Mircea Kitsune [Sat, 25 Sep 2010 22:47:41 +0000 (01:47 +0300)]
Finally, the mine behavior. The projectile will now stick to the first surface it touches, and explode only when remotely detonated or when a foe gets near. Still uses the rocket model for now.
Mircea Kitsune [Sat, 25 Sep 2010 21:20:48 +0000 (00:20 +0300)]
First step toward a mine layer weapon; Make a copy of the Rocket Launcher gun, and a test map to test the gun on (to be removed when this branch is merged). Next step is a proper mine projectile.
New armor pickup model (dont forget to change code to use sane names) also textures are way too big, someone have to lower res them to something that will be more appropriate.
Bring some accuracy on the fps counter:
- Get the time with gettime(GETTIME_REALTIME) because for some reason the vars time and frametime are not accurate (frametime and (time - time of previous frame) are always > 0.1) and because otherwise fps depend on slowmo value
- Fix inaccurate fps at low hud_panel_engineinfo_framecounter_time values and default this cvar to 0.1 instead of 1 for both fast update and good reading
Block the bots during the countdown to game start in general warmup mode (with g_warmup and sv_ready_restart_after_countdown enabled)
Keep doing the last movement until the game starts as they do currently (for example keep running against a wall) just sucks.
Mircea Kitsune [Thu, 23 Sep 2010 16:14:53 +0000 (19:14 +0300)]
Fix a bug from Nexuiz that would cause a bot's team overrider to be ignored in Clan Arena between rounds (the bot would be assigned to the smallest team after the first round, regardless of his team overrider).
Other minor fixes of bot_vs_human:
- Always check for available teams before reading bot_vs_human value, as it works only in games with 2 teams
- Do not read bot_join_empty and minplayers cvars when bot_vs_human is active, they are incompatible with it
- disable team nagger when bot_vs_human is active
Mircea Kitsune [Wed, 15 Sep 2010 13:19:13 +0000 (16:19 +0300)]
Allow forcing the player to a given team in campaign mode. Useful for story based campaigns where you might want the player to play only in team X.
No, bot_vs_human can't replace this iirc. For one thing, bot_vs_human is useless if you have more than 2 teams. Also, bot_vs_human can only force the player in team X while forcing bots in the other team (so you can't put the player to the team you want without braking bot balance).
Rudolf Polzer [Wed, 8 Sep 2010 10:33:38 +0000 (12:33 +0200)]
change respawn logic to only use the -1 "hidden totally, currently inactive" mode for picked up items with respawntime -1. This makes sure the item will come back e.g. on assault round end, but still is gone entirely.
Use menu_sync in hud configs instead of menu_restart, it's A LOT faster and can be added in hud_default.cfg too
Note: at startup menu_sync doesn't really get executed, since before executing hud_default.cfg it's defined as ""
terencehill [Tue, 31 Aug 2010 22:42:13 +0000 (00:42 +0200)]
Show the vote commands when hud_showbinds is 0 or 2
Use the term command in hud_showbinds* cvars definitions because it's more appropriated, not only for the vote commands.
terencehill [Tue, 31 Aug 2010 21:09:11 +0000 (23:09 +0200)]
Bring back hud_showbinds in defaultXonotic.cfg with a better definition
This actually fixes vote panel not recognizing the keys to vote
I'm sorry for having suggested to FruitieX the removal of this cvar a while ago, I didn't realize the code to read this cvar was moved within getcommandkey function.