From 5d7cc804685137088d18ca459a73328a0a4890fe Mon Sep 17 00:00:00 2001 From: havoc Date: Tue, 3 Jul 2007 00:53:48 +0000 Subject: [PATCH] added sv_gameplayfix_delayprojectiles cvar, to allow the delayed projectiles behavior to be disabled if desired (since it does have a significant impact on gameplay) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7463 d7cf8633-e32d-0410-b094-e92efae38249 --- server.h | 1 + sv_main.c | 2 ++ sv_phys.c | 2 +- todo | 4 +++- 4 files changed, 7 insertions(+), 2 deletions(-) diff --git a/server.h b/server.h index 840838af..11af4fcc 100644 --- a/server.h +++ b/server.h @@ -356,6 +356,7 @@ extern cvar_t sv_fixedframeratesingleplayer; extern cvar_t sv_freezenonclients; extern cvar_t sv_friction; extern cvar_t sv_gameplayfix_blowupfallenzombies; +extern cvar_t sv_gameplayfix_delayprojectiles; extern cvar_t sv_gameplayfix_droptofloorstartsolid; extern cvar_t sv_gameplayfix_findradiusdistancetobox; extern cvar_t sv_gameplayfix_grenadebouncedownslopes; diff --git a/sv_main.c b/sv_main.c index e823572d..26c916ac 100644 --- a/sv_main.c +++ b/sv_main.c @@ -76,6 +76,7 @@ cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "0", cvar_t sv_freezenonclients = {CVAR_NOTIFY, "sv_freezenonclients", "0", "freezes time, except for players, allowing you to walk around and take screenshots of explosions"}; cvar_t sv_friction = {CVAR_NOTIFY, "sv_friction","4", "how fast you slow down"}; cvar_t sv_gameplayfix_blowupfallenzombies = {0, "sv_gameplayfix_blowupfallenzombies", "1", "causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them"}; +cvar_t sv_gameplayfix_delayprojectiles = {0, "sv_gameplayfix_delayprojectiles", "1", "causes entities to not move on the same frame they are spawned, meaning that projectiles wait until the next frame to perform their first move, giving proper interpolation and rocket trails, but making weapons harder to use at low framerates"}; cvar_t sv_gameplayfix_droptofloorstartsolid = {0, "sv_gameplayfix_droptofloorstartsolid", "1", "prevents items and monsters that start in a solid area from falling out of the level (makes droptofloor treat trace_startsolid as an acceptable outcome)"}; cvar_t sv_gameplayfix_findradiusdistancetobox = {0, "sv_gameplayfix_findradiusdistancetobox", "1", "causes findradius to check the distance to the corner of a box rather than the center of the box, makes findradius detect bmodels such as very large doors that would otherwise be unaffected by splash damage"}; cvar_t sv_gameplayfix_grenadebouncedownslopes = {0, "sv_gameplayfix_grenadebouncedownslopes", "1", "prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface"}; @@ -341,6 +342,7 @@ void SV_Init (void) Cvar_RegisterVariable (&sv_freezenonclients); Cvar_RegisterVariable (&sv_friction); Cvar_RegisterVariable (&sv_gameplayfix_blowupfallenzombies); + Cvar_RegisterVariable (&sv_gameplayfix_delayprojectiles); Cvar_RegisterVariable (&sv_gameplayfix_droptofloorstartsolid); Cvar_RegisterVariable (&sv_gameplayfix_findradiusdistancetobox); Cvar_RegisterVariable (&sv_gameplayfix_grenadebouncedownslopes); diff --git a/sv_phys.c b/sv_phys.c index fdb597ca..a08f5d8b 100644 --- a/sv_phys.c +++ b/sv_phys.c @@ -1990,7 +1990,7 @@ static void SV_Physics_Entity (prvm_edict_t *ent) case MOVETYPE_FLYMISSILE: case MOVETYPE_FLY: // regular thinking - if (SV_RunThink (ent) && runmove) + if (SV_RunThink (ent) && (runmove || !sv_gameplayfix_delayprojectiles.integer)) SV_Physics_Toss (ent); break; default: diff --git a/todo b/todo index 50e63a5b..897e305d 100644 --- a/todo +++ b/todo @@ -115,6 +115,7 @@ 0 feature darkplaces readme: add log_file and log_sync documentation (Edward Holness) 0 feature darkplaces readme: document the ctrl-escape hotkey for toggleconsole (LordHavoc) 0 feature darkplaces renderer: add a rtlight flag to disable vis culling, for ambient area lights and such (Kaz) +0 feature darkplaces renderer: add a water caustics lightstyle for use on rtlights and to someday be supported on multi-pass lightmapped rendering (skite2001) 0 feature darkplaces renderer: add cubemap support to low quality rtlighting path for cards that support >= 2 TMUs and cubemap 0 feature darkplaces renderer: add optional filename parameter to screenshot command (Chris) 0 feature darkplaces renderer: add per-entity PolygonOffset to renderer, to allow zfighting bmodel/world glitches to be fixed, this has to affect all rendering involving the entity, including light/shadow (Tomaz) @@ -170,6 +171,7 @@ 0 feature dpmod: make spawning use viewzoom to start zoomed out 2.0 and then zoom in to 1.0 (Urre) 0 feature dpmod: make teleport leave an EF_ADDITIVE clone of the player which fades out 0 feature dpmod: merge alieninfestation speedmod into dpmod, especially the map +0 feature dpmod: replacement flame models using md3 and q3 shaders with animmap (skite2001) 0 feature dpmod: try making ball lightning mortar shamblers (scar3crow) 0 feature dpmod: try not adding gravity when onground to see if it gets rid of ramp sliding (Midgar) 0 feature dpmod: update stats to count monster kills in dm 7 and such @@ -455,7 +457,6 @@ 7 feature darkplaces renderer: make it work on Savage4 again (Ender) 7 feature darkplaces renderer: mirrors 7 feature darkplaces renderer: shadow volume clipping (romi) --d (mashakos, FrikaC) feature darkplaces client: mod browser (and ability to switch mods), this depends on "gamedir" cvar todo item (mashakos, FrikaC) d bug darkplaces Mac filesystem: on Mac dlopen is not finding dylib files alongside the executable, do a more thorough search (Zenex) d bug darkplaces Mac filesystem: on Mac init the basedir to argv[0] truncated to not include the *.app/ part of the path onward (Zenex) d bug darkplaces SDL input: changing video mode causes it to ignore all character events from then on @@ -1211,6 +1212,7 @@ d feature darkplaces client: add a sv_fixedframeratesingleplayer cvar (default o d feature darkplaces client: add showbrand cvar which would show gfx/brand.tga in the left/right top/bottom corner (depending on value of scr_showbrand) all the time, this would be useful for screenshots (Spirit_of_85) d feature darkplaces client: cl_capture_video avi support would be nice, the Intel(r) 4:2:0 codec seems to be standard on Windows XP so this should be easy d feature darkplaces client: make tab completion able to complete map names when using a map or changelevel command (Zenex, Eksess) +d feature darkplaces client: mod browser (and ability to switch mods), this depends on "gamedir" cvar todo item (mashakos, FrikaC) d feature darkplaces client: play sound/misc/talk2.wav instead of sound/misc/talk.wav for team chat messages, and indicate team chat messages with () around the playre name, which is compatible with other engines (Yellow No. 5) d feature darkplaces client: query qw masters for server browser d feature darkplaces client: v_deathtilt cvar (Sajt, MauveBib) -- 2.39.2