightOA
dff046b2e7
This part of cg_drawScores ends the same for all gametypes. We're also getting rid of two memory-occupying variables in the process. (#285) 2024-03-25 08:22:25 -03:00
NeonKnightOA
f2d85583f6
Item placement changes in cg_draw.c. (#284) 2024-03-24 12:51:58 +00:00
NeonKnightOA
0db65b4aae
This comparison in CG_ConfigStringModified was being applied wrongly to 1FCTF, when it actually belonged to CTF. Restoring this behavior should solve #163. (#283) 2024-03-23 20:37:05 -03:00
NeonKnightOA
2fbb4ed449
Restored behavior of CG_ParseWarmup to that of the old game. (#282)
The old comparison was `(cgs.gametype >= GT_CTF && cgs.gametype <= GT_HARVESTER)`, which means "all gametypes with a base". Here, we're extending it so it works with round-based gamemodes and both variants of Domination.
2024-03-23 20:27:24 -03:00
NeonKnightOA
373cbb9580
Genericizing a gametype call in CG_TouchItem and putting inside of it the per-gametype cases. (#281) 2024-03-23 20:07:28 -03:00
NeonKnightOA
764cf68b09
Genericizing direct gametype call in cg_playerstate.c. (#280) 2024-03-23 19:54:06 -03:00