1.2 will be released on wednsday
notice how i didn't say which wednsday
except he said thursday, because friday was taken for q3gloom.
BF2's a brilliant game?
Okay, okay, you got a chuckle out of me; good job. :)
No official patch in more than a year, no roadmap, no photos, no videos, nothing at all ?
This is a dropped project: there is no more development team, only some people that occasionally visit the forum.
Quote from: "The 11th plague of Egypt"No official patch in more than a year, no roadmap, no photos, no videos, nothing at all ?
This is a dropped project: there is no more development team, only some people that occasionally visit the forum.
Last SVN change is 3 days old.
Quote from: "next_ghost"Quote from: "The 11th plague of Egypt"No official patch in more than a year, no roadmap, no photos, no videos, nothing at all ?
This is a dropped project: there is no more development team, only some people that occasionally visit the forum.
Last SVN change is 3 days old.
ioquake3 merge .... others are by undeference and small bugfixes
Quote from: "tehOen"Quote from: "next_ghost"Quote from: "The 11th plague of Egypt"No official patch in more than a year, no roadmap, no photos, no videos, nothing at all ?
This is a dropped project: there is no more development team, only some people that occasionally visit the forum.
Last SVN change is 3 days old.
ioquake3 merge .... others are by undeference and small bugfixes
Open game development & community enablement done well: wesnoth.org
Open game development & community enablement done bad: tremulous.net
But keep the votes on stupid portal awards going ..... they say the truth ...
you missed the option "when it's done".
you missed the option "when it's done".
it is included in the vaporware options
if it wont be released in 2 years I means project is dead
noone would care what you released after 2 years, no matter how good it is
Get an up to date client, and only play on up to date servers, and you have all the 1.2 goodness that's done so far.
You want something more, then code it your self.
No official patch in more than a year, no roadmap, no photos, no videos, nothing at all ?
This is a dropped project: there is no more development team, only some people that occasionally visit the forum.
Quote from: "mana"Quote from: "tehOen"Quote from: "next_ghost"Quote from: "The 11th plague of Egypt"No official patch in more than a year, no roadmap, no photos, no videos, nothing at all ?
This is a dropped project: there is no more development team, only some people that occasionally visit the forum.
Last SVN change is 3 days old.
ioquake3 merge .... others are by undeference and small bugfixes
Open game development & community enablement done well: wesnoth.org
Open game development & community enablement done bad: tremulous.net
But keep the votes on stupid portal awards going ..... they say the truth ...
perhaps you reading too much into the fact that tremulous has its source code licensed under the gpl.
tremradio promised me no earlier than summer 2007 :(fixed. at the most recent show dasprid promised that 1.2 will be out by the end of the year.
(http://imagecache2.allposters.com/images/pic/153/1226057~Happy-Bunny-Hi-Loser-Posters.jpg)
SOON
Current Tremulous gets boring after about a year. Figures how 1.2 will turn out.
It's already out. I have it. It's pretty decent.
I wouldn't mind a Trem on the Quake 4/DooM 3 engine, though.
I don't care when it comes out, it's overdue.
tma@zebop:~/projects/tremulous$ svn diff svn://svn.icculus.org/tremulous/tags/RELEASE_1_1_0/ svn://svn.icculus.org/tremulous/trunk/ | wc -l
88136
Code: [Select]tma@zebop:~/projects/tremulous$ svn diff svn://svn.icculus.org/tremulous/tags/RELEASE_1_1_0/ svn://svn.icculus.org/tremulous/trunk/ | wc -l
88136
There is quite a lot of work going into it really.
lol fmart is made of win
vcxzet has returned
I favor the "When it's done option"
What I'd like to know though is if the Dev's have an idea when they will get to that point. Put it another way, do the Dev's know when they have reached a point when enough is good enough for 1.2 release. I suspect so, but it's hard to tell when they don't release any sort of roadmap.
I can imagine however how the Dev's feel at this point with everyone posting up what looks like demands to have this release... or people losing hope that there will be a release. I believe there will be one, it will be released when it's ready and not before and the Dev's deserve all the support we can give them. One thing they don't deserve is the sorta s#%t that it looks like they are getting. I don't know what motivates the dev's to write an open source game... maybe it might help them get a paying job, maybe it's just notoriety. Last time I checked, and we should ALL to remember this, is they are not being paid to code this game.
Quote from: "player1"vcxzet has returned
...I'll call you the next time I loose some obviousness, you're l33t at spotting it :D
Hmm... when 1.2 comes out, it will be nice.
tremulous 1.2 will be released ... one day :p
Quote from: jr2Hmm... when 1.2 comes out, it will be nice.I just hope my nursing home has internet then!
Forum updated is a great thing to see. Shows that things most certainly are still underway.Hmm... Duke Nukem Forewer is underway too, amirite ::) :angel: -don't get me wrong, I'm actually waiting for 1.2 but I'm pessimistic about it getting an official release soon... :(
Mommy, what's vaporware?
DNF (http://blogs.pcworld.com/gameon/archives/006093.html)Duke Nukem FTW!!(stands for Did Not Finish)
//A decade just to make a Q4 clone?
So, we've all heard that a teaser trailer for Duke Nukem Forever is coming out very soon today, right? And we all know what this means: the race is on. If DNF comes out before 1.2, I will laugh. my. ass. off.
< kevlarman> so jex, which will come out first, trem 1.2 or dnf?
<@jex> dnf
So, we've all heard that a teaser trailer for Duke Nukem Forever is coming out very soon today, right? And we all know what this means: the race is on. If DNF comes out before 1.2, I will laugh. my. ass. off.Code: [Select]< kevlarman> so jex, which will come out first, trem 1.2 or dnf?
<@jex> dnf
Laugh all you want, then come down and compare the number of devs/coders it took for both games.
Then we can just lean back and laugh about you.
Im sure everyone has other things to do?
Wait for Trem 1.2..
Not hard.. lol
When it comes out enjoy it.
If we still continue comparing DNF and Trem1.2 then trem 1.2 will come out after a fev devteam changes and a few engine changes ;) ::) Doom3 engine anyone? Would look neat! :D (in b4 getting flamed with licence issues and genaral no sense of humour)
even after the code comes out, i doubt timbo and tjw would want to move to a new engine (since they both have write access to ioq3 svn)If we still continue comparing DNF and Trem1.2 then trem 1.2 will come out after a fev devteam changes and a few engine changes ;) ::) Doom3 engine anyone? Would look neat! :D (in b4 getting flamed with licence issues and genaral no sense of humour)
I'd like to see that, on the idtech4 engine. It'd look rather neat. Too bad the code isn't released yet.
About 6 months now. I suspect the devs are playing version 2 and are sitting on it until they get some donations.I don't think so. They're not as mean as some of you like to make out. Perhaps they're waiting til they get all the bugs sorted out, so then we can have a better, more stable release instead of a quick redo of the code.
I don't think so. They're not as mean as some of you like to make out. Perhaps they're waiting til they get all the bugs sorted out, so then we can have a better, more stable release instead of a quick redo of the code.In all honesty, that's the best way to do it. However, for people like me, I'm already cool with the game but having it sit is pretty discouraging.
What I really hate about all the 1.2 issue is how little we all know about it; as far as information is concerned, the Tremulous community is WAY in the dark. As in, bathed-in-ink dark.trust me, 1.2 will incite riots, but for the exact opposite reason.
Has ANY information come out from the devs about progress on the project? If and when 1.2 comes out, it had better be a completely new and radically improved game. Waiting for years just to get a bugfix and new version number? That will incite riots. Personally, I'd lead them.
What I really hate about all the 1.2 issue is how little we all know about it; as far as information is concerned, the Tremulous community is WAY in the dark. As in, bathed-in-ink dark.What I hate about the issue is the bizarre illusion that some people seem to hold that anyone owes them anything.
Has ANY information come out from the devs about progress on the project? If and when 1.2 comes out, it had better be a completely new and radically improved game. Waiting for years just to get a bugfix and new version number? That will incite riots. Personally, I'd lead them.
What I really hate about all the 1.2 issue is how little we all know about it; as far as information is concerned, the Tremulous community is WAY in the dark. As in, bathed-in-ink dark.What I hate about the issue is the bizarre illusion that some people seem to hold that anyone owes them anything.
Has ANY information come out from the devs about progress on the project? If and when 1.2 comes out, it had better be a completely new and radically improved game. Waiting for years just to get a bugfix and new version number? That will incite riots. Personally, I'd lead them.
If Tremulous 1.2 was a piece of dog shit on a plate you'd have no right at all to feel outraged.
There's nothing stopping you from studying a fresh SVN checkout...
Hahahahahahaha...1048 is the latest revision.
SVN 1024 is oldish now, but it's one of the more recent revisions for which a backport was made. Methinks.
If and when 1.2 comes out, it had better be a completely new and radically improved game. Waiting for years just to get a bugfix and new version number? That will incite riots. Personally, I'd lead them.
Im sure everyone has other things to do?
Wait for Trem 1.2..
Not hard.. lol
When it comes out enjoy it.
Once again, free game. Please send all complaints in with your donation.
Time to go play Natural Selection. After all, it was the source of inspiration for Tremulous, plus it's on a better engine with an adequate development team.either my sarcasm detector is malfunctioning, or this is one of the dumbest things ever said on the forums to date (quite possibly both at the same time come to think of it)
Is this really needed? Good go leave tremulous we dont want you here anyway.Once again, free game. Please send all complaints in with your donation.
Ah...I see.
*Dons Flame Ring found in the Final Dungeon of the Tremulous Internet Forums*
Time to go play Natural Selection. After all, it was the source of inspiration for Tremulous, plus it's on a better engine with an adequate development team.
FLAMETHROWER MAH TYRANT ARMEH, BUCKOES!
:tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
:tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
:tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
:tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
:tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
:tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
Half the reason work on 1.2 is so slow is because the community is so ungrateful and insensitive. Faced with attitude like that, why should they even bother?
Antagonising those few that haven't already got sick of it and left is not really a fantastic plan, imo.
Half the reason work on 1.2 is so slow is because the community is so ungrateful and insensitive. Faced with attitude like that, why should they even bother?And turning up your noise to your community doesn't help.
Antagonising those few that haven't already got sick of it and left is not really a fantastic plan, imo.
No, people post here at all because they like tremulous. People bitch and moan because they are ungrateful. Not only has noone here paid for this game, they also have no idea what kind of work is involved in building a project like this. They additionally don't have the slightest idea how this stuff gets done.This is really funny. If you or whoever wants to be appreciated, charge for Tremulous then. If what is going is great that us lowly peasants should be 'grateful', then why not stick a price on it?
Think about it. Make a minor change to the code. build. Test locally. Doesn't work. Sift through code to try to figure out why. Remake minor changes to the code, possibly into major changes. build. Test locally. Submit patch. Someone else builds locally. Someone else tests locally, but they have a problem. Goto step 1. This continues until there are thousands of lines of code, if not more. No doubt a coder could give more realistic steps which would make this list even uglier.
Could anything here start to seem time consuming? Do you realize that the time consumed is someones free time, NOT yours?
So basically, you all are complaining that someone else isn't using up their free time to build you a video game for you to play during your free time. To that I say, Piss Off.
Wanna go play NS? Fine, go curse them with your presence. You'll be bitching about their game in under a month.
And its all free. I can't think of a good reason why anyone would complain.
And then I see all of the people who were kind enough to donate having to slog through the complaints of those who haven't. It frustrates me.
You're disappointed, because you expected something. That was your first mistake. 1.2 might be rubbish, or it might never come. Either way, you will have been given something for free.
Suppose 1.2 was cancelled tomorrow. You paid for nothing. You contributed nothing. So how can you be upset when you get nothing in return?
I just want to clarify my point because people are already acting like voicing your opinion and disappointment are somehow makes you a 'complainer'. No, the improvement is taking forever and we don't get any feedback other than 'check the SVN'.
I would like to re-iterate this sentiment. There's people who are getting a fair bit upset, and do you really blame them? Let's face it, there's been no new news on the front page since last July. No news from the devs, nothing, zip, zilch. It's a great game, and there are some people who are working hard at HUD mods and alternative QVM's. Do we hear anything from the official development team? Do they even issue bug-fixes? Do they even care about Trem? Have they taken jobs working for some corporate?Lets just be reasonable. If you want news, why don't you join the development team and post the news yourself. Tremulous doesn't have that many contributors.
ANY communication from the Dev team would be appreciated even if it's a ToDo-Done List, some sort of roadmap ANYTHING
For the sixth or seventh time, if you want to know what's going on, CHECK THE DAMN SVN ACTIVITY!
http://svn.icculus.org/tremulous/trunk/
It's not the dev's job to spoon-feed you this information. It's not like they took money from you to work on 1.2.
Besides which, they have posted screenies of the new trooper model and, more recently, of a new marauder claw. Be happy.
I would like to re-iterate this sentiment. There's people who are getting a fair bit upset, and do you really blame them? Let's face it, there's been no new news on the front page since last July. No news from the devs, nothing, zip, zilch. It's a great game, and there are some people who are working hard at HUD mods and alternative QVM's. Do we hear anything from the official development team? Do they even issue bug-fixes? Do they even care about Trem? Have they taken jobs working for some corporate?Lets just be reasonable. If you want news, why don't you join the development team and post the news yourself. Tremulous doesn't have that many contributors.
ANY communication from the Dev team would be appreciated even if it's a ToDo-Done List, some sort of roadmap ANYTHING
...Still, you can get the point...I would like to re-iterate this sentiment. There's people who are getting a fair bit upset, and do you really blame them? Let's face it, there's been no new news on the front page since last July. No news from the devs, nothing, zip, zilch. It's a great game, and there are some people who are working hard at HUD mods and alternative QVM's. Do we hear anything from the official development team? Do they even issue bug-fixes? Do they even care about Trem? Have they taken jobs working for some corporate?Lets just be reasonable. If you want news, why don't you join the development team and post the news yourself. Tremulous doesn't have that many contributors.
ANY communication from the Dev team would be appreciated even if it's a ToDo-Done List, some sort of roadmap ANYTHING
last time i checked the dev team wasnt looking for any more developers.
Maybe you did wonder, what's going on with the development of Tremulous 1.2? Well, here I can give some good facts, but only bad things, that happened and will happen.
I don't want to tell lies, but I can't also hide the truth. Development on Tremulous got stucked in the last months. As you may know, I joined the developmetn team very late in the end of 2006, and there wasn't much for me to do. I have released one map so far, which isn't really that good than I hoped to. Since then, I wasn't able to release any new stuff, and there was very less from the other devs.
However, we have canceled the voice commands, since we did never finish all voices yet, and the coding for it was never done. Also, most devs are tired of working on Tremulous, since they are in now for more than 5 years. The community annoys them, and I really can understand it. Most of them want to begin new projects, and just want to finish the latest release in one way or another.
So most of the new things, I have talked about in earlier shows, won't find their way into the next release. This doesn't just include the voice commands, but maybe also the new trooper model. At the moment it is also unknown, if the new weapon models will be finished in time. Jex will overwork Gloom 2 and release the final version of it with the new version.
Well, more things are not known, and I don't really want to tell you more, that's enough bad stuff so far. If you are asking me for a release date, well, I can't really tell. I just know, that I have enough time to finish the map Aurora, but, that's really all. I don't know, when the other devs plan to finish their stuff, so it can take just some months, or maybe another year.
Maybe you ask yourself, what can you do? Well, as most devs lost motivation, you should give them some new. Tell them, that you like their work, and that you don't want to see Tremulous diing. I would be very unhappy, if this would happen.
------------------------------------------------------------------------
r1049 | tma | 2008-01-15 22:14:26 +0000 (Tue, 15 Jan 2008) | 10 lines
* s/r_custom/r_/
* Remove r_mode, making r_width and r_height the only way to choose resolution
* Add UI code to parse the detected resolutions list
* Make ITEM_TYPE_COMBO do something; basically an ITEM_TYPE_MULTI which is
populated by a feeder. A proper combobox widget would be better... in the
future maybe
* Improve keyboard/mouse button control on ITEM_TYPE_MULTI
* Change resolution selection in options menu to use an ITEM_TYPE_COMBO fed by
FEEDER_RESOLUTIONS
------------------------------------------------------------------------
r1048 | tjw | 2007-12-18 21:53:55 +0000 (Tue, 18 Dec 2007) | 6 lines
*(bug 3280) Changed the default behaviour of !listplayers. The fields
representing guid stub, admin level and A.K.A. are now omitted
unless the player running !listplayers has the new $ flag set.
To restore the old behaviour, set the $ flag on all your existing
[level] definitions in admin.dat. (Lakitu7)
------------------------------------------------------------------------
r1047 | tma | 2007-12-11 23:59:59 +0000 (Tue, 11 Dec 2007) | 2 lines
* Merge ioq3-r1233
------------------------------------------------------------------------
r1044 | tma | 2007-12-09 01:08:59 +0000 (Sun, 09 Dec 2007) | 2 lines
* (bug 3455) trace_t->entityNum not set with trace_t->startsolid or allsolid
------------------------------------------------------------------------
r1043 | tma | 2007-12-01 01:26:32 +0000 (Sat, 01 Dec 2007) | 3 lines
* (bug 3451) Widen name column in scoreboard (thebenmachine)
* (bug 3452) Cancel suicides when entering hovel (thebenmachine)
------------------------------------------------------------------------
r1042 | tma | 2007-11-28 18:43:59 +0000 (Wed, 28 Nov 2007) | 4 lines
* Don't test for spawn removal when building if there are no spawns
(benmachine)
* Don't test for spawn removal when cheats are enabled (benmachine)
------------------------------------------------------------------------
r1041 | tma | 2007-11-28 01:29:19 +0000 (Wed, 28 Nov 2007) | 2 lines
* Merge ioq3-r1220
------------------------------------------------------------------------
r1038 | tma | 2007-11-28 01:11:33 +0000 (Wed, 28 Nov 2007) | 2 lines
* Pass UI module through astyle nad some other filters
------------------------------------------------------------------------
r1037 | tma | 2007-11-27 19:18:29 +0000 (Tue, 27 Nov 2007) | 3 lines
* Remove lots of Q3/Team Arena related code from the UI module
* (bug 3424) Add "noscrollbar" listbox widget property
------------------------------------------------------------------------
r1036 | tma | 2007-11-14 13:24:21 +0000 (Wed, 14 Nov 2007) | 3 lines
* (bug 3417) Fix getting stuck while evolving in some situations
(thebenmachine at googlemail dot com)
------------------------------------------------------------------------
r1035 | tma | 2007-11-08 00:05:14 +0000 (Thu, 08 Nov 2007) | 8 lines
* Merge and move text paint functions into ui_shared.c
* Add aspectBias to indicate alignment on non-4:3 video modes
* Add "reset <item>" script command to reset an item
* Compensate for aspect ratio in lots and lots and lots of places
* Release edit field focus when tabbing away
* Fix infinite loop bug in text wrapping code when rect is very narrow
* Mung .menu scripts to line things up correctly on non-4:3 ratios
------------------------------------------------------------------------
r1034 | tma | 2007-11-03 00:06:23 +0000 (Sat, 03 Nov 2007) | 2 lines
* Merge ioq3-r1204
------------------------------------------------------------------------
r1031 | msk | 2007-11-02 21:14:29 +0000 (Fri, 02 Nov 2007) | 2 lines
* rename the remaining variables i missed in r1029
------------------------------------------------------------------------
r1030 | tma | 2007-11-02 20:42:47 +0000 (Fri, 02 Nov 2007) | 11 lines
* s/ui_loading/ui_hideCursor/
* Hide cursor when using edit fields and binding keys
* Remove client side chat handling, moving it to UI module
* Remove target and last attacker message modes
* Add ui_developer cvar
* Fix edit field bug where cvar changes under it
* Add onTextEntry UI script event
* Give the user some feedback when binding keys
* Stop doing a UI refresh when primed (and remove cgame ui_loading sets)
* Move cg_drawSnapshot to bottom of the screen
------------------------------------------------------------------------
r1029 | msk | 2007-11-02 01:35:33 +0000 (Fri, 02 Nov 2007) | 2 lines
* prevent kick votes from targetting the wrong person in some cases
------------------------------------------------------------------------
r1028 | tma | 2007-10-30 18:18:47 +0000 (Tue, 30 Oct 2007) | 27 lines
* (bug 3384) Remove server side armoury refresh and replace with UI side
refresh
* Add trap_Key_SetOverstrikeMode and trap_Key_GetOverstrikeMode to cgame
* Change Text_[Width|Height] to return floats
* Add Text_Em[Width|Height]
* Add CG_AlignText to cut down on code duplication
* Add itemDef_t::textvalignment for vertical text alignment
* Add UI_DrawTextBlock to replace a lot of duplicate code
* Rewrite text wrapping code from scratch so that it actually works
* Add UI_OwnerDrawText
* Add expression evaluator to .menu parser
* Split off Border_Paint from Window_Paint
* Scale slider items to fit their rect
* Rework edit field widgets to behave somewhat more correctly
* Fix a few listbox widget layout issues
* Don't display scrollbars in "notselectable" listbox widgets
* Make scoreboard team labels ownerdrawn
* Menu script rework
+ Use the expression evaluator to replace lots and lots of absolute
coords with relative ones, hopefully easing future maintenance
+ Remove lots and lots of textalign[xy] that were present to work
around broken text alignment routines
+ Replace a bunch of numeric constants with ones from menudef.h
+ Compose the huds from tremulous_common_hud.h
+ Generally neaten things up
+ Lots of whitespace fixes
------------------------------------------------------------------------
r1027 | tma | 2007-10-25 10:35:33 +0100 (Thu, 25 Oct 2007) | 2 lines
* Fix a couple of Q3isms accidentally introduced during a merge
------------------------------------------------------------------------
r1026 | tma | 2007-10-04 17:38:24 +0100 (Thu, 04 Oct 2007) | 2 lines
* Revert fix to bug 3282 since it's no longer necessary
------------------------------------------------------------------------
r1025 | tma | 2007-10-03 10:53:52 +0100 (Wed, 03 Oct 2007) | 2 lines
* (bug 3373) Missing colour sanitisation on attackerName (Josh <jkeyes05@gmail.com>)
------------------------------------------------------------------------
r1024 | tma | 2007-10-02 22:29:25 +0100 (Tue, 02 Oct 2007) | 14 lines
* Merge of ioq3-r1189
+ Fix bug that prevented key up events getting to cgame/ui when not in game
+ Use Key_[GS]etCatcher everywhere to set keycatcher
+ Clear all key states when the catcher changes
* Slim down client userinfo somewhat
* Remove some redundant client autocomplete commands
* Actually make use of "menuStack" in the UI module
+ No longer close all menus when exiting one, instead reverting to the
next one on the stack
+ Cleanup the menu activation functions a little
* Truncate text in list columns if it exceeds the column width
* Remove maxChars field from columns member of ITEM_TYPE_LISTBOX
* Revert r992 due to more general and less buggy/hacky fix from ioq3
------------------------------------------------------------------------
r1021 | tma | 2007-10-01 15:52:21 +0100 (Mon, 01 Oct 2007) | 4 lines
* Fix to bug where crouching and moving wouldn't replenish stamina
* s/MASK_PLAYERSOLID & ~CONTENTS_BODY/MASK_DEADSOLID/
* When finding a player in the server browser, only list each server once
------------------------------------------------------------------------
r1020 | tma | 2007-09-30 16:10:44 +0100 (Sun, 30 Sep 2007) | 2 lines
* (bug 3002) Fix to alien weapon traces that miss due to world collision
------------------------------------------------------------------------
r1019 | tma | 2007-09-28 16:55:56 +0100 (Fri, 28 Sep 2007) | 3 lines
* Remove infopanes stuff, and just store the strings statically
* (bug 3079) Display the number of kills required in the class information pane
------------------------------------------------------------------------
r1018 | tma | 2007-09-27 17:43:14 +0100 (Thu, 27 Sep 2007) | 6 lines
* (bug 3249) Improve repeater interaction with marked deconstruction
* (bug 3321) Allow medkits and medistats to operate simultaneously
* (bug 3310) Fix odd CalcMuzzlePoint implementation
* Random refactoring of g_buildable.c
* Add BG_GetClientNormal
------------------------------------------------------------------------
r1017 | tma | 2007-09-26 20:39:08 +0100 (Wed, 26 Sep 2007) | 3 lines
* (bug 3305) Remove inappropriate SnapVector
* Don't display creep over a certain height
------------------------------------------------------------------------
r1016 | tma | 2007-09-26 11:11:38 +0100 (Wed, 26 Sep 2007) | 5 lines
* Allow unique buildables to be replaced by non-unique buildables
* Explicitly disallow the overmind/reactor to be replaced by other
buildables
* Some whitespace fixes
------------------------------------------------------------------------
r1015 | tma | 2007-09-25 21:50:11 +0100 (Tue, 25 Sep 2007) | 2 lines
* Fix a few warnings introduced by the previous revision
------------------------------------------------------------------------
r1014 | tma | 2007-09-25 20:52:36 +0100 (Tue, 25 Sep 2007) | 12 lines
* Remove B_REMOVED_TOGGLEBIT, use ps->misc per player instead
* Fix last spawn and uniqueness tests for marked deconstruction
* Fix buildable collision tests for non-marked deconstruction
* New g_markDeconstruct settings to guard against abuse
+ 0 off
+ 1 on, no replacements allowed
+ 2 on, replacements allowed of same type
+ 3 on, any replacements allowed
* Unlink then relink all buildables when doing build tests
* Fixes to tutorial text for marked deconstruction
* Remove unused "weaponswitch" client command
------------------------------------------------------------------------
r1013 | tma | 2007-09-25 17:33:52 +0100 (Tue, 25 Sep 2007) | 2 lines
* Remove more powerups stuff
------------------------------------------------------------------------
r1012 | tma | 2007-09-25 14:41:22 +0100 (Tue, 25 Sep 2007) | 6 lines
* Replace "powerups" state data with "misc"
* Remove ps->ammo[ ] and replace with ps->ammo and ps->clips; this means
only one ammo using weapon may be carried at once, but this is the
case anyway
* No need for BG_(Un)PackAmmoArray anymore, so remove them
------------------------------------------------------------------------
r1011 | msk | 2007-09-25 08:19:20 +0100 (Tue, 25 Sep 2007) | 1 line
* match players that are not completely connected
------------------------------------------------------------------------
r1010 | msk | 2007-09-25 07:44:19 +0100 (Tue, 25 Sep 2007) | 4 lines
* (bug 3307) use boundary checking to prevent potential buffer overflow
* (bug 2969) limit number of players to g_maxGameClients
* use G_TeamCommand() for team vote messages
------------------------------------------------------------------------
r1009 | tma | 2007-09-24 13:05:59 +0100 (Mon, 24 Sep 2007) | 3 lines
* Highlight marked buildables that will be removed by building a new
buildable
------------------------------------------------------------------------
r1008 | tma | 2007-09-24 11:01:44 +0100 (Mon, 24 Sep 2007) | 2 lines
* Add missing )
------------------------------------------------------------------------
r1007 | tma | 2007-09-24 00:38:58 +0100 (Mon, 24 Sep 2007) | 2 lines
* Revert 898 and 899 (marked buildable replacement) and rewrite
------------------------------------------------------------------------
r1006 | tma | 2007-09-23 17:22:20 +0100 (Sun, 23 Sep 2007) | 4 lines
* (bug 2756) s/damage/dmg/
* (bug 2717) Move respawning for ClientThink to ClientEndFrame
* Remove redundant cvar g_forcerespawn
------------------------------------------------------------------------
r1005 | tma | 2007-09-23 12:06:06 +0100 (Sun, 23 Sep 2007) | 3 lines
* Do a second pass when compiling map rotation scripts to catch incorrect map
and/or rotation names
------------------------------------------------------------------------
r1004 | tma | 2007-09-22 23:39:03 +0100 (Sat, 22 Sep 2007) | 6 lines
* (bug 3309) Fix to angle clamping (/dev/humancontroller)
* (bug 3298) Boosters still heal and give poison when dead (David Severwright)
* (bug 3070) Check map rotation targets exist during compilation
* (bug 3282) Add missing terminating ^7 to chatText (Ben Millwood)
* (bug 3357) Extend obituary name length to MAX_NAME_LENGTH (Rocinante)
------------------------------------------------------------------------
r1003 | tma | 2007-09-22 21:55:11 +0100 (Sat, 22 Sep 2007) | 2 lines
* Merge of ioq3-r1186
------------------------------------------------------------------------
r1000 | tma | 2007-09-22 20:33:52 +0100 (Sat, 22 Sep 2007) | 2 lines
* Uber special
------------------------------------------------------------------------
r999 | tma | 2007-09-21 13:44:36 +0100 (Fri, 21 Sep 2007) | 2 lines
* Remove lots and lots of redundant comments
------------------------------------------------------------------------
r998 | tma | 2007-09-16 22:50:35 +0100 (Sun, 16 Sep 2007) | 2 lines
* && != &
------------------------------------------------------------------------
r997 | tma | 2007-09-16 22:38:35 +0100 (Sun, 16 Sep 2007) | 4 lines
* (bug 2783) Rework lcannon firing logic
* Remove STAT_BOOSTEDTIME, instead inferring it via SS_BOOSTED
* Set EF_TELEPORT_BIT when buying or selling the bsuit
------------------------------------------------------------------------
r996 | msk | 2007-09-16 22:13:03 +0100 (Sun, 16 Sep 2007) | 1 line
and again
------------------------------------------------------------------------
r995 | msk | 2007-09-16 22:03:45 +0100 (Sun, 16 Sep 2007) | 1 line
oops
------------------------------------------------------------------------
r994 | msk | 2007-09-16 21:55:44 +0100 (Sun, 16 Sep 2007) | 2 lines
* (bug 3246) votes don't account for players leaving the game
------------------------------------------------------------------------
r993 | msk | 2007-09-16 18:43:47 +0100 (Sun, 16 Sep 2007) | 2 lines
* (bug 3096) bans sometimes fail inexplicably
------------------------------------------------------------------------
r992 | tma | 2007-09-16 01:27:26 +0100 (Sun, 16 Sep 2007) | 2 lines
* (bug 2758) Reset key states when in a keycatching
------------------------------------------------------------------------
r991 | tma | 2007-09-15 19:26:38 +0100 (Sat, 15 Sep 2007) | 2 lines
* ...And again
------------------------------------------------------------------------
r990 | tma | 2007-09-15 16:53:50 +0100 (Sat, 15 Sep 2007) | 2 lines
* s/ioquake3/Tremulous/
------------------------------------------------------------------------
r989 | tma | 2007-09-15 16:51:40 +0100 (Sat, 15 Sep 2007) | 5 lines
* Merge of ioq3-r1183
+ Windows dedicated console
+ MSVC project
+ Makefile tweaks
------------------------------------------------------------------------
r986 | tma | 2007-09-13 15:05:34 +0100 (Thu, 13 Sep 2007) | 2 lines
* Merge of ioq3-r1178
------------------------------------------------------------------------
r983 | tma | 2007-09-06 23:44:49 +0100 (Thu, 06 Sep 2007) | 2 lines
* Seems some shells *cough*dash*cough* have a broken built-in "echo"
------------------------------------------------------------------------
r982 | tma | 2007-09-06 23:16:59 +0100 (Thu, 06 Sep 2007) | 2 lines
* ...
------------------------------------------------------------------------
r981 | tma | 2007-09-06 23:14:10 +0100 (Thu, 06 Sep 2007) | 2 lines
* Merge of ioq3-r1169
------------------------------------------------------------------------
r977 | tma | 2007-09-06 15:07:23 +0100 (Thu, 06 Sep 2007) | 2 lines
* De-quake
------------------------------------------------------------------------
r976 | tma | 2007-09-05 23:05:32 +0100 (Wed, 05 Sep 2007) | 9 lines
* Merge of ioq3-r1163
+ SDL everywhere
+ New R_LoadImage
+ net_ip.c
+ Window icon
+ GUI based dedicated server support
+ Compile time linked OpenGL
* Remove ui_menuFiles cvar
------------------------------------------------------------------------
r972 | tjw | 2007-08-30 22:37:42 +0100 (Thu, 30 Aug 2007) | 2 lines
* (bug 2989) committed the wrong patch for this bug originally (thanks Jacques)
------------------------------------------------------------------------
r971 | tma | 2007-08-24 12:08:35 +0100 (Fri, 24 Aug 2007) | 4 lines
* Remove some fs_restrict code
* Say "Waiting for response" instead of "...-1 servers"
* (bug 3054) After running a listen server, sv_killserver is not set
------------------------------------------------------------------------
r970 | tma | 2007-08-24 01:32:53 +0100 (Fri, 24 Aug 2007) | 6 lines
* Merged ioq3-r1133
+ PNG image loader
+ Non-gas dependent x86_64 VM
+ Collision optimisations
+ Slew of other bug fixes
------------------------------------------------------------------------
r967 | tjw | 2007-08-13 18:52:31 +0100 (Mon, 13 Aug 2007) | 8 lines
* sv_masterX cvars were being cleared by the server whenever a DNS lookup
failed on the cvar value. This behaviour went unnoticed in Q3 since
lookups were typically only done when the server started or sv_masterX
cvars were manually changed. Now that Tremulous does fresh DNS lookups
after every map change, any network hiccup could clear out the
sv_masterX settings. This cvar clearing is now removed.
* removes a duplicate line setting sv_master[ X ]->modified.
------------------------------------------------------------------------
r966 | msk | 2007-08-12 21:29:16 +0100 (Sun, 12 Aug 2007) | 2 lines
* (bug 3290) grangers outside the map (hovel bug)
------------------------------------------------------------------------
r965 | msk | 2007-08-09 14:54:12 +0100 (Thu, 09 Aug 2007) | 2 lines
* (bug 3301) fix vsprintf bug
------------------------------------------------------------------------
r964 | tma | 2007-07-22 00:12:11 +0100 (Sun, 22 Jul 2007) | 2 lines
* Correctly name SMP binary
------------------------------------------------------------------------
r963 | tma | 2007-07-21 23:59:15 +0100 (Sat, 21 Jul 2007) | 2 lines
* Oops, how'd they get in there...
------------------------------------------------------------------------
r962 | tma | 2007-07-21 23:52:39 +0100 (Sat, 21 Jul 2007) | 2 lines
* Merge of ioq3-r1119
------------------------------------------------------------------------
r959 | msk | 2007-07-16 22:37:23 +0100 (Mon, 16 Jul 2007) | 5 lines
* (bug 3047) send team commands to spectating admins who can see team chat
* remove some more redundant checks and fix some command flags
* fix a number of spelling misteaks in messages
* show denybuild indicator in !listplayers
------------------------------------------------------------------------
r958 | tma | 2007-07-15 15:15:41 +0100 (Sun, 15 Jul 2007) | 2 lines
* Merge of ioq3-r1112
------------------------------------------------------------------------
r954 | msk | 2007-07-09 16:20:42 +0100 (Mon, 09 Jul 2007) | 3 lines
* (bug 3251) make return consistent for admin check (benmachine)
* show message when trying to get help for a command you cannot use
------------------------------------------------------------------------
r953 | msk | 2007-07-09 15:24:36 +0100 (Mon, 09 Jul 2007) | 2 lines
* (bug 3242) use correct medistat animation when unpowered (David Sev)
------------------------------------------------------------------------
r952 | msk | 2007-07-04 17:32:45 +0100 (Wed, 04 Jul 2007) | 1 line
* fix denybuild thing correctly...
------------------------------------------------------------------------
r951 | msk | 2007-06-29 18:31:42 +0100 (Fri, 29 Jun 2007) | 4 lines
* fix a silly issue in !passvote and !cancelvote that could potentially have
undesired effects
* correct some copy-paste action in my last commit
------------------------------------------------------------------------
r950 | msk | 2007-06-29 14:01:08 +0100 (Fri, 29 Jun 2007) | 4 lines
* check if a target was specified for votes that require one (was choosing the
player at slot 0)
* remove some unnecessary code
------------------------------------------------------------------------
r949 | msk | 2007-06-28 04:42:22 +0100 (Thu, 28 Jun 2007) | 1 line
* list map as an allowed vote type
------------------------------------------------------------------------
r948 | msk | 2007-06-20 02:13:35 +0100 (Wed, 20 Jun 2007) | 3 lines
* take away blue print when a player's building rights are denied
* don't spam message when !putteam won't do anything
------------------------------------------------------------------------
r947 | msk | 2007-06-13 01:24:08 +0100 (Wed, 13 Jun 2007) | 1 line
oops, fix an issue with my last commit that could crash a server
------------------------------------------------------------------------
r946 | msk | 2007-06-12 22:20:56 +0100 (Tue, 12 Jun 2007) | 2 lines
* ClientCommand() rewrite
------------------------------------------------------------------------
r945 | tma | 2007-06-06 22:28:00 +0100 (Wed, 06 Jun 2007) | 2 lines
* Patch from R1CH to delist servers that are hidden by NAT
------------------------------------------------------------------------
r944 | msk | 2007-06-05 21:59:31 +0100 (Tue, 05 Jun 2007) | 4 lines
(bug 3104) save the correct variables for players who disconnect and come back
(bug 3161) do not allow two clients to have the same name (Chris Schwarz)
(bug 3205) let aliens move eggs when humans only have one node (Roman Tetelman)
------------------------------------------------------------------------
r943 | msk | 2007-06-04 20:22:32 +0100 (Mon, 04 Jun 2007) | 4 lines
(bug 2970) fix number of connected player counting and count non-spectators
properly
(bug 3201) fix a bug where admins following other players can't see team chat
------------------------------------------------------------------------
r942 | tma | 2007-06-04 20:03:47 +0100 (Mon, 04 Jun 2007) | 2 lines
* Master server OB1 bug fixes from R1CH
------------------------------------------------------------------------
r941 | tma | 2007-06-04 17:21:19 +0100 (Mon, 04 Jun 2007) | 2 lines
* Change max servers from 256 to 1024
------------------------------------------------------------------------
r940 | tjw | 2007-05-22 05:31:03 +0100 (Tue, 22 May 2007) | 5 lines
* (bug 3093) if g_privateMessages is disabled, continue to parse
/m and /mt out of say messages but print a warning
to the client instead of blurting it out as a not-so-private
message. (Chris Schwarz)
------------------------------------------------------------------------
r939 | tjw | 2007-04-27 05:19:11 +0100 (Fri, 27 Apr 2007) | 4 lines
* (bug 2958) new function G_LeaveTeam() takes care of cancelling out a player's
active missles, poision, and spectators following him when he
switches teams. (M. Kristall)
------------------------------------------------------------------------
r938 | tjw | 2007-04-25 06:49:46 +0100 (Wed, 25 Apr 2007) | 3 lines
* (bug 3088) stop some checking on playerState_t in determining vote
elegibility and removal of redundant checks (M. Kristall)
------------------------------------------------------------------------
r937 | tjw | 2007-04-25 05:29:54 +0100 (Wed, 25 Apr 2007) | 2 lines
* (bug 3075) supar /give command (M. Kristall)
------------------------------------------------------------------------
r936 | tjw | 2007-04-25 05:26:08 +0100 (Wed, 25 Apr 2007) | 2 lines
* (bug 2971) fix g_teamForceBalance for /team auto (M. Kristall)
------------------------------------------------------------------------
r935 | tjw | 2007-04-25 04:22:50 +0100 (Wed, 25 Apr 2007) | 3 lines
* (bug 2970) fix player counting in relation to team and voting eligibility
(M. Kristall)
------------------------------------------------------------------------
r934 | tjw | 2007-04-24 04:22:23 +0100 (Tue, 24 Apr 2007) | 2 lines
* oops, accidentally reverted this file to an older version in rev 925
------------------------------------------------------------------------
r933 | tjw | 2007-04-14 03:45:11 +0100 (Sat, 14 Apr 2007) | 3 lines
* cg_bounceParticles 0 now takes the extra step of culling particles that
enter solids.
------------------------------------------------------------------------
r932 | tjw | 2007-04-12 18:03:14 +0100 (Thu, 12 Apr 2007) | 8 lines
* cg_drawCrosshair now has 3 settings:
0 - always off
1 - for long range weapons only (1.1.0 behaviour and also the new default)
2 - always on (if the weapon.cfg has one defined of course)
* cg_drawCrosshair 0 no longer prevents crosshair names from drawing
* added cg_drawCrosshair configuration in the ingame Options -> Game menu
------------------------------------------------------------------------
r931 | tjw | 2007-04-10 15:40:22 +0100 (Tue, 10 Apr 2007) | 2 lines
* g_layoutAuto was not selecting a random layout properly
------------------------------------------------------------------------
r930 | tjw | 2007-04-09 22:59:37 +0100 (Mon, 09 Apr 2007) | 4 lines
* ugh... fixed G_RoomForClassChange() again. Needed to use ent->s.origin
instead of ent->s.pos.trBase so the un-snapped origin was used in
collision tracing
------------------------------------------------------------------------
r929 | tjw | 2007-04-03 22:34:14 +0100 (Tue, 03 Apr 2007) | 3 lines
* correctly test for space required when changing class (broke it in my
last commit)
------------------------------------------------------------------------
r928 | tjw | 2007-04-03 04:39:26 +0100 (Tue, 03 Apr 2007) | 13 lines
* PCL_HUMAN_BSUIT is now a full fledged player class now. This means that the
overrides/classes/human_bsuit.cfg file can set all the goodies such as
viewHeight and bounding box size. Also, bsuit corpses work now.
* added MN_A_TEAMCHANGEBUILDTIMER, MN_H_TEAMCHANGEBUILDTIMER,
MN_A_EVOLVEBUILDTIMER, and MN_H_ARMOURYBUILDTIMER for the error
dialogs you get when trying to do something that's not allowed with an
active build timer.
* added MN_H_NOARMOURYHERE and MN_H_NOENERGYAMMOHERE error dialogs for
trying to buy/sell when not near the necessary buildables.
* added MN_H_NOROOMBSUITON and MN_H_NOROOMBSUITOFF error dialogs for
when there is no room to change class between PCL_HUMAN and PCL_HUMAN_BSUIT
* removed an unused variable from my recent big ui commit
------------------------------------------------------------------------
r927 | tjw | 2007-03-26 05:51:30 +0100 (Mon, 26 Mar 2007) | 2 lines
* clear CS_WINNER in G_ShutdownGame instead of G_InitGame
------------------------------------------------------------------------
r926 | tjw | 2007-03-26 05:32:20 +0100 (Mon, 26 Mar 2007) | 3 lines
* (bug 3071) fixed new teamvote typos and stopped using ps.stats[ STAT_PTEAM ]
for consistency
------------------------------------------------------------------------
r925 | tjw | 2007-03-25 04:20:13 +0100 (Sun, 25 Mar 2007) | 16 lines
* ingame menus redesigned
* spectators can now participate in non-team votes
* added teamvote "admitdefeat"
* replaced "nextmap" vote with "draw"
* removed vote "clientkick" vote (uses "kick" instead)
* removed teamvote "teamclientkick" (uses "kick" instead)
* renamed teamvote "teamkick" to teamvote "kick"
* added teamvote "denybuild" and "allowbuild"
* added vote "mute" and "unmute"
* added !denybuild and !allowbuild g_admin commands
* added /ignore and /unignore commands (and menu support)
* Game -> Info (formerly About) shows server settings instead of local ones
* Voting keys can now be configured in the Options menu
* Voting key binds now display with the vote status (F3 and F4 will be the
eventual default binds for "teamvote yes" and "teamvote no" respectively)
------------------------------------------------------------------------
r924 | tjw | 2007-03-25 04:07:12 +0100 (Sun, 25 Mar 2007) | 3 lines
* add basic hexadecimal support (%x) to bg_lib.c scanf/printf. this is useful
for saving precious space in info strings when passing large integer values.
------------------------------------------------------------------------
r923 | tma | 2007-03-24 13:06:14 +0000 (Sat, 24 Mar 2007) | 2 lines
* Minor efficiency/readability improvement to g_chatTeamPrefix code
------------------------------------------------------------------------
r922 | tjw | 2007-03-23 22:04:58 +0000 (Fri, 23 Mar 2007) | 3 lines
* (bug 3012) teamvote tally was was counting following specs, but not dead
teammates
------------------------------------------------------------------------
r921 | tjw | 2007-03-23 22:02:12 +0000 (Fri, 23 Mar 2007) | 2 lines
* ioq3 r1053 mini-merge to restore cgame compatability with older clients
------------------------------------------------------------------------
r920 | tma | 2007-03-22 00:08:00 +0000 (Thu, 22 Mar 2007) | 2 lines
* Fixes to some GCC 4 warnings
------------------------------------------------------------------------
r919 | tma | 2007-03-21 23:55:51 +0000 (Wed, 21 Mar 2007) | 2 lines
* ioq3-r1052 merge
------------------------------------------------------------------------
r915 | tjw | 2007-03-21 22:55:16 +0000 (Wed, 21 Mar 2007) | 2 lines
* clearer fix for particle system crash
------------------------------------------------------------------------
r914 | tjw | 2007-03-21 22:08:05 +0000 (Wed, 21 Mar 2007) | 2 lines
* prevent a crash when the particle system fills up
------------------------------------------------------------------------
r913 | tjw | 2007-03-21 22:02:57 +0000 (Wed, 21 Mar 2007) | 5 lines
* new 2D status bars for buildings
* spawns never show the ¨no power¨ icon since they don't need reactor/overmind
* alien buildings that require the overmind to function will now show
the "no power¨ icon when the overmind is down
------------------------------------------------------------------------
r912 | tjw | 2007-03-20 03:02:33 +0000 (Tue, 20 Mar 2007) | 7 lines
* calling teamvotes would often cause strange client behaviour. Common
symptoms I've seen are:
incorrect stage notifications
drawing the wrong number of available build points
broken plant models on niveus
Surprisingly, there was no open bug report for this that I could find.
------------------------------------------------------------------------
r911 | tjw | 2007-03-16 23:01:57 +0000 (Fri, 16 Mar 2007) | 4 lines
* (bug 2989) my last "stfu overmind" patch did just the opposite when
timelimit was infinite. Now it's tracked properly with
level.overmindMuted instead of using the time hack.
------------------------------------------------------------------------
r910 | tjw | 2007-03-13 19:04:24 +0000 (Tue, 13 Mar 2007) | 3 lines
* (bug 3052) fix issues with !ban and !namelog when multiple players have the
same IP/GUID. Also give slot number precedence for !ban.
------------------------------------------------------------------------
r909 | tjw | 2007-03-03 07:04:02 +0000 (Sat, 03 Mar 2007) | 1 line
* (bug 3036) clear votes in G_ShutdownGame() in case map_restart was used
------------------------------------------------------------------------
r908 | tjw | 2007-03-03 05:16:20 +0000 (Sat, 03 Mar 2007) | 3 lines
* in-game server browser: default to sorting by ping, refresh the
server list automatically if the list is over 1 hour old or if there
are no servers in the list
------------------------------------------------------------------------
r907 | tjw | 2007-03-03 03:11:49 +0000 (Sat, 03 Mar 2007) | 2 lines
* (bug 2971) improved g_teamForceBalance checking (M. Kristall)
------------------------------------------------------------------------
r906 | tjw | 2007-03-03 03:04:52 +0000 (Sat, 03 Mar 2007) | 4 lines
* (bug 3008) track when map and map_restart commands are added to the command
buffer with level.restarted. This prevents G_RunFrame() from
running until the command is processed by the server code.
------------------------------------------------------------------------
r905 | tjw | 2007-03-03 02:37:18 +0000 (Sat, 03 Mar 2007) | 2 lines
* (bug 2924) fix check for spectator following another spectator (M. Kristall)
------------------------------------------------------------------------
r904 | tjw | 2007-03-02 21:43:48 +0000 (Fri, 02 Mar 2007) | 2 lines
* (bug 2989) stop the overmind's bitching about no eggs in sudden death too
------------------------------------------------------------------------
r903 | tjw | 2007-03-02 21:35:12 +0000 (Fri, 02 Mar 2007) | 2 lines
* (bug 2965) remove color codes from G_LogPrintf() strings (M. Kristall)
------------------------------------------------------------------------
r902 | tjw | 2007-03-02 21:27:39 +0000 (Fri, 02 Mar 2007) | 6 lines
* (bug 3043) adds cg_bounceParticles which defaults to 0 on all but the
highest built-in graphic setting. When set to 0, particles
don't use bounce off anything and therefore their movement
doesn't require trace calls. This gives a significant frame
rate boost in many situations.
------------------------------------------------------------------------
r901 | tjw | 2007-02-25 22:17:59 +0000 (Sun, 25 Feb 2007) | 8 lines
* (bug 2658) windfly.wav and jumppad.wav removed from target_push and
trigger_push
* (bug 2658) added spawnflags 2 to misc_anim_model which will spawn the
entitiy with the animation OFF
* (bug 2658) if the "animations" loopFrames (param 3) of
misc_anim_model is 0, then the animation will not loop, but it
will make one pass through the animation each time the entity is
used
------------------------------------------------------------------------
r900 | tjw | 2007-02-25 06:33:35 +0000 (Sun, 25 Feb 2007) | 2 lines
* add support for "viewheight" and "crouchViewheight" elements to the
class overrides config file
------------------------------------------------------------------------
r899 | tjw | 2007-02-19 02:00:28 +0000 (Mon, 19 Feb 2007) | 3 lines
* (bug 3021) don't let building on top of existing structures override the
unique test (kevlarman)
------------------------------------------------------------------------
r898 | tjw | 2007-02-13 17:06:01 +0000 (Tue, 13 Feb 2007) | 3 lines
* (bug 3021) allow building "on top of" existing marked buildables when
using g_markDeconstruct. (kevlarman)
------------------------------------------------------------------------
r897 | tjw | 2007-02-10 15:59:27 +0000 (Sat, 10 Feb 2007) | 3 lines
* (bug 2989) only let the overmind nag one time about needing spawns if there
are no builders.
------------------------------------------------------------------------
r896 | tjw | 2007-02-06 04:21:50 +0000 (Tue, 06 Feb 2007) | 3 lines
* (bug 3020) put a 1 minute maximum on intermission time to prevent infinite
intermissions when only afk or malicious players are on the non-spec teams.
------------------------------------------------------------------------
r895 | tjw | 2007-01-19 18:18:13 +0000 (Fri, 19 Jan 2007) | 3 lines
* rate limit the acknowledgment of gamestat messages in the master server
to prevent DoS
------------------------------------------------------------------------
r894 | tjw | 2007-01-03 18:04:57 +0000 (Wed, 03 Jan 2007) | 8 lines
* (bug 2996) better support for using "!" commands when g_admin is
disabled.
* (bug 2973) account for the *BUILTIN* layout in the count returned
by G_LayoutList()
* !readconfig now clears all g_admin data properly even if there is an
error reading or no g_admin data file is defined
------------------------------------------------------------------------
r893 | tma | 2007-01-02 14:13:04 +0000 (Tue, 02 Jan 2007) | 2 lines
* Update demo_protocols
------------------------------------------------------------------------
r892 | tjw | 2006-12-31 23:26:40 +0000 (Sun, 31 Dec 2006) | 5 lines
* (bug 2954) g_admin commands can not be used from the server console even
if g_admin is not set to a file. This allows the !kick and !ban commands
to work for the current game even if there is no g_admin data file. Updated
vote cmds to always use !ban instead of clientkick.
------------------------------------------------------------------------
r891 | tjw | 2006-12-31 21:41:50 +0000 (Sun, 31 Dec 2006) | 4 lines
* (bug 2973) added a special name for the map's built-in layout "*BUILTIN*"
so this can be named in the list of layouts to be selected from without
having to create a .dat file for it.
------------------------------------------------------------------------
r890 | tma | 2006-12-30 23:46:55 +0000 (Sat, 30 Dec 2006) | 2 lines
* (bug 2952) Reverted trace origin to muzzle for goon pounce
------------------------------------------------------------------------
r889 | tma | 2006-12-30 23:39:14 +0000 (Sat, 30 Dec 2006) | 2 lines
* (bug 2692) Stage report now shown when not spawned
------------------------------------------------------------------------
r888 | tma | 2006-12-30 00:24:08 +0000 (Sat, 30 Dec 2006) | 4 lines
* (bug 2960) Pain indication no longer displayed during intermission
* (bug 2858) Wrong collision mask allowing bad spawns
* Adv Granger spit now slows players as it was always supposed to
------------------------------------------------------------------------
r887 | tjw | 2006-12-30 00:17:11 +0000 (Sat, 30 Dec 2006) | 3 lines
* (bug 2973) allow '-' and '_' in layout names and check to make sure layouts
named in !map and !restart commands are valid names
------------------------------------------------------------------------
r886 | tjw | 2006-12-29 23:31:57 +0000 (Fri, 29 Dec 2006) | 2 lines
* (bug 2973) support for multiple initial base layouts ( Risujin, vcxzet, tjw )
------------------------------------------------------------------------
r885 | tma | 2006-12-29 22:35:11 +0000 (Fri, 29 Dec 2006) | 2 lines
* Bump up protocol version number
------------------------------------------------------------------------
r884 | tma | 2006-12-29 21:23:10 +0000 (Fri, 29 Dec 2006) | 2 lines
* (bug 2935) Creep penetrating surfaces it shouldn't
------------------------------------------------------------------------
r883 | tma | 2006-12-29 20:43:18 +0000 (Fri, 29 Dec 2006) | 4 lines
* (bug 2828) Removal of hack for scaled up knockback on teslagen
* (bug 2959) All looping sounds now stopped when downloading
* (bug 2910) Removal of legacy Q3 cg_teamChat* stuff
------------------------------------------------------------------------
r882 | tma | 2006-12-29 18:34:50 +0000 (Fri, 29 Dec 2006) | 5 lines
* (bug 2926) Tesla range reduced to sphere, instead of cube
(Christophe Cavalaria <chris.cavalaria@free.fr>)
* (bug 2786) Cleanup of error message display (Martin Doucha)
* (bug 2787) Scroll-wheel support in list widgets (rasz)
------------------------------------------------------------------------
r881 | tma | 2006-12-29 15:50:36 +0000 (Fri, 29 Dec 2006) | 3 lines
* Move marked deconstruction variables into level_locals_t
* Rename FinishSpawningBuildable
------------------------------------------------------------------------
r880 | tma | 2006-12-29 15:07:52 +0000 (Fri, 29 Dec 2006) | 4 lines
* Buildable destruction marking (via g_markDeconstruct)
* It's now impossible to destroy the last spawn
* Start of a new client side buildable status display
------------------------------------------------------------------------
r879 | tma | 2006-12-29 14:09:05 +0000 (Fri, 29 Dec 2006) | 2 lines
* Clean up serverinfo
------------------------------------------------------------------------
r878 | tma | 2006-12-27 21:51:05 +0000 (Wed, 27 Dec 2006) | 2 lines
* Hovel tutorial text
------------------------------------------------------------------------
r877 | tjw | 2006-12-27 16:53:46 +0000 (Wed, 27 Dec 2006) | 2 lines
* (bug 2937) fixed crash from cg_projectileNudge patch when using vm_cgame 0
------------------------------------------------------------------------
r876 | tjw | 2006-12-27 15:49:40 +0000 (Wed, 27 Dec 2006) | 2 lines
* Fix for extended nomenclature resulting in slight server instability
------------------------------------------------------------------------
r875 | tjw | 2006-12-20 16:40:56 +0000 (Wed, 20 Dec 2006) | 2 lines
* (bug 2780) prevent another buy/sell bind which loses blaster (M. Kristall)
------------------------------------------------------------------------
r874 | tjw | 2006-12-20 16:31:03 +0000 (Wed, 20 Dec 2006) | 2 lines
* (bug 2773) improved weapon/upgrade selection in human HUD (Dustin Howett)
------------------------------------------------------------------------
r873 | tjw | 2006-12-20 16:27:35 +0000 (Wed, 20 Dec 2006) | 2 lines
* (bug 2903) remove the unlagged 1-server-frame rewind for missile tests
------------------------------------------------------------------------
r872 | tma | 2006-12-13 23:39:31 +0000 (Wed, 13 Dec 2006) | 4 lines
* Added time til sudden death to game state
* Added "tagging" to game stats, so the stats for specific gameplay changes
can be tracked
------------------------------------------------------------------------
r871 | tjw | 2006-12-13 17:05:11 +0000 (Wed, 13 Dec 2006) | 2 lines
* (bug 2944) cg_drawClock added
------------------------------------------------------------------------
r870 | tjw | 2006-12-12 18:22:44 +0000 (Tue, 12 Dec 2006) | 6 lines
* (bug 2954) when g_admin is enabled use !ban [ip] instead of !kick [slot]
on vote kicks. this is to deal with people disconnecting before the
vote ends to avoid the temp ban and prevents an innocent from grabbing
the slot only to be kicked when the vote ends.
* fix duration parsing for the g_admin !ban command when time is in seconds
------------------------------------------------------------------------
r869 | tjw | 2006-12-12 16:46:23 +0000 (Tue, 12 Dec 2006) | 3 lines
* (bug 2924) /follow cmd now accepts partial name match and improved
error messages. (M. Kristall)
------------------------------------------------------------------------
r868 | tjw | 2006-12-11 04:05:01 +0000 (Mon, 11 Dec 2006) | 3 lines
* (bug 2812) limit team joining to once per client per second to prevent
cmd overflow by malicious clients
------------------------------------------------------------------------
r867 | tjw | 2006-12-11 03:47:02 +0000 (Mon, 11 Dec 2006) | 2 lines
* (bug 2961) G_UnlaggedCalc() crash on map load when using .so instead of qvm
------------------------------------------------------------------------
r866 | tjw | 2006-12-09 19:23:19 +0000 (Sat, 09 Dec 2006) | 4 lines
* (bug 2903) Added g_unlagged. This is based on Neil Toronto's unlagged
project. Thanks to kevlarman and WolfWings for help with this
implementation for Tremulous.
------------------------------------------------------------------------
r865 | tjw | 2006-12-09 18:55:29 +0000 (Sat, 09 Dec 2006) | 2 lines
* (bug 2790) prevent a hovel from dying more than once.
------------------------------------------------------------------------
r864 | tjw | 2006-12-09 05:16:56 +0000 (Sat, 09 Dec 2006) | 3 lines
* (bug 2869) trap_FS_FOpenFile() returns 0 if the file doesn't exist (not -1)
when using mode FS_READ
------------------------------------------------------------------------
r863 | tjw | 2006-12-09 05:12:31 +0000 (Sat, 09 Dec 2006) | 4 lines
* (bug 2937) adds cg_projectileNudge. This is originally from Neil Toronto's
unlagged project. kevlarman added automatic latency detection so the nudge
time doesn't have to be set manually. Defaults to 1 (on).
------------------------------------------------------------------------
r862 | tma | 2006-12-07 17:09:11 +0000 (Thu, 07 Dec 2006) | 2 lines
* Fix for the Q3 "overbounce" bug (apparently)
------------------------------------------------------------------------
r861 | tjw | 2006-12-04 22:34:20 +0000 (Mon, 04 Dec 2006) | 2 lines
* (bug 2934) shut up new warning message on obituary event when killed by world
------------------------------------------------------------------------
r860 | tjw | 2006-12-04 21:37:26 +0000 (Mon, 04 Dec 2006) | 3 lines
* (bug 2934) stop inventing integer types tjw. no longer try to correct
a bad eventParm, but DO print a _useful_ warning.
------------------------------------------------------------------------
r859 | tjw | 2006-12-04 16:18:32 +0000 (Mon, 04 Dec 2006) | 5 lines
* (bug 2934) cap health sent as eventParm at 255 to prevent too many tyrant
pain sounds from int8_t overflow/underrun ( Risujin )
* (bug 2934) prevent int8_t overflow/underrun on eventParm in G_AddEvent and
print WARNING when this occurs.
------------------------------------------------------------------------
r858 | tjw | 2006-12-04 15:55:13 +0000 (Mon, 04 Dec 2006) | 2 lines
* (bug 2869) don't allow map votes for maps that do not exist ( M. Kristall )
------------------------------------------------------------------------
r857 | tjw | 2006-12-04 06:51:15 +0000 (Mon, 04 Dec 2006) | 2 lines
* (bug 2812) prevent team join spam (Phil Bordelon and R1CH)
------------------------------------------------------------------------
r856 | tma | 2006-12-03 23:23:08 +0000 (Sun, 03 Dec 2006) | 2 lines
* Hi, my name is floam
------------------------------------------------------------------------
r855 | tma | 2006-12-03 23:11:52 +0000 (Sun, 03 Dec 2006) | 2 lines
* Fucking tabs...
------------------------------------------------------------------------
r854 | tma | 2006-12-03 23:01:59 +0000 (Sun, 03 Dec 2006) | 4 lines
* Strip leading whitespace when displaying server names in the browser
* Sort by server name on alpha characters only
* Refresh master server IP address cache on map change
------------------------------------------------------------------------
r853 | tjw | 2006-11-30 02:21:07 +0000 (Thu, 30 Nov 2006) | 2 lines
* Updated Mac OS X Universal Binary building (from ioq3 merge)
------------------------------------------------------------------------
r852 | tma | 2006-11-29 10:25:34 +0000 (Wed, 29 Nov 2006) | 2 lines
* Functionalise testing for sudden death
------------------------------------------------------------------------
r851 | tma | 2006-11-28 23:46:04 +0000 (Tue, 28 Nov 2006) | 2 lines
* Merge ioq3-989
------------------------------------------------------------------------
r848 | tjw | 2006-11-17 20:15:12 +0000 (Fri, 17 Nov 2006) | 4 lines
* (bug 2853) allow energy ammo to be purchased as long as an energy weapon
is in the inventory regardless of what weapon is selected
* (bug 2827) allow energy ammo to be purchased at an armoury
------------------------------------------------------------------------
r847 | tma | 2006-11-17 00:03:24 +0000 (Fri, 17 Nov 2006) | 2 lines
* Yet more TA: removals
------------------------------------------------------------------------
r846 | tma | 2006-11-17 00:01:21 +0000 (Fri, 17 Nov 2006) | 2 lines
* Removed some more TA:s
------------------------------------------------------------------------
r845 | tma | 2006-11-16 23:58:25 +0000 (Thu, 16 Nov 2006) | 2 lines
* Removed some //TA:s
------------------------------------------------------------------------
r844 | tjw | 2006-11-15 05:16:15 +0000 (Wed, 15 Nov 2006) | 3 lines
* (bug 2905) added cg_optimizePrediction (by Neil Toronto and arQon) from
the unlagged project. This gives a fairly decent FPS boost. (kevlarman)
------------------------------------------------------------------------
r843 | tjw | 2006-11-14 15:14:21 +0000 (Tue, 14 Nov 2006) | 3 lines
* (bug 2665) P cvar is now constructed from pers.teamSelection so correct
team is shown for specs in follow mode (thanks M. Kristall)
------------------------------------------------------------------------
r842 | tjw | 2006-11-14 15:11:35 +0000 (Tue, 14 Nov 2006) | 4 lines
* (bug 2849) g_admin usage info formatting fixes, !spec999 no longer tries
to move those who are already spec, !listplayers uses pers.teamSelection
to prevent inconsistency with spec following. (thanks M. Kristall)
------------------------------------------------------------------------
r841 | tjw | 2006-11-13 23:53:01 +0000 (Mon, 13 Nov 2006) | 2 lines
* (bug 2921) don't allow team switch until build timer expires
------------------------------------------------------------------------
r840 | tjw | 2006-11-13 15:11:17 +0000 (Mon, 13 Nov 2006) | 3 lines
* (bug 2881) client could add themselves to the spawn queue multiple times
when on aliens by running class command multiple times (Martin Doucha)
------------------------------------------------------------------------
r839 | tjw | 2006-11-11 07:16:33 +0000 (Sat, 11 Nov 2006) | 2 lines
* (bug 2879) zombie clients getting stuck in spawns (Martin Doucha)
------------------------------------------------------------------------
r838 | tjw | 2006-11-06 16:58:45 +0000 (Mon, 06 Nov 2006) | 2 lines
* (bug 2912) check team selection before allowing follow
------------------------------------------------------------------------
r837 | tjw | 2006-11-03 17:36:45 +0000 (Fri, 03 Nov 2006) | 2 lines
* (bug 2909) buildable deconstruct/destroy team notification and log messages
------------------------------------------------------------------------
r836 | tjw | 2006-10-30 18:20:54 +0000 (Mon, 30 Oct 2006) | 4 lines
* (bug 2894) automatic shoving of teammates on collision. set g_shove to a
positive float to adjust the amount of shoving.
(recommended value 15.0, default value 0.0)
------------------------------------------------------------------------
r835 | tjw | 2006-10-24 22:47:02 +0100 (Tue, 24 Oct 2006) | 2 lines
* !unlock command was not printing usage information (thanks kevlarman)
------------------------------------------------------------------------
r834 | tjw | 2006-10-24 22:35:45 +0100 (Tue, 24 Oct 2006) | 2 lines
* don't spam broadcast the output spam of the !time g_admin spam command
------------------------------------------------------------------------
r833 | tjw | 2006-10-24 22:07:38 +0100 (Tue, 24 Oct 2006) | 3 lines
* (bug 2849) reverted something I added in changeset 815 that turned out
not to be necessary.
------------------------------------------------------------------------
r832 | tjw | 2006-10-24 21:53:29 +0100 (Tue, 24 Oct 2006) | 4 lines
* (bug 2860) use proper team check in teamvote teamclientckick and also
check to make sure the id provided isn't higher than the max client
number (Martin Doucha)
------------------------------------------------------------------------
r831 | tjw | 2006-10-23 18:17:33 +0100 (Mon, 23 Oct 2006) | 3 lines
* (bug 2868) cancel all votes that are in progress when intermission
starts (Martin Doucha)
------------------------------------------------------------------------
r830 | tjw | 2006-10-23 18:08:01 +0100 (Mon, 23 Oct 2006) | 2 lines
* (bug 2842) adds g_privateMessages (/m and /mt commands)
------------------------------------------------------------------------
r829 | tjw | 2006-10-09 16:13:37 +0100 (Mon, 09 Oct 2006) | 3 lines
* (bug 2860) really fix the vote prevention when in spec follow mode this
time. (Marc H. Thoben)
------------------------------------------------------------------------
r828 | tjw | 2006-10-09 16:09:31 +0100 (Mon, 09 Oct 2006) | 3 lines
* (bug 2845) when overmind is killed under certain circumstances, buildings
could remain active and new buildings could be built. (Christophe Cavalaria)
------------------------------------------------------------------------
r827 | tma | 2006-09-30 00:07:28 +0100 (Sat, 30 Sep 2006) | 2 lines
* Changed a Com_Printf to a Com_DPrintf
------------------------------------------------------------------------
r826 | tjw | 2006-09-29 15:15:15 +0100 (Fri, 29 Sep 2006) | 2 lines
* !lock command without parameter was not printing usage information
------------------------------------------------------------------------
r825 | tjw | 2006-09-28 20:23:39 +0100 (Thu, 28 Sep 2006) | 3 lines
* (bugs 2677, 2849) SPECTATOR_FOLLOW mode would give the spectating client
the credits/kills of the client he was following.
------------------------------------------------------------------------
r824 | tma | 2006-09-23 14:47:07 +0100 (Sat, 23 Sep 2006) | 2 lines
* Hack the master server up to ignore a list of abusive IP addresses
------------------------------------------------------------------------
r823 | tjw | 2006-09-14 22:19:06 +0100 (Thu, 14 Sep 2006) | 4 lines
* (bug 2666) G_MapConfigs() would try to execute the .cfg for the map that was
finishing instead of the one that was loading when invoked from the
maprotation system.
------------------------------------------------------------------------
r822 | tjw | 2006-09-14 21:18:34 +0100 (Thu, 14 Sep 2006) | 3 lines
* "should have ran further" -> "should have run further"
Finally, the grammar police can sleep at night.
------------------------------------------------------------------------
r821 | tjw | 2006-09-14 17:25:24 +0100 (Thu, 14 Sep 2006) | 4 lines
* (bug 2849) having a qboolean array in the level_locals_t struct seemed to
cause some qvm weirdness. converted level.teamLocked[] into two seperate
qbooleans.
------------------------------------------------------------------------
r820 | tjw | 2006-09-14 17:18:33 +0100 (Thu, 14 Sep 2006) | 2 lines
* (bug 2952) repeaters could be built in some powered zones (Martin Doucha)
------------------------------------------------------------------------
r819 | tjw | 2006-09-10 05:46:52 +0100 (Sun, 10 Sep 2006) | 5 lines
Bug 2860
* spectators in follow mode could envoke menus for the player they are
following at the time
* spectators in follow mode were allowed to vote
------------------------------------------------------------------------
r818 | tjw | 2006-09-06 21:00:54 +0100 (Wed, 06 Sep 2006) | 3 lines
* my patch for bug 2758 neglected to add the new pmext struct into the
cgame code causing client crash when pouncing (oops)
------------------------------------------------------------------------
r817 | tjw | 2006-09-05 22:16:07 +0100 (Tue, 05 Sep 2006) | 5 lines
Bug 2848
* When a building is prohibited (e.g. a second Reactor), the red "blueprint"
was being given instead of the proper error message if the builder was
initially trying to place the building where there was no room for it.
------------------------------------------------------------------------
r816 | tjw | 2006-09-05 21:59:51 +0100 (Tue, 05 Sep 2006) | 2 lines
* updated manual.lyx for changes in Bug 2849
------------------------------------------------------------------------
r815 | tjw | 2006-09-05 21:55:24 +0100 (Tue, 05 Sep 2006) | 9 lines
Bug 2849
* adds g_admin flag '3' which allows the admin/level to always keep cred/evo
when switching teams.
* adds !lock and !unlock g_admin commands for locking teams. (enable with
'K' flag)
* setting an admin's level to 0 immediately free's up that admin's name
from the name protection system (g_adminNameProtect)
* don't give kills/creds to a spectator in follow mode ('3' flag exposed this)
------------------------------------------------------------------------
r814 | tma | 2006-08-29 18:10:42 +0100 (Tue, 29 Aug 2006) | 2 lines
* Quake3 -> Tremulous
------------------------------------------------------------------------
r813 | tma | 2006-08-14 22:11:20 +0100 (Mon, 14 Aug 2006) | 11 lines
* Merged ioq3-r838
- OS X Universal Binary creation script
- OS X x86 support
- OS X vm support
- SDL video mode selection bug fix
- "Home directory" support on windows
- Windows SMP deadlock fix
- Improved JPEG quality (screenshots/video)
- AVIs recorded with \video command are now actually AVIs
- Usual assortment of ioq3 tweaks and fixes
------------------------------------------------------------------------
r810 | tma | 2006-08-13 20:45:07 +0100 (Sun, 13 Aug 2006) | 2 lines
* Nobody expects the whitespace police
------------------------------------------------------------------------
r809 | tma | 2006-07-31 23:00:04 +0100 (Mon, 31 Jul 2006) | 2 lines
* Reconnect dialog upon server disconnect (bug #2805 tjw)
------------------------------------------------------------------------
r808 | tma | 2006-07-31 22:57:09 +0100 (Mon, 31 Jul 2006) | 2 lines
* Wallwalking warning when attempting to evolve (bug #2802 Martin Doucha)
------------------------------------------------------------------------
r807 | tma | 2006-07-31 22:50:12 +0100 (Mon, 31 Jul 2006) | 2 lines
* tjw's spiffy admin system (tjw, obviously)
------------------------------------------------------------------------
r806 | tma | 2006-07-31 22:45:24 +0100 (Mon, 31 Jul 2006) | 2 lines
* Fix to weapon changing bugs #2780 #2777 #2778 #2779 (tjw)
------------------------------------------------------------------------
r805 | tma | 2006-07-31 22:41:42 +0100 (Mon, 31 Jul 2006) | 4 lines
* Fix to ClientSpawn: spawn is NULL bug #2732 (tjw)
* Fix to lcannon spam bug #2758 (tjw)
* Fix to goon pounce bug #2758 (tjw)
------------------------------------------------------------------------
r804 | tma | 2006-07-31 22:35:21 +0100 (Mon, 31 Jul 2006) | 4 lines
* Add otherEntityNum to playerState_t... and don't use it... yet
* Improve ckit tutorial text
* Entities.def correction
------------------------------------------------------------------------
r803 | tma | 2006-07-31 18:45:47 +0100 (Mon, 31 Jul 2006) | 2 lines
* Phil Bordelon's g_chatTeamPrefix patch
------------------------------------------------------------------------
r802 | tma | 2006-07-02 16:55:55 +0100 (Sun, 02 Jul 2006) | 3 lines
* Obituaries that indicate team kills (tjw)
* g_mapConfigs no longer replaces maprotation.cfg settings (tjw)
------------------------------------------------------------------------
r801 | tma | 2006-06-29 19:00:08 +0100 (Thu, 29 Jun 2006) | 2 lines
* Fix cg_noTaunt
------------------------------------------------------------------------
r800 | tma | 2006-06-18 17:35:33 +0100 (Sun, 18 Jun 2006) | 2 lines
* Removed redundant grenade code
------------------------------------------------------------------------
r799 | tma | 2006-06-18 16:04:26 +0100 (Sun, 18 Jun 2006) | 2 lines
* Small fix to the "Create Server" button in the join server menu
------------------------------------------------------------------------
r798 | tma | 2006-06-18 15:57:08 +0100 (Sun, 18 Jun 2006) | 3 lines
* Move Mass Driver zoom control to secondary attack
* Remove +zoom and -zoom altogether
------------------------------------------------------------------------
r797 | tma | 2006-06-18 00:13:57 +0100 (Sun, 18 Jun 2006) | 2 lines
* Merged ioq3-r810
------------------------------------------------------------------------
r794 | tma | 2006-06-17 23:50:56 +0100 (Sat, 17 Jun 2006) | 2 lines
* Added some value guards to various trigger entities
------------------------------------------------------------------------
r793 | tma | 2006-06-17 19:56:25 +0100 (Sat, 17 Jun 2006) | 2 lines
* Disallow name changes more frequently than once every 5 seconds (by default)
------------------------------------------------------------------------
r792 | tma | 2006-06-11 22:39:51 +0100 (Sun, 11 Jun 2006) | 4 lines
* Added DONT_WAIT spawnflag to func_plat
* Added wait key to misc_particle_system
* Triggering a trigger_teleport now enabled/disabled it
------------------------------------------------------------------------
r791 | tma | 2006-06-11 20:08:40 +0100 (Sun, 11 Jun 2006) | 2 lines
* tjw oops
------------------------------------------------------------------------
r790 | tma | 2006-06-10 23:06:00 +0100 (Sat, 10 Jun 2006) | 7 lines
* Fix to worldspawn defaults bug
* Fix to > max damage zap bug
* Add g_mapConfigs
* Fix item switch when run out of ammo
* Fix client side buildable tracing
* Fix misc_portal_surface documentation
------------------------------------------------------------------------
r789 | tma | 2006-06-05 20:21:41 +0100 (Mon, 05 Jun 2006) | 2 lines
* s/del/rm -f/
------------------------------------------------------------------------
r788 | tma | 2006-06-05 20:14:05 +0100 (Mon, 05 Jun 2006) | 2 lines
* Removed UI function that was causing problems
------------------------------------------------------------------------
r787 | tma | 2006-06-04 23:17:32 +0100 (Sun, 04 Jun 2006) | 7 lines
* Added target_hurt
* Various other map entity fixes/enhancements
* Hovel exploit fixed
* Fixed tesla trail disappearing at edge of range
* Default player name now inherited from OS
* Fixed spelling of Veda's surname :x
------------------------------------------------------------------------
r786 | tma | 2006-06-03 21:19:58 +0100 (Sat, 03 Jun 2006) | 2 lines
* Make game stats more usable
------------------------------------------------------------------------
r785 | tma | 2006-05-17 23:04:56 +0100 (Wed, 17 May 2006) | 3 lines
* Fix to Dretch/Bsuit exploit/bug (thanks tjw)
* Fix to disappearing cursor on map load Com_Error bug
------------------------------------------------------------------------
r784 | tma | 2006-05-16 22:18:58 +0100 (Tue, 16 May 2006) | 8 lines
* Patches from bugs:
2677: Credit transfer,
2691: Disallow deconstruct during SD,
2698: nextweap bug on OS X,
2700: Fix to buildables underground bug,
2701: Fix to dretch exploit,
2706: Fix to jetpack uninit memory read
------------------------------------------------------------------------
r783 | tma | 2006-05-16 21:50:00 +0100 (Tue, 16 May 2006) | 3 lines
* Merged ioq3-r783
* Added back the syscalls things I didn't mean to remove
------------------------------------------------------------------------
r780 | tma | 2006-05-16 21:41:57 +0100 (Tue, 16 May 2006) | 3 lines
* Removal of bot code
* Refactored botlib parsing code into qcommon
------------------------------------------------------------------------
r779 | tma | 2006-05-06 18:47:44 +0100 (Sat, 06 May 2006) | 2 lines
* Remove Q3 ABI check
------------------------------------------------------------------------
r778 | tma | 2006-05-06 18:18:02 +0100 (Sat, 06 May 2006) | 7 lines
* Merged ioq3-r775
- SDL_GammaRamp stuff
- Anisotropic texture filtering
- q3testesque r_flares
- cl_guid
- Security fixes
------------------------------------------------------------------------
r775 | tma | 2006-04-24 22:19:25 +0100 (Mon, 24 Apr 2006) | 2 lines
* Removed the media license exceptions section from the license (thanks ydnar)
------------------------------------------------------------------------
r774 | tma | 2006-04-24 22:15:23 +0100 (Mon, 24 Apr 2006) | 2 lines
* Limit on number of times votes can be called, defaulting to 5 (from tjw)
------------------------------------------------------------------------
r773 | tma | 2006-04-24 22:07:23 +0100 (Mon, 24 Apr 2006) | 2 lines
* No really, I know C
------------------------------------------------------------------------
r772 | tma | 2006-04-24 22:05:06 +0100 (Mon, 24 Apr 2006) | 7 lines
* Removed some \n from server connection messages
* Removed nextmap cvar and associated code, replaced with "advanceMapRotation"
command
* Rework the text displayed during votes to be more verbose
* "destroy" command now only works when cheats are enabled
* Voting UI is now a frontend for "clientkick" instead of plain "kick"
------------------------------------------------------------------------
r771 | tma | 2006-04-23 00:01:43 +0100 (Sun, 23 Apr 2006) | 4 lines
* Fixed retarded exploitable "kick" command
* Removed ability to change the timelimit by vote
* Added sprint ability to human tutorial text
------------------------------------------------------------------------
r770 | tma | 2006-04-22 23:53:03 +0100 (Sat, 22 Apr 2006) | 2 lines
* Added P server side cvar, which lists the teams each client is on (from tjw)
------------------------------------------------------------------------
r769 | tma | 2006-04-22 23:42:45 +0100 (Sat, 22 Apr 2006) | 2 lines
* Do not increase team kills when team killing (from tjw)
------------------------------------------------------------------------
r768 | tma | 2006-04-22 23:37:55 +0100 (Sat, 22 Apr 2006) | 2 lines
* Per team friendly fire settings (from tjw)
------------------------------------------------------------------------
r767 | tma | 2006-04-22 23:33:40 +0100 (Sat, 22 Apr 2006) | 2 lines
* Fix to an uninitialised variable (from tjw)
------------------------------------------------------------------------
r766 | tma | 2006-04-22 23:32:46 +0100 (Sat, 22 Apr 2006) | 2 lines
* tjw's server comms patch
------------------------------------------------------------------------
r765 | tma | 2006-04-16 15:49:40 +0100 (Sun, 16 Apr 2006) | 3 lines
* Doubled MAX_RELIABLE_COMMANDS constant to hopefully reduce on connection
command overflows
------------------------------------------------------------------------
r764 | tma | 2006-04-16 01:42:27 +0100 (Sun, 16 Apr 2006) | 2 lines
* Added default server.cfg to misc dir
------------------------------------------------------------------------
r763 | tma | 2006-04-16 01:38:56 +0100 (Sun, 16 Apr 2006) | 2 lines
* Merged ioq3-r708
------------------------------------------------------------------------
r760 | tma | 2006-04-16 01:21:43 +0100 (Sun, 16 Apr 2006) | 2 lines
* Removed server command queueing -- that was a silly idea
------------------------------------------------------------------------
r759 | tma | 2006-04-16 01:17:15 +0100 (Sun, 16 Apr 2006) | 3 lines
* Fix to infamous "sarge" bug (R1CH)
* Better balance forcing when swtiching from teams directly (R1CH)
------------------------------------------------------------------------
r758 | tma | 2006-04-16 00:53:51 +0100 (Sun, 16 Apr 2006) | 3 lines
* Lucifer cannon exploit fix (R1CH)
* Sudden death/time limit warnings (R1CH)
------------------------------------------------------------------------
r757 | tma | 2006-04-09 23:05:35 +0100 (Sun, 09 Apr 2006) | 5 lines
* Removed CS_SCORE? config strings -- they were unused
* Moved server command queuing from game to server -- sv_dequeuePeriod probably
needs to be lowered
* Added g_friendlyBuildableFire to enable friendly buildable fire
------------------------------------------------------------------------
r756 | tma | 2006-04-09 01:11:10 +0100 (Sun, 09 Apr 2006) | 9 lines
* Fixed display of long server names
* Fixed sort by ping
* Changed default source to internet
* Added simple options menu to frontend
* Removed PB menu file
* Changed default net rate
* Fixed scoreboard alignment
* Implemented "scoresUp" and "scoresDown"
const char *const endmsg[]=
{
// DOOM1
QUITMSG,
"please don't leave, there's more\ndemons to toast!",
"let's beat it -- this is turning\ninto a bloodbath!",
"i wouldn't leave if i were you.\ndos is much worse.",
"you're trying to say you like dos\nbetter than me, right?",
"don't leave yet -- there's a\ndemon around that corner!",
"ya know, next time you come in here\ni'm gonna toast ya.",
"go ahead and leave. see if i care.", // 1/15/98 killough
// QuitDOOM II messages
"you want to quit?\nthen, thou hast lost an eighth!",
"don't go now, there's a \ndimensional shambler waiting\nat the dos prompt!",
"get outta here and go back\nto your boring programs.",
"if i were your boss, i'd \n deathmatch ya in a minute!",
"look, bud. you leave now\nand you forfeit your body count!",
"just leave. when you come\nback, i'll be waiting with a bat.",
"you're lucky i don't smack\nyou for thinking about leaving.", // 1/15/98 killough
ModPlanMan,or it could be that since winter break ended, a large number of trem players are no longer able to play as often as they used to.
I think you have hit on something here, and I also think that a post from Timbo also shows something. I have looked at the stats showing the number of players from his post http://tremulous.net/forum/index.php?topic=7048.msg107183#msg107183 (http://tremulous.net/forum/index.php?topic=7048.msg107183#msg107183) and have noticed that if trem hasn't been in a state of decline it's certainly flat-lined. I think, since it has at least flat-lined the next step is that it will decline, unless the good work that the dev team have been doing is released.
It makes total sense that a piece of software should look at it's current amount of users and base it's release schedule on that, doesn't it?
or it could be that since winter break ended, a large number of trem players are no longer able to play as often as they used to.w8 till the end of the exams.
You know how people are, as soon as the graph moves not up, or even worse, it moves down, the negative thoughts start boiling up their minds right to the moment where they say "TremDev should release, or else....."or it could be that since winter break ended, a large number of trem players are no longer able to play as often as they used to.w8 till the end of the exams.
18+ studens will rise once again :-)
I've always maintained that I will be happy with some sort of development planrough list:
Currently there's roughly 70 items in bugzilla, of these only 35 are bugs, the rest are enhancements.
How many items in the bug list will be attended to in release 1.2
Will only the bugs be addressed?
How many enhancements?
What about any new enhancement requests?
What is the policy on any new bugs added?
Will only the top one or two priority items be addressed?
I really don't care when 1.2 gets released, because I have faith that it will be. All I'm asking for is a plan. Is that too much to ask for?
rough list:Now here is an enhancement I would support: vsays. This indeed would turn the game more tactical, without having to waste some seconds using team speak.
-new huds
-new models for many things
-alien "weapons" in first person
-vsays
-balance changes
-probably a few things i forgot
rough list:
-new huds
-new models for many things
-alien "weapons" in first person
-vsays
-balance changes
-probably a few things i forgot
1) How many new huds? How many of these are complete?one for each team, neither has code for it yet, i should probably get on that sometime soon >.>
2) as above for the modelsi don't know the answer to this one
3) As above for the weapons
4) vsay? Looking forward to it, but how are we doing on this?it hasn't been started yet, the code should be fairly trivial
5) Are the Devs happy with the balance changes yet?norf won't be happy until trem turns into gloom (just kidding)
6) Hrm the list looks complete. What are the chances that this list will grow.pretty decent
New models sounds good, but will the data pk3 still have all the old models and sounds so as not to break the maps that refer to them? I hope so.my guess is that the old models will be right next to the purple goons and "big mofo"s
New models sounds good, but will the data pk3 still have all the old models and sounds so as not to break the maps that refer to them? I hope so.This question is pertinent, since we are talking about 1.2 and not 2.0. It would be sad if Trem 1.2 didn't had backward compatibility with 1.1 . Imagine the fabulous maps made for 1.1 having to go to the "trash can".
why would they go into the trash can? nothing about the map format has changed.New models sounds good, but will the data pk3 still have all the old models and sounds so as not to break the maps that refer to them? I hope so.This question is pertinent, since we are talking about 1.2 and not 2.0. It would be sad if Trem 1.2 didn't had backward compatibility with 1.1 . Imagine the fabulous maps made for 1.1 having to go to the "trash can".
So, just the old HUD's are going down the trash-can?yes, huds will need to be updated for 1.2
Just kidding, you've changed the format though, so they'll have to be re-designed.
Right?
Not the format itself, but if they altered the old models, then the old maps would be broken for 1.2, am I right?why would they go into the trash can? nothing about the map format has changed.New models sounds good, but will the data pk3 still have all the old models and sounds so as not to break the maps that refer to them? I hope so.This question is pertinent, since we are talking about 1.2 and not 2.0. It would be sad if Trem 1.2 didn't had backward compatibility with 1.1 . Imagine the fabulous maps made for 1.1 having to go to the "trash can".
Not the format itself, but if they altered the old models, then the old maps would be broken for 1.2, am I right?The old maps probably won't depend on playermodels, most of the geometry and textures are supposed to be packaged with the things themselves. The only "brokenness" you could get is issues like for example the new smaller dretches being able to fit under the u-bend on arachnid, which shouldn't be difficult to solve with a little editing.
The only thing Trem needs atm is RELOAD ANIMATIONS!!!those are going in with new weapon/hand/claw models
-alien "weapons" in first person
cg_drawgun 0?-alien "weapons" in first person
I would not like that one bit... I love the lack of Alien first person-ness.
just make the character a cool position, cigarette in the mouth, holding the primary weapon like a katana in it's scabbard or a leather jacket on the shoulder, and with the other hand it could aim down the low HP tyrants.i hope that was sarcasm
As a side note, stop giving away the best cheats.cg_drawgun 0?-alien "weapons" in first person
I would not like that one bit... I love the lack of Alien first person-ness.
As a side note, stop giving away the best cheats.cg_drawgun 0?-alien "weapons" in first person
I would not like that one bit... I love the lack of Alien first person-ness.
As a side note, stop giving away the best cheats.cg_drawgun 0?-alien "weapons" in first person
I would not like that one bit... I love the lack of Alien first person-ness.
Everyone knows the best way to cheat is to charge your rauder with a tesla.
If anyone wants a leaked build of Tremulous 1.2 email me.
Well, 99% of you are whiny little shits who do nothing but bitch and moan and cause problems.
So bringing more to the forums would seem a little counter productive to me.
Of course, that's just my opinion, I doubt many would agree.
(That's many of the people in the 1%. As far as I'm concerned, the other 99% don't count for anything.)
Since when is a game about the developers? Sure they create, improve, and debug the program - but without a community to embrace the game there is little point in making it.
But thanks for bringing your, and dare I say affiliated MG, elitism to bear David.
I see many reason to make a game, none of which involve other people getting it.they get very good reference to make them able to do games for real money.
What have they devs gained by releasing this game? A lot of hassle and a lot of people complaining that it sucks.
also, of course the devs make games for the players, for themselves too, but having people play it can be a large motivator, not to mention that many of the devs dont play the game so they must make it either because they enjoy the process or because they like to see people playing it, probably both.
Ie Joust wunted to sai dat whiel a larche pleeyorbaze mai indeet motifate teh defelooperz, it alzo prezents an obztable, sinze the larcher the pleeyorbaze, teh moar whiening yuo ged whan yuo chanche aniethieng.F
also, of course the devs make games for the players, for themselves too, but having people play it can be a large motivator, not to mention that many of the devs dont play the game so they must make it either because they enjoy the process or because they like to see people playing it, probably both.
How is the large player base working as a motivator? Devs have been heard to say things like 'what's the point'.
And just because they don't play under there known names very much, doesn't mean they don't ever play. I assume (hope) they play a fair bit.
===///===
but they don't, constructive criticism is almost non-existent both on these forums and on the server norf is using to test balance changes, complaints and whining on the other hand are rampant
If the player base puts forward their criticisms nicely and calmly, then they can be a great help. There's no better person to tell you what's wrong with your game - they will find bugs and possibly report them so they can be fixed, give you a gauge of how well certain features or aspects perform and generally help a developer personally grow (if they take those criticisms on board in the first place) and find out what is fun and what isn't.
You are so ignorant.ad hominem
If the player base puts forward their criticisms nicely and calmly, then they can be a great help.When was the last time you saw that?
There's no better person to tell you what's wrong with your game - they will find bugs and possibly report them so they can be fixed, give you a gauge of how well certain features or aspects perform and generally help a developer personally grow (if they take those criticisms on board in the first place) and find out what is fun and what isn't.You design a game you'll find fun. If you don't the game will suck. Even if you do, the game may suck, but if you don't design for you its guaranteed to be shit. Game company's are trying to bin the gamers and go to more traditional "software factory" models, but that doesn't work for designers.
What I don't get is why you seem to assume everyone has to be completely happy with everything they ever get and play and have no right to make criticism - that may not be your intention, but that's what comes across.You got this for free. What rights do you have? Name but one. You have none.
What's the point the developers might say?Take the pragmatic view. What use are happy people. What's the benefit?
Improvement both personally and within the game itself, along with the potentially hundreds and thousands of happy smiling faces people get when playing the game. With any entertainment medium, it's always other peoples satisfaction before yours - that's the nature of the business. Of course you have to enjoy what you do in the first place, but to think that's all that matters is ignorant and means you shouldn't be involved anyway.
To be anyone in any form of entertainment or arts you have to have a thick skin and conviction. Fact: You are going to be criticised, you might even be insulted (but those people shouldn't be listened too unless something's truly terrible has been made in the first place), that's life, get over it. You are going to get "whiny little shits" like us, but as I said only 2 or so pages ago, it's some of those whiny little shits that care the most. It's why we stick through the game when there hasn't been a new version after over a year, it's why we put forward criticisms in the hope of not shattering the developers dreams, but helping them personally and the game to be better. If you didn't have whiny little shits, we'd still be stuck 20 years ago in terms of game design, except now with games where you can't even move and to shoot you have to lick your earlobe three times and rotate your elbow 90 degrees because no one told them that isn't fun nor easy.Again, not the entertainment business.
Of course you can't make everybody happy - some people have personal preferences, some just don't like a genre and some are just ignorant idiots with phrases like "Lol THiss GAame Suxxx". Simply don't listen to those last ones, and sometimes even the first two might have a point and make valid criticisms that should be listened too.Again with the ad hominem.
Why is it so many people are of the position that we shouldn't criticise? That's just idiotic and ignorant.
People don't like change... Although I'm pretty sure that if they actually opened their eyes and played on MGdev, they would soon see that Tremulous has become even more enjoyable.but they don't, constructive criticism is almost non-existent both on these forums and on the server norf is using to test balance changes, complaints and whining on the other hand are rampant
If the player base puts forward their criticisms nicely and calmly, then they can be a great help. There's no better person to tell you what's wrong with your game - they will find bugs and possibly report them so they can be fixed, give you a gauge of how well certain features or aspects perform and generally help a developer personally grow (if they take those criticisms on board in the first place) and find out what is fun and what isn't.
That's why it worth to a forumer much more to demand things and complain than to infest his ideas to the game, because developement is not giving a shit to his opinion most of the time.constructive ideas do get listened to, but most forumers can't be bothered to think things through.
And then the developer is confirmed by his attitude.
Constructive anyone? :-P
Long whiny rant.
Take the pragmatic view. What use are happy people. What's the benefit?
And the "other peoples satisfaction before yours" is pure bullshit. I should work hard, for free, putting your needs before mine? Why would anyone want to do that?
This isn't the entertainment business. Its a coding job. They're coders who wrote it to prove they could, like the good little hackers they are. If entertainment was the aim, they would have gone into a different business.
Again, not the entertainment business.
And see the above bit about game design. Big studios don't listen to a word people say. There doing just fine.
You boys are all so cute when you get up in arms over these little internet squabbles. :')
Who are you? Normally I wouldn't ask this of new users, but all of your posts thus far have been completely useless and lack wit.
Who are you? Normally I wouldn't ask this of new users, but all of your posts thus far have been completely useless and lack wit.i will ask you the same question.
Hooo boy...here we go. Grab a beer, grab the sofa, and settle in for some good ol' forum mudslinging.Or we can have an intelligent discussion.
Guess that was too much to ask for.Take the pragmatic view. What use are happy people. What's the benefit?What use are happy people, what benefit are they? I'll tell you what benefits happy people have. Self-satisfaction for the developers and a friendlier satisfied-to-dickhead ratio of community members, exampled by (respectively) the normal Tremulous members to, well, you.
I know. I would hazard a guess I know a lot more about tremulous development, and game dev in general, than you.And the "other peoples satisfaction before yours" is pure bullshit. I should work hard, for free, putting your needs before mine? Why would anyone want to do that?The Tremulous development team is entirely volunteer-based. As far as I know, everyone working on 1.2 is doing it as a HOBBY, as in, something they do because they love it. They're satisfied just working on it; the admiration, recognization, and the other perks from the community are bonuses for their work.
Its entertainment for the people doing it. All the code I have written was written for myself and my friends. Mainly myself. I don't code to entertain you. That's a side benefit, and in most cases, a small one. Its only a benifit when nice appreciative people use my stuff.This isn't the entertainment business. Its a coding job. They're coders who wrote it to prove they could, like the good little hackers they are. If entertainment was the aim, they would have gone into a different business.Really? Computer game coding isn't ENTERTAINMENT? What is it then? Madness? Sparta? Swiss cheese?
Again, not the entertainment business.Big studios don't listen to their customers? Hmm...I guess they waste all that money on focus groups, beta testers, etc. just to boost hype. They had me fooled!
And see the above bit about game design. Big studios don't listen to a word people say. There doing just fine.
Alright, next poster; your turn to take a swing at this fucker.And back to the ad hominem.
One more thing; anyone got a quarter? We can send David here downtown to have a rat gnaw his ego down a little bit.
Ugly image.
Who are you? Normally I wouldn't ask this of new users, but all of your posts thus far have been completely useless and lack wit.
I am he as you are he as you are me and we are all together.
Atom Eve is like a version of f0rqu3 where everything that was bad is reversed and made good
I actually kinda miss him...That's because he is not harassing you, and you don't have to clean up after him either.
Did yours? Mine didn't.I don't like to explain jokes. :(
technically 1.2 is playable and released, visit the MG servers, it's done.We're not done.
technically 1.2 is playable and released, visit the MG servers, it's done.We're not done.
technically 1.2 is playable and released, visit the MG servers, it's done.We're not done.
kk i'm just teasing :-)
warn us if you are going to test the new human model <.<
technically 1.2 is playable and released, visit the MG servers, it's done.We're not done.
kk i'm just teasing :-)
warn us if you are going to test the new human model <.<
Lol
But that raises a good question... Is there gonna be more than one human skin?
technically 1.2 is playable and released, visit the MG servers, it's done.We're not done.
kk i'm just teasing :-)
warn us if you are going to test the new human model <.<
Lol
But that raises a good question... Is there gonna be more than one human skin?
NO! They are all the Undead Clones of Ked Ambrit!!! :) :D :laugh:
read the backstory
The Visit (http://www.tremulous.net/about/)
^^klik it^^
I'm assuming timbo or one of the trem team. Anyway, It doesn't mention "ked clones" in there at all, rather, it mentions recruiting mercanaries.
they cloned him and sent him back. Millions of him. It was cheaper than hiring and training new troops.
they cloned him and sent him back. Millions of him. It was cheaper than hiring and training new troops.
You have a 50% chance of it being Wednesday and Thursday simultaneously, assuming that one of the two is true.DNF is vaporware... everyone knows that... they're just covering up for Prey 2: The Preyining!
Also, Duke Nukem Forever has strong rumors of a 2008 release date...
I have a different version; its a coincidence that every single one of the mercenaries hired looked exactly the same, except for haircut, and Ked decided to fix that. I'm hoping for more player models (at least for humans) eventually.I'm assuming timbo or one of the trem team. Anyway, It doesn't mention "ked clones" in there at all, rather, it mentions recruiting mercanaries.
I believe that Timbo wrote it, but I really have no idea whose work it is. If they are mercenaries, why do they all look alike? No, in my version (it's open-source, all I have to do is reference The Visit (http://www.tremulous.net/about/)), Ked is the only survivor of that mission to the Fractal Zion system. The only survivor from amongst the roughest, meanest corporate mercs in the Company Systems. So when he returned alone, they cloned him and sent him back. Millions of him. It was cheaper than hiring and training new troops.
Does anybody actually still think this version is coming out? And don't give me any changelog BS, that's just the devs playing with themselves...