FruitieX [Tue, 12 Oct 2010 15:47:03 +0000 (18:47 +0300)]
new crosshairs by unfa, add an optional centered dot for each of them (toggleable via player setup menu), do some general cleanups in the player setup tab
terencehill [Mon, 4 Oct 2010 13:57:43 +0000 (15:57 +0200)]
- Fix typo in fireball code that was causing to: * being able to shoot with primary fire even if u don't have enough fuel, showing a wrong fuel progress bar because fuel quantity becomes negative * not being able to shoot with secondary fire if u have less than g_balance_fireball_primary_ammo fuel
Mircea Kitsune [Mon, 4 Oct 2010 22:15:00 +0000 (01:15 +0300)]
Add remaxim to the credits file, for using his sound from opengameart. I'm not sure if this is right, since he isn't part of the Xonotic community and prolly doesn't even know of Xonotic. Must credit though.
Mircea Kitsune [Mon, 4 Oct 2010 22:12:29 +0000 (01:12 +0300)]
Part 3 and the final part I had in mind: Better landing sounds (eg. when jumping). I combined the current sounds with a sound from opengameart.org. Original sound here: http://opengameart.org/content/falling-body
Mircea Kitsune [Mon, 4 Oct 2010 22:07:53 +0000 (01:07 +0300)]
Part 2: Code the falling sound (when you take falling damage, play the fall playersound instead of the normal pain sounds, which sounds a lot better imo).
Mircea Kitsune [Mon, 4 Oct 2010 22:02:18 +0000 (01:02 +0300)]
Falling improvements, first part: Add bob-falling cvars from darkplaces, that were probably forgotten. Enable fall bobbing by default, imo it is discrete and shouldn't bother anyone.
Mircea Kitsune [Mon, 4 Oct 2010 20:40:49 +0000 (23:40 +0300)]
Don't switch away from the Mine Layer when pressing primary fire if there are mines placed on the ground. Being able to select the mine layer again if you switched to another weapon however (if you have no ammo) is a bit trickier.
Mircea Kitsune [Mon, 4 Oct 2010 17:11:32 +0000 (20:11 +0300)]
Attempt to re-spawn the projectile as a non-csqc entity once it hits the ground, so it can face in the proper dirrection. Not ready yet and this revision only brakes the gun!
Mircea Kitsune [Mon, 4 Oct 2010 15:37:01 +0000 (18:37 +0300)]
Remove "last mine" system, kept from the rocket launcher. It doesn't matter which your last mine is, since all your mines are treated equally. This appears to fix the remote detonation bug too.
Mircea Kitsune [Mon, 4 Oct 2010 14:38:36 +0000 (17:38 +0300)]
Fix "mines getting stuck in the air" issues. A mine that touches any moving entity will just fall, and only lock in place when it touches non-movable objects.
Mircea Kitsune [Sun, 3 Oct 2010 18:39:14 +0000 (21:39 +0300)]
Fix a very rare and major issue that took place if someone killtarget'ed a func_bobbing on a map (not something you commonly do but I found a way to fix it). Issue description:
Make a map and place a func_bobbing on it, a trigger_multiple that killtarget's the func_bobbing, and the hook gun pickup somewhere. Get the hook gun in that map and shoot at the walls with it (make sure the map is large enough so the hook flies for at least one second before hitting a wall). The hook will behave normally. Now trigger the trigger_multiple and watch it make the func_bobbing disappear like it should. However, from this point on, shooting the hook gun will cause the hook to change direction in the air and go toward origin '0 0 0' half of the time you shoot it.
This seems to be because the func_bobbing's controller (that moves it up and down) attaches to the hook projectile if the func_bobbing is killed, for an unknown reason (likely happens with other projectiles too). So I added a check that makes it only change the velocity of func_bobbing as long as its classname corresponds. That way, if someone makes a map where they want to killtarget a func_bobbing for whatever reason, that won't brake projectiles.