Commit Graph
7604 Commits
Author SHA1 Message Date
ac-stef 111c8d4d5c mapmodel cleanup 2016-10-17 17:40:02 +02:00
ac-stef 71a12bfe82 allow custom mapmodels to depend on other custom mapmodels
By adding a "requires"-attribute to the mapmodel config file, a mapmodel
can trigger the map editor to include another model and have it loaded
during map load. This can be used to create model modifications which
use ressources of another model. For example, a new model can provide a
different skin for an existing model - and that attribute will make sure,
that the required original model is also loaded.

This mechanism does not work, if the attribute is changed after the map
is finished, because the map editor has to copy the dependency into the
map config file. After adding the attribute, the map has to be written at
least once (the dependencies are checked during savemap).

The point of dependency-attributes is to make sure the custom original
model is also loaded from a package server. Mods of official models do not
need to use the attribute, because the official model does not need to be
downloaded. The attribute is necessary, if one model on akimbo depends on
another model on akimbo.

The mapmodels that are required by other models have an additional
parameter "1" added to their mapmodel command in the config file - which
will preload the model during map load, even if no entity actually uses it.
The additional parameter is handled automatically.

The new command updatemapmodeldependencies triggers the dependency check
manually - which will make required models appear in the model list. This
is done automatically during savemap.

Changed commands:

  mapmodelslotusage

    now returns a single space, if the model slot is not used by any
    map entity, but is required by another model (with entities)

  mapmodel

    allows one more parameter - if "1", the model is preloaded, even if
    no entities use it

  mdlattribute requires <modelname>

    if used, specifies that the current model depends on parts of another
    custom model (which therefore also has to be downloaded)

    can only be used once per model config

    example:

      mdlattribute requires makke/signs/exit

        could be used in signs/loading-dock/md2.cfg to reuse
        makke/signs/exit/tris.md2

DOCREF mdlattribute mapmodel mapmodelslotusage
2016-10-16 21:54:22 +02:00
ac-stef 701d33af55 fix "no snprintf on VS" 2016-10-16 14:37:08 +02:00
ac-stef 1b5877e3fc treat CR as LF in cubescript
this hopefully doesn't break too much stuff...
2016-10-16 13:38:34 +02:00
aurhat c71420897e Update docs.cfg
Compatible with tree in assaultcube.github.io for #fe8b126 commit.
2016-10-14 22:52:45 +02:00
aurhat 72dfcd73fe Cleanup
"showminremain" enabled by default, "fovcompat" removed.

DOCREF showminremain fovcompat
2016-10-14 21:49:53 +02:00
ac-stef a451a0fd61 show model usage info where models are used 2016-10-14 11:58:13 +02:00
ac-stef 985048efda fix loadallmapmodels
now also loads models with paths that include '.'
2016-10-13 23:42:04 +02:00
ac-stef 41ff4cf583 use shoe level instead of eyeheight
for edge jump detection
2016-10-13 15:29:47 +02:00
ac-stef 0e425d2103 allow synonym for mapmodel distribution "autodownload"
"akimbo" says the same
2016-10-12 19:45:40 +02:00
ac-stef bb8bfeb752 mute error messages while probing default model skins
Unless otherwise specified in a config file, every model (md2 or md3)
tries to load skin.jpg, skin.png, ../skin.jpg and ../skin.png (in that
order). This commit silences the errors if some of those attempts fail.

There is still an error message, if none of the four files can be found.

The commit also deletes five identical skin.jpg and places one in ../
2016-10-11 21:36:49 +02:00
ac-stef ade460517d reuse skin 2016-10-10 22:18:26 +02:00
aurhat 1d91e49bbe Add high-res player skins
Thanks protox aka PrimoTurbo, the author of the high-res player skins:
http://primoturbo.deviantart.com/art/AssaultCube-Protox-HQ-Reskin-202784715

High-res player skins are added in mod zip package.
They are disabled by default.
2016-10-10 15:57:15 +02:00
ac-stef f7a54907db map fixes
thx BrutalSystem
2016-10-09 00:49:06 +02:00
aurhat 923feb249a Add detection and setting resolution as in desktop
Partially the code is ported from Sauerbraten.
Commit changes also menu items in Display resolutions menu.

DOCREF setdesktopres
2016-10-08 20:40:19 +02:00
aurhat 3c5012e768 Don't check collision during spectating in 1st person view
It fixes the problem, that during spectating in 1st person view,
when spectated player collided (for example with wall) and crouched,
then his crouches weren't visible for player1.
2016-10-08 20:19:57 +02:00
aurhatandac-stef 4858e9db75 Fix displaying stats of previous weapon on the HUD
Earlier if player held grenade in the hands and other player
connected to server and started to spectate him, then this second
player always saw assault rifle stats on the HUD as previously
selected weapon. It happens, because new client doesn't know, what
was previous weapon of players on the server, which didn't switch
yet weapon after its connection, so GUN_ASSAULT is set by default.
So if first player used for e.g. sniper rifle, then displayed ammo
stats were 0/0. Now then are displayed stats of primary weapon.
2016-10-08 17:17:37 +02:00
ac-stef bc57ac2360 map fixes
thx BrutalSystem
2016-10-08 00:28:33 +02:00
ac-stef 245c0f4c56 map fixes 2016-10-04 22:05:17 +02:00
ac-stef 2436478c64 add new protocol data type for asymmetric small integers
best suited for values ranging from -1 to 252
2016-10-02 12:59:25 +02:00
aurhatandac-stef ab27d952d6 Adjust in-game menus
Introduced common parts of In-game and In-game admin menus, fixed showing
player skin in In-game admin menu (thx BrutalSystem).
2016-10-01 22:03:55 +02:00
ac-stef 07d9ae608d fix menuinitselection for dynamic menus
If a menu is not (yet) big enough for the selection to be set, wait until
the menu is opened and initialised - then try again.
2016-10-01 20:08:25 +02:00
ac-stef 13e6460ff3 set lastmenu during execution of menuinit script 2016-10-01 16:51:25 +02:00
ac-stef d56d8f91b6 fix restricting watercolour
get coal down from 213 to 91 clipped entities
2016-09-28 16:22:11 +02:00
ac-stef 5ba5d1b4b3 optionally show media origin in slot lists 2016-09-26 22:45:34 +02:00
ac-stef 18375a7c18 sort shadow entities behind lights
- restrict watercolour to edit mode
- some map fixes
- add dev_coal
2016-09-25 16:07:06 +02:00
ac-stef 9afca836c9 cleanup
bring clang (and g++) back to O3
cleanup jpegenc error handling
2016-09-19 18:16:19 +02:00
ac-stef efc04fe2dc fix rendering of very long ladder entities
and print more helpful error messages on entity attribute import overflows
2016-09-18 21:11:04 +02:00
ac-stef c66f846cf0 better selection handling for arch and slope placement
enlargearchslopeselections

  If the variable is set to 1, after placing an arch or a slope, the
  selection is enlarged, so that the arch or slope can be changed by
  vdelta increments (for example, to raise an arch in 1/4 cube increments).
  This is also the classic behaviour.
  If the variable is set to 0 (which is now default), the selection remains
  unchanged. This way, for example, the arch can be raised or lowered by
  regular cube increments.
  The arch menu allows changing the setting and also contains a script to
  enlarge the selections once.

pushselections

  New script to store the positions of all current selections. Can be used
  repeatedly. To restore the selections, type "popselections".

enlargevdeltaselections

  Enlarges all selections by one cube in x- and y- direction, to change a
  selection from the "cube area" to the "vdelta area".
  If an argument is given, it is used as increment value, so, for example
  "enlargevdeltaselections -1" undoes a previous enlargement.

DOCREF enlargearchslopeselections pushselections enlargevdeltaselections
2016-09-18 17:13:24 +02:00
ac-stef a291b74504 take measurements to create arch prefabs from existing maps
The arch menu now allows

 * editing all vertices instead of only half of them, for non-symmetrical
   arches
 * deleting saved custom arches
 * using custom arches for other widths than what they were created for
 * measuring an arch on a map and creating a prefab of it

Scripts:

av_measure

  "echo (av_measure)" prints the list of vdelta values of a selected arch.
  Only works as expected, if the selection is only 1 cube wide. To use the
  measurements to create a width 8 arch, select 8x1 cubes under the arch
  to copy and type "av 8 (av_measure)". Or use the menu.

av width-1 vdelta_list

  One of the oldest scripts of the game (and because of that, the first
  argument stayed "arch width minus one", for compatibility reasons).
  Creates a prefab arch of the desired width. If the list has exactly
  as many entries as required, all of them are used to create the prefab -
  this is the way the script has always worked.
  If there are too few or too many elements in the list, the script will
  try to take half the required values from the list and mirror the other
  half to create a symmetrical arch. This way, a list can be used for
  slightly wider or narrower archs. Or use the menu.
2016-09-18 00:22:27 +02:00
ac-stef aca74e1b59 allow copy, paste, undo, redo and selectionwalk in coop edit
limited to selection areas of at max 4096 cubes, which is 64x64 cubes
2016-09-17 22:11:07 +02:00
ac-stef 27c8f43711 add zipped message packets 2016-09-17 22:11:07 +02:00
aurhat 9e521dfd4a Fix setting random skin of RVSF bots
Also improve assignment bots to teams.
2016-09-17 18:25:33 +02:00
ac-stef 925645ecb3 new custom arch prefab editor
The menu lists all prefab arches and allows to edit them with sliders.
Arches can be saved and restored.

"archvertex" now returns the old value of the vertex, and if the vertex
argument is omitted, doesn't change it.

enumalias prefix

  Lists all persistent aliases that start with prefix. Returns a table
  with two entries per alias: 1) full name and 2) name without prefix

DOCREF archvertex enumalias
2016-09-17 01:01:40 +02:00
ac-stef dae7773d68 fix involuntary shooting when switching guns while throwing a nade
also: more aggressive middle mouse button
2016-09-16 21:08:48 +02:00
ac-stef 397c441fed more verbose error messages for disabled commands 2016-09-16 17:35:47 +02:00
ac-stef fc3c77868f add hardcoded stairs command for coop
stairs xs ys

  Places stairs in all selections. xs and ys determine the step width
  in x- and y-direction.

DOCREF stairs
2016-09-16 14:06:27 +02:00
ac-stef 4dc54e22b5 allow more edit commands in coop edit
The edit protocol now allows the following commands in multiplayer:

  arch, slope, edittag, edittagclip, selectionrotate, selectionflip

also:

  mapenlarge has been limited to size 10 in multiplayer

  entitiy undelete in multiplayer has been fixed

SV_EDITS, SV_EDITD and SV_EDITE are to be cleaned up with a protocol bump

DOCREF arch slope edittag edittagclip selectionrotate selectionflip
2016-09-16 14:06:27 +02:00
ac-stef 815f4aa764 add selectall command
selectall

  selects the whole map (minus the two cubes wide border)

DOCREF selectall
2016-09-16 14:06:26 +02:00
ac-stef c5904dc065 add stairs to edit menu 2016-09-16 14:06:26 +02:00
ac-stef 6b15891cfd undo changes back to a specific state
undolevel <level>

  Returns the number of undo steps that can be undone. If argument "level"
  is given, as many steps are undone, until "level" steps remain.

Example, during editing:

  echo (undolevel)
    prints number of previous editing steps, for example "55"

  ... do some editing ...

  undolevel 55
    undoes all changes to restore the previous state (if that state
    is still in memory... keep in mind, undo-space is limited, see
    "undomegs" parameter)

  Unless memory limits delete states, undolevel commands can be undone
  with "redo".

DOCREF undolevel
2016-09-16 14:06:26 +02:00
ac-stef 96a028c263 guess height for selections set by command 2016-09-15 18:15:51 +02:00
ac-stef 1b8eeac7ce font fixes 2016-09-14 20:35:13 +02:00
ac-stef 643328b5a1 properly compress chars_default.png
thx BrutalSystem
2016-09-13 21:28:47 +02:00
ac-stef 1a482e5394 final corner physics fix
if corner sliding doesn't work, try x- and y-slides as well
2016-09-13 21:17:07 +02:00
ac-stef a976e5b4ba map fix 2016-09-11 11:17:25 +02:00
ac-stef 29a3970b72 fix flyspeed
and a compiler optimisation error

(for clang >= 4, O3 may be reactivated in the makefile)
2016-09-09 22:22:55 +02:00
ac-stef 588e9f9de8 some fixes for OSX 2016-09-08 22:36:46 +02:00
ac-stef 123e2b2b12 cleanup 2016-09-08 01:20:45 +02:00
ac-stef 423df0c66f omit "./" prefix from media file paths in map config files
Ignore it, if "./" prefixes a media path given with a texture, mapmodel
or mapsound command. It's useless and prevents comparing path names.
2016-09-06 19:15:26 +02:00