voretournament/voretournament.git
8 years agoThe feature of consumable items is now ready and functional, and should be safe to...
MirceaKitsune [Sat, 19 Nov 2011 16:38:08 +0000 (18:38 +0200)]
The feature of consumable items is now ready and functional, and should be safe to merge

8 years agoCorrect my last fix
MirceaKitsune [Sat, 19 Nov 2011 00:13:38 +0000 (02:13 +0200)]
Correct my last fix

8 years agoFix a small and unlikely bug that I discovered in Vore Tournament. If a bot does...
MirceaKitsune [Sat, 19 Nov 2011 00:07:53 +0000 (02:07 +0200)]
Fix a small and unlikely bug that I discovered in Vore Tournament. If a bot does not have a weapon but attempts to reload it / switch to it, he will have weird animations. Therefore, make sure the bot has the weapon before trying to switch.

8 years agoFix the worst cases of divisions by zero
MirceaKitsune [Fri, 18 Nov 2011 23:53:10 +0000 (01:53 +0200)]
Fix the worst cases of divisions by zero

8 years agoDamage leaning: Only lean the player if damage was caused by a weapon. This should...
MirceaKitsune [Fri, 18 Nov 2011 23:25:55 +0000 (01:25 +0200)]
Damage leaning: Only lean the player if damage was caused by a weapon. This should prevent the odd behaviors I noticed, of angles getting stuck sometimes

8 years agoFix a bug with the new volume cutting
MirceaKitsune [Fri, 18 Nov 2011 23:14:20 +0000 (01:14 +0200)]
Fix a bug with the new volume cutting

8 years agoCvars for volume cutting now work in reverse
MirceaKitsune [Fri, 18 Nov 2011 23:04:41 +0000 (01:04 +0200)]
Cvars for volume cutting now work in reverse

8 years agoVolume cutting: Don't reduce music and sound volume when in the stomach only. But...
MirceaKitsune [Fri, 18 Nov 2011 22:59:41 +0000 (00:59 +0200)]
Volume cutting: Don't reduce music and sound volume when in the stomach only. But also account prey swallow progress. Therefore, volume will start fading while you are being swallowed, and reach its minimum point once you have been eaten completely

8 years agoForgot one switchweapon
MirceaKitsune [Fri, 18 Nov 2011 13:43:10 +0000 (15:43 +0200)]
Forgot one switchweapon

8 years agoDisplay digits - Use owner.weapon, not owner.switchweapon
MirceaKitsune [Fri, 18 Nov 2011 13:41:17 +0000 (15:41 +0200)]
Display digits - Use owner.weapon, not owner.switchweapon

8 years agoFix warpzone textures with the latest engine
MirceaKitsune [Fri, 18 Nov 2011 00:03:46 +0000 (02:03 +0200)]
Fix warpzone textures with the latest engine

8 years agoFix a bgmscript crash that was happening with the latest engine
MirceaKitsune [Fri, 18 Nov 2011 00:00:16 +0000 (02:00 +0200)]
Fix a bgmscript crash that was happening with the latest engine

8 years agoUse a better and carefully tweaked bloom setup
MirceaKitsune [Thu, 17 Nov 2011 23:47:02 +0000 (01:47 +0200)]
Use a better and carefully tweaked bloom setup

8 years agoPort the latest new cvars from Xonotic
MirceaKitsune [Thu, 17 Nov 2011 21:39:25 +0000 (23:39 +0200)]
Port the latest new cvars from Xonotic

8 years agoThe latest engine no longer uses bloom and HDR separately. Adapt the menu and effect...
MirceaKitsune [Thu, 17 Nov 2011 21:37:01 +0000 (23:37 +0200)]
The latest engine no longer uses bloom and HDR separately. Adapt the menu and effect presets to reflect that

8 years agoUpdate the engine
MirceaKitsune [Thu, 17 Nov 2011 21:29:02 +0000 (23:29 +0200)]
Update the engine

8 years agoSome more small tweaks
MirceaKitsune [Thu, 17 Nov 2011 21:13:38 +0000 (23:13 +0200)]
Some more small tweaks

8 years agoFurther reduce the view poking out of the stomach. Also slow down physics even more
MirceaKitsune [Thu, 17 Nov 2011 21:10:48 +0000 (23:10 +0200)]
Further reduce the view poking out of the stomach. Also slow down physics even more

8 years agoFix something in my last commit
MirceaKitsune [Thu, 17 Nov 2011 20:59:28 +0000 (22:59 +0200)]
Fix something in my last commit

8 years agoSeveral changes aimed at reducing the view poking out of the stomach model for prey
MirceaKitsune [Thu, 17 Nov 2011 20:54:16 +0000 (22:54 +0200)]
Several changes aimed at reducing the view poking out of the stomach model for prey

8 years agoGrabber display completed and fully functional mirceakitsune/weapon_display
MirceaKitsune [Thu, 17 Nov 2011 20:27:51 +0000 (22:27 +0200)]
Grabber display completed and fully functional

8 years agoLastly, give dropped grabbers some good display textures (-- for load and 000 for...
MirceaKitsune [Thu, 17 Nov 2011 20:26:07 +0000 (22:26 +0200)]
Lastly, give dropped grabbers some good display textures (-- for load and 000 for ammo)

8 years agoMake display digits much less reflective
MirceaKitsune [Thu, 17 Nov 2011 20:20:09 +0000 (22:20 +0200)]
Make display digits much less reflective

8 years agoMake Grabber display slightly reflective
MirceaKitsune [Thu, 17 Nov 2011 20:12:35 +0000 (22:12 +0200)]
Make Grabber display slightly reflective

8 years agoRemove alpha channels from digit textures, as they are not used
MirceaKitsune [Thu, 17 Nov 2011 20:06:12 +0000 (22:06 +0200)]
Remove alpha channels from digit textures, as they are not used

8 years agoFix the - symbol not showing for weapon load digits while reloading. This fixes all...
MirceaKitsune [Thu, 17 Nov 2011 20:03:20 +0000 (22:03 +0200)]
Fix the - symbol not showing for weapon load digits while reloading. This fixes all known Grabber display bugs

8 years agoUse floor() for ammo on weapon screens. Fixes ammo showing extra zeros when not a...
MirceaKitsune [Thu, 17 Nov 2011 19:55:48 +0000 (21:55 +0200)]
Use floor() for ammo on weapon screens. Fixes ammo showing extra zeros when not a whole number

8 years agoFix zero being displayed for empty digits on the Grabber screen (causing 80 ammo...
MirceaKitsune [Thu, 17 Nov 2011 19:53:52 +0000 (21:53 +0200)]
Fix zero being displayed for empty digits on the Grabber screen (causing 80 ammo to show as 800 for instance)

8 years agoEmpty screen digit, when no number is present
MirceaKitsune [Thu, 17 Nov 2011 19:44:48 +0000 (21:44 +0200)]
Empty screen digit, when no number is present

8 years agoCode functionality for ammo digits. Grabber display is now fully functional, but...
MirceaKitsune [Thu, 17 Nov 2011 17:43:36 +0000 (19:43 +0200)]
Code functionality for ammo digits. Grabber display is now fully functional, but note it will show wrong values if your ammo drops under 3 digits (a bug that will need to be fixed).

8 years agoSkin files for the ammo digits
MirceaKitsune [Thu, 17 Nov 2011 17:38:59 +0000 (19:38 +0200)]
Skin files for the ammo digits

8 years agoShow the minus symbol while the weapon is being reloaded, or reloading is disabled...
MirceaKitsune [Thu, 17 Nov 2011 17:31:07 +0000 (19:31 +0200)]
Show the minus symbol while the weapon is being reloaded, or reloading is disabled for the Grabber

8 years agoFirst functionality of the Grabber screen. Weapon load is now displayed properly...
MirceaKitsune [Thu, 17 Nov 2011 17:26:45 +0000 (19:26 +0200)]
First functionality of the Grabber screen. Weapon load is now displayed properly over the first two digits

8 years agoAdd skin files for the weapon load digits. Unfortunately, the method I'm using will...
MirceaKitsune [Thu, 17 Nov 2011 16:53:43 +0000 (18:53 +0200)]
Add skin files for the weapon load digits. Unfortunately, the method I'm using will require 10-11 skin files per digit, so yeah

8 years agoProperly add numbers to the shader file
MirceaKitsune [Thu, 17 Nov 2011 16:52:25 +0000 (18:52 +0200)]
Properly add numbers to the shader file

8 years agoMinus number texture. It will be used on the display to indicate weapon load being...
MirceaKitsune [Thu, 17 Nov 2011 16:43:24 +0000 (18:43 +0200)]
Minus number texture. It will be used on the display to indicate weapon load being unavailable

8 years agoMinor digit code tweaks
MirceaKitsune [Thu, 17 Nov 2011 16:37:56 +0000 (18:37 +0200)]
Minor digit code tweaks

8 years agoEnable display digits for exterior weapon too (so you won't see a hole in the screen...
MirceaKitsune [Thu, 17 Nov 2011 16:30:25 +0000 (18:30 +0200)]
Enable display digits for exterior weapon too (so you won't see a hole in the screen on the guns others are holding, or if you're in chase_active mode). The exterior weapon's digits will show the correct ammo too. In case you're experienced enough, you can spy on your enemy's ammo level that way ;)

8 years agoApply all properties of the weapon model to the display digits
MirceaKitsune [Thu, 17 Nov 2011 16:10:33 +0000 (18:10 +0200)]
Apply all properties of the weapon model to the display digits

8 years agoProperly get and attach all display digits
MirceaKitsune [Thu, 17 Nov 2011 16:01:34 +0000 (18:01 +0200)]
Properly get and attach all display digits

8 years agoGet digits to attach properly to the weapon model
MirceaKitsune [Thu, 17 Nov 2011 15:52:07 +0000 (17:52 +0200)]
Get digits to attach properly to the weapon model

8 years agoRename some shaders to make the digit system more flexible
MirceaKitsune [Thu, 17 Nov 2011 14:31:07 +0000 (16:31 +0200)]
Rename some shaders to make the digit system more flexible

8 years agoMore changes to the weapon models. I will be taking a different approach for customiz...
MirceaKitsune [Thu, 17 Nov 2011 14:07:58 +0000 (16:07 +0200)]
More changes to the weapon models. I will be taking a different approach for customizable display digits.

8 years agoMerge branch 'master' into mirceakitsune/weapon_display
MirceaKitsune [Thu, 17 Nov 2011 13:50:02 +0000 (15:50 +0200)]
Merge branch 'master' into mirceakitsune/weapon_display

8 years agoMinor tweaks to minor things
MirceaKitsune [Thu, 17 Nov 2011 13:49:13 +0000 (15:49 +0200)]
Minor tweaks to minor things

8 years agoAdd a permanent post-processing cartoon effect (previously visible when you had the...
MirceaKitsune [Thu, 17 Nov 2011 12:33:20 +0000 (14:33 +0200)]
Add a permanent post-processing cartoon effect (previously visible when you had the Strength or Invincible powerups). Instead, draw white lines rather than black ones when a powerup is present, but always show the effect.

8 years agoMake the powerup sharpen effect less intense by default
MirceaKitsune [Thu, 17 Nov 2011 11:26:00 +0000 (13:26 +0200)]
Make the powerup sharpen effect less intense by default

8 years agoMake artwork shaders per-map. It will be easier to define artwork like this, without...
MirceaKitsune [Thu, 17 Nov 2011 11:15:10 +0000 (13:15 +0200)]
Make artwork shaders per-map. It will be easier to define artwork like this, without maps conflicting each other.

8 years agoSince fuel is the only ammo, always show its count on the HUD
MirceaKitsune [Thu, 17 Nov 2011 11:08:11 +0000 (13:08 +0200)]
Since fuel is the only ammo, always show its count on the HUD

8 years agoMove Grabber recoil in the proper function, instead of defining it separately and...
MirceaKitsune [Thu, 17 Nov 2011 10:58:47 +0000 (12:58 +0200)]
Move Grabber recoil in the proper function, instead of defining it separately and not using it where we should

8 years agoMake level 17 of the campaign Clan Arena instead of Team Deathmatch
MirceaKitsune [Thu, 17 Nov 2011 10:52:33 +0000 (12:52 +0200)]
Make level 17 of the campaign Clan Arena instead of Team Deathmatch

8 years agoRename sbar.qc to hud.qc
MirceaKitsune [Thu, 17 Nov 2011 10:43:21 +0000 (12:43 +0200)]
Rename sbar.qc to hud.qc

8 years agoAdd and improve things in release notes
MirceaKitsune [Thu, 17 Nov 2011 10:40:36 +0000 (12:40 +0200)]
Add and improve things in release notes

8 years agoFix a bug that caused grabber recoil to not work
MirceaKitsune [Thu, 17 Nov 2011 10:19:54 +0000 (12:19 +0200)]
Fix a bug that caused grabber recoil to not work

8 years agoSome minor fixes
MirceaKitsune [Thu, 17 Nov 2011 00:48:04 +0000 (02:48 +0200)]
Some minor fixes

8 years agoRecompile the Tutorial and Voretemple maps with the correct extension for the vixens...
MirceaKitsune [Thu, 17 Nov 2011 00:16:13 +0000 (02:16 +0200)]
Recompile the Tutorial and Voretemple maps with the correct extension for the vixens (now that it's been changed to iqm)

8 years agoDelete the old player exporter tools based on the zym format, and add the new iqm...
MirceaKitsune [Wed, 16 Nov 2011 23:37:12 +0000 (01:37 +0200)]
Delete the old player exporter tools based on the zym format, and add the new iqm ones. It also contains fixed animations and Blender scripts. Note that in order to export the mesh properly, you need an old SMD script for Nexuiz, and Blender 2.4.

8 years agoSome tweaks to the new vixen model. Make vixens more chubby and fluffy ^_^ This also...
MirceaKitsune [Wed, 16 Nov 2011 23:31:57 +0000 (01:31 +0200)]
Some tweaks to the new vixen model. Make vixens more chubby and fluffy ^_^ This also makes bulges more accented <3

8 years agoMajor changes to the vixen model! Players now use the iqm format, which is newer...
MirceaKitsune [Wed, 16 Nov 2011 22:53:30 +0000 (00:53 +0200)]
Major changes to the vixen model! Players now use the iqm format, which is newer and better than zym meshes. The vixen now uses twice the polygon count, which looks better and smoother. Bellies were also tweaked to make bulges more visible (instead of just being round)

8 years agoDon't offset the FOV based on health when we're an observer
MirceaKitsune [Wed, 16 Nov 2011 01:03:23 +0000 (03:03 +0200)]
Don't offset the FOV based on health when we're an observer

8 years agoFix a minor thing in my last code
MirceaKitsune [Wed, 16 Nov 2011 00:58:00 +0000 (02:58 +0200)]
Fix a minor thing in my last code

8 years agoNew effect: Modify field of view based on side, to further induce the effect of being...
MirceaKitsune [Wed, 16 Nov 2011 00:56:28 +0000 (02:56 +0200)]
New effect: Modify field of view based on side, to further induce the effect of being little or small

8 years agoTwo more visual effects, making the view get pushed higher or lower when getting...
MirceaKitsune [Wed, 16 Nov 2011 00:19:58 +0000 (02:19 +0200)]
Two more visual effects, making the view get pushed higher or lower when getting swallowed or regurgitated

8 years agoPlay predator and prey taunts when swallowing or being swallowed as well
MirceaKitsune [Tue, 15 Nov 2011 23:59:05 +0000 (01:59 +0200)]
Play predator and prey taunts when swallowing or being swallowed as well

8 years agoUpdate sound count for vixen
MirceaKitsune [Tue, 15 Nov 2011 23:47:21 +0000 (01:47 +0200)]
Update sound count for vixen

8 years agoAdd more prey / pred taunt voices, created by mixing up other voices from this character
MirceaKitsune [Tue, 15 Nov 2011 23:46:27 +0000 (01:46 +0200)]
Add more prey / pred taunt voices, created by mixing up other voices from this character

8 years agoUse cvar_set for v_idlescale effects, to match hud_postprocessing
MirceaKitsune [Tue, 15 Nov 2011 23:13:42 +0000 (01:13 +0200)]
Use cvar_set for v_idlescale effects, to match hud_postprocessing

8 years agoBetter default HUD color
MirceaKitsune [Tue, 15 Nov 2011 23:07:27 +0000 (01:07 +0200)]
Better default HUD color

8 years agoRequire booting of subsystems whenever spawning
MirceaKitsune [Tue, 15 Nov 2011 22:59:07 +0000 (00:59 +0200)]
Require booting of subsystems whenever spawning

8 years agoBetter defaults for the wavery view
MirceaKitsune [Tue, 15 Nov 2011 22:34:40 +0000 (00:34 +0200)]
Better defaults for the wavery view

8 years agoAdd a new vore effect, causing v_idlescale (wavering view) to get set when swallowing...
MirceaKitsune [Tue, 15 Nov 2011 22:09:30 +0000 (00:09 +0200)]
Add a new vore effect, causing v_idlescale (wavering view) to get set when swallowing, being swallowed, or being in the stomach

8 years agoAdd code comments
MirceaKitsune [Tue, 15 Nov 2011 21:37:18 +0000 (23:37 +0200)]
Add code comments

8 years agoCvar descriptions for power
MirceaKitsune [Tue, 15 Nov 2011 21:32:14 +0000 (23:32 +0200)]
Cvar descriptions for power

8 years agoMerge branch 'master' into mirceakitsune/power
MirceaKitsune [Tue, 15 Nov 2011 21:28:57 +0000 (23:28 +0200)]
Merge branch 'master' into mirceakitsune/power

8 years agoMake physics a little slower for now
MirceaKitsune [Tue, 15 Nov 2011 21:28:37 +0000 (23:28 +0200)]
Make physics a little slower for now

8 years agoMake player and weapon glow flicker when power is down
MirceaKitsune [Tue, 15 Nov 2011 21:19:08 +0000 (23:19 +0200)]
Make player and weapon glow flicker when power is down

8 years agoSome fixes to the power fail sound
MirceaKitsune [Tue, 15 Nov 2011 21:13:16 +0000 (23:13 +0200)]
Some fixes to the power fail sound

8 years agoPlay a sound when the power fails
MirceaKitsune [Tue, 15 Nov 2011 21:09:05 +0000 (23:09 +0200)]
Play a sound when the power fails

8 years agoFix last commit
MirceaKitsune [Tue, 15 Nov 2011 20:46:55 +0000 (22:46 +0200)]
Fix last commit

8 years agoDon't show crosshair and run helper voice either while rebooting
MirceaKitsune [Tue, 15 Nov 2011 20:45:16 +0000 (22:45 +0200)]
Don't show crosshair and run helper voice either while rebooting

8 years agoMessage and icon for rebooting
MirceaKitsune [Tue, 15 Nov 2011 20:42:08 +0000 (22:42 +0200)]
Message and icon for rebooting

8 years agoAdd reboot time for the HUD
MirceaKitsune [Tue, 15 Nov 2011 20:25:37 +0000 (22:25 +0200)]
Add reboot time for the HUD

8 years agoRename files properly
MirceaKitsune [Tue, 15 Nov 2011 20:22:02 +0000 (22:22 +0200)]
Rename files properly

8 years agoMake the icon blink
MirceaKitsune [Tue, 15 Nov 2011 20:20:16 +0000 (22:20 +0200)]
Make the icon blink

8 years agoDisplay an icon for the power fail menu. Currently the armor icon
MirceaKitsune [Tue, 15 Nov 2011 20:07:15 +0000 (22:07 +0200)]
Display an icon for the power fail menu. Currently the armor icon

8 years agoHide crosshair and skip helper voice when there's not enough power
MirceaKitsune [Tue, 15 Nov 2011 19:57:52 +0000 (21:57 +0200)]
Hide crosshair and skip helper voice when there's not enough power

8 years agoSource for the new HUD image
MirceaKitsune [Tue, 15 Nov 2011 19:51:54 +0000 (21:51 +0200)]
Source for the new HUD image

8 years agoDisplay a warning image when the HUD is in failure mode
MirceaKitsune [Tue, 15 Nov 2011 19:51:20 +0000 (21:51 +0200)]
Display a warning image when the HUD is in failure mode

8 years agoFirst implementation of powered systems. When armor (not treated as charge) is lower...
MirceaKitsune [Tue, 15 Nov 2011 17:24:08 +0000 (19:24 +0200)]
First implementation of powered systems. When armor (not treated as charge) is lower than 5, your heads-up-display will not show, until you have enough energy for it again

8 years agoMatch reading properly
MirceaKitsune [Tue, 15 Nov 2011 17:18:00 +0000 (19:18 +0200)]
Match reading properly

8 years agoFix a bug in last commit
MirceaKitsune [Tue, 15 Nov 2011 17:13:45 +0000 (19:13 +0200)]
Fix a bug in last commit

8 years agoCreate cvars for power system
MirceaKitsune [Tue, 15 Nov 2011 17:06:33 +0000 (19:06 +0200)]
Create cvars for power system

8 years agoProperly fix the damage leaning bug
MirceaKitsune [Tue, 15 Nov 2011 17:00:44 +0000 (19:00 +0200)]
Properly fix the damage leaning bug

8 years agoDamage player leaning: Skip if the target origin and hit location are the same. Preve...
MirceaKitsune [Tue, 15 Nov 2011 16:37:26 +0000 (18:37 +0200)]
Damage player leaning: Skip if the target origin and hit location are the same. Prevents a bug

8 years agoReduce blood particle count to look properly. This should also make "decals on models...
MirceaKitsune [Tue, 15 Nov 2011 15:48:49 +0000 (17:48 +0200)]
Reduce blood particle count to look properly. This should also make "decals on models" 99% safe to use

8 years agoTweak a blood counter for gibs, which should improve performance and slightly change...
MirceaKitsune [Tue, 15 Nov 2011 15:04:55 +0000 (17:04 +0200)]
Tweak a blood counter for gibs, which should improve performance and slightly change looks

8 years agoFix particle count definition for blood
MirceaKitsune [Tue, 15 Nov 2011 14:54:12 +0000 (16:54 +0200)]
Fix particle count definition for blood

8 years agoAdd shader for gibs, and make gibs ignore decals. Should improve performance when...
MirceaKitsune [Tue, 15 Nov 2011 13:55:13 +0000 (15:55 +0200)]
Add shader for gibs, and make gibs ignore decals. Should improve performance when "Decals on models" is on, though the engine doesn't seem to handle this properly yet

8 years agomenu_vid_scale must be 0 by default
MirceaKitsune [Sun, 6 Nov 2011 16:00:37 +0000 (18:00 +0200)]
menu_vid_scale must be 0 by default

8 years agoDon't show floating player names when observing
MirceaKitsune [Sun, 6 Nov 2011 15:59:21 +0000 (17:59 +0200)]
Don't show floating player names when observing