Commit Graph
7629 Commits
Author SHA1 Message Date
aurhat 1663179a63 Update OpenAL-Soft library to v 1.17.2 2016-12-25 19:48:07 +01:00
ac-stef 206cbdcbd1 better AR approximation
and some fixes
2016-12-03 14:54:18 +01:00
aurhat ee7f75cc10 Add menu for spectate mode key binds 2016-11-29 20:10:35 +01:00
ac-stef 06de0ddf3c re-add default resolutions
The screen resolution menu now shows two batches of resolutions: first
those recommended by the graphics driver and then some more default
resolutions. Resolutions higher than the reported maximum are not listed.
2016-11-24 01:32:54 +01:00
ac-stef 570e6aba2f only show available screen resolutions
setdesktopres was replaced by two variables reflecting the desktop
resolution (or zero, if not available): desktopw and desktoph

getdisplayresolutions returns a list of available screen resolutions

DOCREF getdisplayresolutions desktopw desktoph setdesktopres
2016-11-24 00:32:07 +01:00
ac-stef 60a7fa9e17 don't pitch weapons and playermodels 2016-11-21 22:11:41 +01:00
Charles Thompsonandaurhat 61941cefb3 Add a Github-friendly README 2016-11-21 20:39:28 +01:00
ac-stef 8cd6d15247 hide hudgun while menu shows a mapmodel
...to avoid overlap
2016-11-20 15:20:16 +01:00
aurhat 55142cbe41 Add transparent 32x32 icon to AC window
It bases on .../docs/images/icon.png from AC website repository,
just removed empty space, edges changed to more noticeable.
Note: on Mac an icon from assaultcube.icns is used.
2016-11-19 18:19:45 +01:00
ac-stef 76fadbae52 use camera pitch when browsing mapmodels
-10°..10° is treated as zero
2016-11-17 15:30:11 +01:00
ac-stef c5065cddaa add batch map conversion tools and more editing scripts
convmap is a toolset to convert hundreds of maps mostly automatically
to map format 10. Old media paths from akimbo and from before AC 1.2 are
automatically converted to AC 1.2 and akimbo2 paths.

The additional editing scripts mostly help with further optimisation of
existing maps (mainly to reduce the number of clipped entities).

If convmap is loaded after mapeditscripts, one additional conversion
stage is unlocked.
2016-11-07 16:57:18 +01:00
ac-stef 551a501546 fix entity todo list 2016-11-07 15:31:05 +01:00
ac-stef ecb3386f88 fix some entities 2016-11-05 20:45:09 +01:00
ac-stef e12d25dc95 add todo list for entities
Add some commands to support an entity TODO list. Entity errors during
map load are automatically added to the list. The list is saved and
restored with xmaps. A keybind (no default key assigned) to scroll
through TODO entities was added.

The list is indented as a means for automated map check scripts to
return a list of entities to fix.

cleartodoentities [index]
  Clear list of TODO entities. The list is also deleted, when a new map
  is loaded.
  If an entity number is given as an argument, only entries for this
  entity are cleared.

addtodoentity index comment
  Add the entity #index to the TODO list. Add optional comment.

enumtodoentities
  Returns a list of TODO entities. Returns entity index number and comment
  for every entry.

DOCREF enumtodoentities addtodoentity cleartodoentities
2016-11-05 17:42:30 +01:00
ac-stef 88320bd095 add script and keybind to cycle through spawn points in edit mode
If the assigned key is pressed, the mousewheel can be used to cycle
through player spawn points, sorted by groups CLA, RVSF and FFA.

No default key is assigned.

gotonextplayerstart can be used, to manually jump to the next spawn.
2016-11-03 18:02:45 +01:00
ac-stef 5177988bac show faulty playerstarts as yellow players 2016-11-03 14:20:34 +01:00
ac-stef da49dda785 slightly less bright protox skins 2016-11-03 14:18:01 +01:00
ac-stef dc3abca170 less buggy filter function
likes highres skins
2016-11-03 01:19:11 +01:00
ac-stef 5af661ddeb debug switch to filter out some load_world errors
do not flag some map config errors that can be fixed by search&replace
(for use in map conversion scripts only)
2016-11-01 00:40:10 +01:00
ac-stef 64a7eef335 some fixes 2016-11-01 00:40:07 +01:00
aurhat e52c7b4e6e Fix warnings in Xcode 2016-10-25 20:43:39 +02:00
aurhat 7c27ddd167 Update Xcode project
Note: in InfoPlist.strings there is current AC version.
2016-10-25 20:32:00 +02:00
aurhat 9849a73c26 Backport SDLmain files from SDL 1.2.15 for Xcode
Important: always custom code should be added to disable
error sounds because of SDL_ENABLEAPPEVENTS - after keys
pressing (see code below "ADDED SO IT DOESN'T BEEP BECAUSE
WE ENABLE SDL_ENABLEAPPEVENTS" comment).
2016-10-25 20:27:12 +02:00
aurhat eae2625f7c Add dev SDL 1.2.15+ framework for Mac only
Note: the last commit is from 07.09.2016:
http://hg.libsdl.org/SDL/changeset/0c1a8b0429a9
2016-10-25 20:24:25 +02:00
aurhat 507394fde9 Improve existing and add some new mapmodel definitions 2016-10-22 00:12:48 +02:00
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