================================================== Steel Storm Episode I and Episode II Changelog ================================================== r1879 | daemon | 2010-12-05 23:24:10 -0600 (Sun, 05 Dec 2010) | 6 lines + fixed a bug that might try to set an object's owner to a nonexistent ent + simplified the movement behavior settings appearance in the menu + added text for trigger types in the menu (but does nothing right now) + fixed a bug that was causing returned flags to not return to their base correctly + added offset for flags when attaching to the base Revision: 1878 + modified Exit Pad chulls to preven player jumping over it + replaced odd pressure plate in start area of Head in the Clouds with a teleporter that acts as a shortcut to the carrier boss. The forcefield around it is triggered off when the forcefield near the carrier boss is triggered on. + added trigger relays to reset the pressure plates after 2 seconds that control the forcefields that close behind you in Head in the Clouds + enabled skull icon on the carrier in Head in the Clouds + Follow the Mole is now passable if you kill the friendly ai right off the bat + when using the next mission button the player is now sent to the first mission in the list that is incomplete (only sp mode) + fixed a bug that was not assigning a team to the player after using the next mission button Revision: 1860 Author: daemon Date: 2:36:36 PM, Monday, November 29, 2010 Message: + fixed menu compile error Revision: 1858 Author: daemon Date: 1:38:09 PM, Monday, November 29, 2010 Message: + pylon now uses it's own map icons Revision: 1857 Author: daemon Date: 7:28:29 PM, Sunday, November 28, 2010 Message: + removed excess flyers from Head in the Clouds Revision: 1856 Author: motorsep Date: 4:42:46 PM, Sunday, November 28, 2010 Message: + intro for Ep II Revision: 1855 Author: daemon Date: 4:07:27 PM, Sunday, November 28, 2010 Message: + fixed issue with flyers not docking correctly Revision: 1854 Author: motorsep Date: 3:20:12 PM, Sunday, November 28, 2010 Message: + minimap for sslevel05 Revision: 1853 Author: daemon Date: 3:18:01 PM, Sunday, November 28, 2010 Message: + added coop elements to Follow The Mole Revision: 1852 Author: motorsep Date: 3:04:32 PM, Sunday, November 28, 2010 Message: + added outline to FF icons Revision: 1851 Author: motorsep Date: 3:02:03 PM, Sunday, November 28, 2010 Message: + map icons for the Pylon Revision: 1850 Author: ShadoW Date: 12:46:09 PM, Sunday, November 28, 2010 Message: -destroyer tank swaped with carrier Revision: 1849 Author: ShadoW Date: 11:47:05 AM, Sunday, November 28, 2010 Message: coop ents added Revision: 1848 Author: daemon Date: 11:31:55 AM, Sunday, November 28, 2010 Message: + fixed briefing and primary objective text in Frozen Canyon: Prologue Revision: 1847 Author: motorsep Date: 11:24:30 AM, Sunday, November 28, 2010 Message: + assigned objective to the entity Revision: 1846 Author: ShadoW Date: 4:42:53 AM, Sunday, November 28, 2010 Message: new mission for level05 Revision: 1845 Author: motorsep Date: 11:27:43 PM, Saturday, November 27, 2010 Message: + organized Ep II campaign Revision: 1844 Author: motorsep Date: 11:22:24 PM, Saturday, November 27, 2010 Message: + removed outdated Ashes to Ashes campaign + added Frozen Canyon : Prologue mission (sp and coop compliant) Revision: 1843 Author: daemon Date: 11:09:22 PM, Saturday, November 27, 2010 Message: + selected objects now draw pulsing target/trigger/association lines + related objects to selected object now draw low alpha target/trigger/association lines Revision: 1842 Author: motorsep Date: 10:44:12 PM, Saturday, November 27, 2010 Message: + another set of ambient sounds for icy environment Revision: 1841 Author: daemon Date: 4:11:27 PM, Saturday, November 27, 2010 Message: + fixed a bug that was respawning newly targeted ents before setting their target and trigger states + prevented newly targeted ents from respawning twice + fixed a compiler warning with droptofloor(); + ai spawned from other ents are no longer added to the objectchain as it is not required. (this prevents the group spawn object linked list breaking bug, but does not "fix" it) Revision: 1840 Author: motorsep Date: 7:44:46 PM, Friday, November 26, 2010 Message: + Frozen Canyon original Revision: 1839 Author: motorsep Date: 4:28:14 PM, Friday, November 26, 2010 Message: + Frozen Canyon that has broken targeting Revision: 1838 Author: motorsep Date: 11:12:38 PM, Wednesday, November 24, 2010 Message: - removed ShadoW's intermediate versions of the unknown maps Revision: 1836 Author: motorsep Date: 6:18:23 AM, Tuesday, November 23, 2010 Message: + added flag flapping sounds + added ambient sounds for icy environments Revision: 1835 Author: daemon Date: 9:16:46 PM, Monday, November 22, 2010 Message: + projectiles fired from ai no longer remove when at a certain distance from the ai that fired them + homing missiles can now target players and ai regardless of who fired them (but team is still checked) + flack gun is no longer disabled by lightning tanks Revision: 1834 Author: daemon Date: 9:09:25 PM, Monday, November 22, 2010 Message: + enemies that spawn in walls from portals or group spawns are now removed Revision: 1833 Author: daemon Date: 2:42:37 PM, Monday, November 22, 2010 Message: + added multiplayer only flag + object option menus now support scrolling lists (for long menus like portals) Revision: 1832 Author: daemon Date: 12:42:21 PM, Monday, November 22, 2010 Message: + homing missiles no longer target teammates + fixed a bug where homing missiles would still target non spawned triggered objects Revision: 1831 Author: ShadoW Date: 12:09:03 PM, Monday, November 22, 2010 Message: Coop mission for Frozen Canyon Revision: 1830 Author: daemon Date: 10:57:47 PM, Sunday, November 21, 2010 Message: + forcefield and pylon now use forcefield startup sounds + added ctf sounds + removed bloom from system settings menu Revision: 1828 Author: motorsep Date: 5:18:06 PM, Sunday, November 21, 2010 Message: + made Windows binaries write into My Games/ Revision: 1827 Author: daemon Date: 3:53:43 PM, Sunday, November 21, 2010 Message: + updated Follow The Mole Revision: 1826 Author: daemon Date: 2:53:24 PM, Sunday, November 21, 2010 Message: + fixed default vid_samples to be 1 instead of 0 in default.cfg Revision: 1825 Author: motorsep Date: 2:17:42 PM, Sunday, November 21, 2010 Message: + renamed keys + added engine source archive Revision: 1824 Author: motorsep Date: 2:07:24 PM, Sunday, November 21, 2010 Message: + renamed local key to kot.d0pk + switched to tracking server for Episode II Revision: 1823 Author: motorsep Date: 2:05:41 PM, Sunday, November 21, 2010 Message: + most recent (Nov 21, 2010) engine binaries Revision: 1822 Author: daemon Date: 3:50:36 PM, Saturday, November 20, 2010 Message: + added mission: "Follow the Mole" + object placement restrictions based on size now only affect NPCs + fixed a bug in the editor that was allowing all structures to be targets + fixed a bug that was not removing objectives from the client on mission clear or mission reload + fixed a bug that was allowing ai to target other ai if they were not spawned yet (waiting to be triggered) + fixed a bug that was causing ai to follow paths not related to their assigned pathgroup + fixed a bug that was triggering path points too far down the line when an ai is blocked Revision: 1819 Author: motorsep Date: 7:05:38 PM, Thursday, November 18, 2010 Message: + Updated Frozen Canyon mission (considered 99.9% completed; needs testing) Revision: 1818 Author: motorsep Date: 6:14:44 PM, Thursday, November 18, 2010 Message: + CTF sounds + FF closing sound (when FF turns on) Revision: 1817 Author: daemon Date: 3:01:52 PM, Thursday, November 18, 2010 Message: + flackgun now uses TE_FLACKGUN_* effects + flackgun now has a slight spread Revision: 1816 Author: motorsep Date: 2:50:39 PM, Thursday, November 18, 2010 Message: + renamed TE_FLACK_ to TE_FLACKGUN_ effects Revision: 1815 Author: motorsep Date: 2:49:25 PM, Thursday, November 18, 2010 Message: + fixed typo for FLACK_ effects Revision: 1814 Author: motorsep Date: 2:44:34 PM, Thursday, November 18, 2010 Message: + TE_FLAK_* effects for Flak Cannons Revision: 1813 Author: daemon Date: 2:40:40 PM, Thursday, November 18, 2010 Message: + increase range of the mirv and reduced damage + homing missiles no longer target unspawned triggered ai + updated positions of the mirv and thunderbolt reticles + using rocket and beam reticles for mirv and thunderbolt as placeholders to avoid console warnings + homing missiles no longer draw a reticle Revision: 1812 Author: motorsep Date: 2:37:10 PM, Thursday, November 18, 2010 Message: + updated MIRV projectile model Revision: 1810 Author: daemon Date: 3:34:41 PM, Wednesday, November 17, 2010 Message: + roman numerals now show up in caps Revision: 1809 Author: motorsep Date: 3:11:14 PM, Wednesday, November 17, 2010 Message: + updated Frozen Canyon mission Revision: 1808 Author: motorsep Date: 2:28:45 PM, Wednesday, November 17, 2010 Message: + fixed 45 degree chulls for round FF Revision: 1807 Author: daemon Date: 1:54:06 PM, Wednesday, November 17, 2010 Message: + added "Startstate Off" option to relays which makes them not work until triggered at least once Revision: 1806 Author: motorsep Date: 1:20:46 PM, Wednesday, November 17, 2010 Message: + updated Frozen Canyon mission Revision: 1805 Author: daemon Date: 12:30:12 PM, Wednesday, November 17, 2010 Message: + attempted to fix missing attachments on the client Revision: 1804 Author: motorsep Date: 9:26:09 AM, Wednesday, November 17, 2010 Message: + updated Frozen Canyon mission Revision: 1803 Author: motorsep Date: 6:53:40 AM, Wednesday, November 17, 2010 Message: + fixed normals and size of minigun and flak pickups Revision: 1802 Author: daemon Date: 11:01:34 PM, Tuesday, November 16, 2010 Message: + splash screen now only appears in episode 1 Revision: 1801 Author: daemon Date: 10:57:24 PM, Tuesday, November 16, 2010 Message: + removed the 0 antialias option in system settings + added models for minigun and flackgun pickups Revision: 1800 Author: motorsep Date: 8:05:34 PM, Tuesday, November 16, 2010 Message: + Flak pickup model + Minigun pickup model Revision: 1799 Author: daemon Date: 4:28:56 PM, Tuesday, November 16, 2010 Message: + added outline to several hud fonts + xKILLS now appear over ai when you get doublekills and so on + decreased the size of scrolling point text + removed the shadow from the scrolling point text (outline is added) + changed the look of the enemy health bar slightly and lowered alpha + chat position is no longer loaded from profiles (delete config.cfg to restore it) + all fonts are now loaded from default.cfg Revision: 1798 Author: daemon Date: 2:58:52 PM, Tuesday, November 16, 2010 Message: + fixed a bug that was not sending ents when admin mode is turned on Revision: 1797 Author: daemon Date: 9:03:38 PM, Monday, November 15, 2010 Message: + added doublekill triplekill etc messages below the ship + totally disabled sectors Revision: 1796 Author: daemon Date: 11:55:54 AM, Monday, November 15, 2010 Message: + player can no longer damage anything over 2000 units away, and projectiles will be removed if 2000 units away from the player + ai will no longer shoot if they are over 2000 units away from their target (2000 units is slightly off screen in normal cam mode) Revision: 1795 Author: daemon Date: 8:43:12 AM, Sunday, November 14, 2010 Message: + if a spawner is set to have a number of ents to spawn greater than the total individual ents combined the spawner will now only try to spawn the number of ents specified Revision: 1794 Author: motorsep Date: 9:18:15 PM, Saturday, November 13, 2010 Message: + updated Frozen Canyon mission Revision: 1793 Author: motorsep Date: 4:40:54 PM, Saturday, November 13, 2010 Message: + updated Frozen Canyon mission Revision: 1792 Author: daemon Date: 3:47:12 PM, Saturday, November 13, 2010 Message: + fixed a bug that wasn't displaying both skins for the relay Revision: 1791 Author: daemon Date: 3:29:18 PM, Saturday, November 13, 2010 Message: + added the ability to use relays as touch triggers + added the ability to limit the number of times a target can be triggered + fixed a bug that was not resetting targeted ents + fixed a bug that was not loading some target info from mission files + triggers with delays are allowed to be triggered on the same frame they triggered something else + fixed a loop bug when multiple triggers are being triggered at once + added a single numerical increment tool for menus + the trigger relay now uses the trigger box model and is sized appropriately Revision: 1790 Author: motorsep Date: 2:54:06 PM, Saturday, November 13, 2010 Message: + Trigger box skins, 0 - relay, 1 - touch Revision: 1789 Author: daemon Date: 12:49:59 PM, Saturday, November 13, 2010 Message: + fixed an issue with spawners and ents spawned from spawners being assigned to sectors Revision: 1788 Author: motorsep Date: 12:27:42 PM, Saturday, November 13, 2010 Message: + trigger box model Revision: 1787 Author: daemon Date: 12:03:28 PM, Saturday, November 13, 2010 Message: + fixed a bug that was trying to trigger targets even if the trigger doesn't have any Revision: 1786 Author: daemon Date: 11:47:24 AM, Saturday, November 13, 2010 Message: + added count to achievements on profile menu + added a version to player profiles to make it easier to check which formatting is used + version in mission files is now the first setting saved + ents with missing entids are assigned ids when saving missions + ents loaded from sectors are now sent to the cliet at a slow rate to avoid a huge block of network traffic at once + removed achievements doublkill, triplekill, quadkill, quinkill + added achievements: berserker, perforator, marksman, scout, steeltitan, deathhammer, annihilator + accuracy is now tracked, (not drawn on scoreboard yet) + if a new score stat is added and a new score is compared to an old one w/o that stat the stat is counted as a tie + fixed a bug that was causing earned weapons to be removed from the player if he dies after earning them and going straight to the next mission + fixed some bugs with drawing achievements + now using new achievement icons + fixed and updated achievement formatting in player profile Revision: 1785 Author: motorsep Date: 11:35:43 AM, Saturday, November 13, 2010 Message: + Episode II: Rising from the Ashes campaign + Frozen Canyon mission Revision: 1783 Author: ShadoW Date: 4:30:29 AM, Saturday, November 13, 2010 Message: ctf mission for ssctf02 - Boiling Point Revision: 1782 Author: ShadoW Date: 2:03:19 PM, Friday, November 12, 2010 Message: SSctf02 - based on sslevel02 Revision: 1781 Author: ShadoW Date: 11:04:45 PM, Thursday, November 11, 2010 Message: ctf mission for ssctf01, I actually forgot to upload it yesterday :). Revision: 1780 Author: motorsep Date: 7:01:22 PM, Thursday, November 11, 2010 Message: + fixed CTF flag shaders' path Revision: 1779 Author: ShadoW Date: 11:15:02 AM, Thursday, November 11, 2010 Message: SSctf1 map - based on SSlevel00 Revision: 1776 Author: motorsep Date: 6:33:56 PM, Tuesday, November 09, 2010 Message: + made canvas size on achievement icons to be 48x48 Revision: 1775 Author: motorsep Date: 5:52:49 PM, Tuesday, November 09, 2010 Message: + Scout achievement icon Revision: 1774 Author: motorsep Date: 5:03:50 PM, Tuesday, November 09, 2010 Message: + Blank achievement icon Revision: 1773 Author: motorsep Date: 4:26:53 PM, Tuesday, November 09, 2010 Message: + Death Hammer achievement icon Revision: 1772 Author: motorsep Date: 2:56:24 PM, Tuesday, November 09, 2010 Message: + Berserker achievement icon Revision: 1771 Author: daemon Date: 1:45:09 PM, Monday, November 08, 2010 Message: + renamed all instances of photon to proton + fixed a bug that was ending long explosions twice + fixed a bug that was silencing sounds right after toggle sounds were played + fixed a bug that was not playing pylon hum at the right origin unless toggled + added an enemy health bar to the top of the screen for certain enemies (ai and structures with lots of health) bar disappears if the enemy dies or is not hit within 3 seconds + fixed some bugs that may occur when placing turrets via radiant + added points to several ai that previously had no points assigned (EP2 AI) + added default object names for all AI and all killable objects/structures + fixed a bug that was not removing the stormshield when picking up the stormplow + fixed a bug that was preventing structure dead models from appearing unless the structure was a pylon Revision: 1770 Author: daemon Date: 4:23:11 PM, Sunday, November 07, 2010 Message: + fixed a bug that was looking up an invalid buffer when there are no achievements for a game mode or a mission Revision: 1769 Author: daemon Date: 2:54:49 PM, Sunday, November 07, 2010 Message: + animations on the client are now triggered by animation event flags instead of generic send flags in order to open up more slots for new sendflag bits + began coding enemy health bars for csqc + fixed a compiler bug on linux involving picking up weapons + fixed a bug that was preventing homing missiles from firing + changed achievement icon size to 32x32 + set the doublekill achievement to use the marksman icon for testing Revision: 1768 Author: motorsep Date: 2:35:43 PM, Sunday, November 07, 2010 Message: + Marksman achievemnt icon ---- Added : /trunk/hovertank/gamedata/gfx/achievements Added : /trunk/hovertank/gamedata/gfx/achievements/ico_ach_marksman.tga Revision: 1767 Author: motorsep Date: 1:41:56 PM, Sunday, November 07, 2010 Message: + new set of external lightmaps for sslevel03 Revision: 1766 Author: motorsep Date: 1:36:17 PM, Sunday, November 07, 2010 Message: + removed old external lightmaps for sslevel03 + removed empty func_train from sslevel03 Revision: 1765 Author: daemon Date: 11:38:29 AM, Sunday, November 07, 2010 Message: + added an option to long explosions to spawn more than one explosion per tic in order to make explosions incredibly intense + pylon now spawns 3 explosions per tick instead of 1 + added a pylon gib function which spawns large chunks flying at high velocity + pylon now plays a shield hum effect along with it's normal idle effect + objects now stop playing sounds when dead Revision: 1764 Author: motorsep Date: 9:27:53 AM, Sunday, November 07, 2010 Message: + updated Pylon (considered completed) Revision: 1763 Author: motorsep Date: 4:57:32 PM, Saturday, November 06, 2010 Message: + removed nopicmip and nomipmap from the shaders that don't need those + fixed transparent surfaces sorting issue for the Pylon Revision: 1762 Author: daemon Date: 4:35:11 PM, Saturday, November 06, 2010 Message: + ai max pitch firing angle is now restricted to 25 degrees unless specified on the enemy with .maxpitchaim + micro flyers have a max pitch aim of 45 degrees Revision: 1761 Author: motorsep Date: 3:49:55 PM, Saturday, November 06, 2010 Message: + tuned up lighting on sslevel04 + fixed collision models for Pylon + replaced Pylon's shield shader with FF's shield shader Revision: 1760 Author: daemon Date: 4:14:49 PM, Thursday, November 04, 2010 Message: + pylons can now target and be targets + improved positions of explosion effects in large explosions + added a huge explosion for pylons + editor control ents now visually reflect the start toggle stat of their owner + pylons can now be set to start on or off (shields) + pylons can't be damaged while their shield is up + pylons now have a shield up state, and a death state Revision: 1759 Author: motorsep Date: 8:57:26 PM, Wednesday, November 03, 2010 Message: + Pylon and it's chulls Revision: 1758 Author: motorsep Date: 5:53:13 PM, Wednesday, November 03, 2010 Message: + Pylon collision hulls (.bsp) Revision: 1757 Author: daemon Date: 11:13:01 AM, Wednesday, November 03, 2010 Message: + achievements doublekill through quinkill are now centerprinted when achieved for each mission + simultaneous kills now multiply score for a particular kill + "x#" is now printed next to the floating score if the score is multiplied by simultaneous kills Revision: 1756 Author: daemon Date: 7:17:09 AM, Wednesday, November 03, 2010 Message: + all centerprints are now intercepted by csqc and drawn on the screen in the same fashion as completed objectives. + centerprint style messages are drawn from top to bottom in the order in which they appeared, so new messages will appear further down the screen and move up as earlier messages disappear Revision: 1755 Author: daemon Date: 3:16:33 PM, Tuesday, November 02, 2010 Message: + fixed a bug with pathing that was modifying data on the client before a commit instead of waiting for info from the server\ + added a temporary friendly AI, (Friendly Light Tank) + fixed a bug that was not sending objective trigger info for path points + in non team games, players now start on team 1, while all ai starts on team 0. this makes it much easier to figure out ai behavior for friendly ai + npc random colormod is now set before the model or appearance to allow specific colormodding while setting the model + commented out several unused functions in client path editing + fixed a bug that was mistaking new objectives for trigger relays + ai now checks and triggers path points in combat instead of (when combat ends) returning to the last point touched before combat started + fixed some bugs on the server when dealing with newly connected path points + changed some damage rules when dealing with teams (needs testing) Revision: 1754 Author: motorsep Date: 2:53:08 PM, Tuesday, November 02, 2010 Message: + adjusted intensity of reflection in the CTF flag bases Revision: 1753 Author: motorsep Date: 1:56:09 PM, Tuesday, November 02, 2010 Message: + assigned CTF flag base colors according to flag colors Revision: 1752 Author: daemon Date: 7:26:08 AM, Tuesday, November 02, 2010 Message: + now using the new ctf flag base model, and skin is set by variant instead of colormodding + moved flag model to new location in models/objects/ctf/ Revision: 1751 Author: motorsep Date: 9:00:18 PM, Monday, November 01, 2010 Message: + updated Frozen Canyon map + CTF flag base model with 3 skins (red blue and neutral) Revision: 1750 Author: daemon Date: 12:58:19 PM, Sunday, October 31, 2010 Message: +fixed a console warning when ents are removed on the client Revision: 1749 Author: motorsep Date: 9:15:50 PM, Saturday, October 30, 2010 Message: + updated minimap for sslevel04 Revision: 1748 Author: motorsep Date: 9:13:31 PM, Saturday, October 30, 2010 Message: + sslevel04 lightmaps Revision: 1747 Author: motorsep Date: 9:06:01 PM, Saturday, October 30, 2010 Message: + sslevel04 lightmaps cleanup + final sslevel04.bsp Revision: 1746 Author: daemon Date: 2:38:19 PM, Saturday, October 30, 2010 Message: + targets that were targeted via targetentid rather than having a triggerentid are now marked properly and not assigned to sectors, no longer sleep if ai, spawn on map start, and now save their target status to the mission file + trains now reset more data on reset Revision: 1745 Author: daemon Date: 12:06:39 PM, Saturday, October 30, 2010 Message: + trains now reset properly when clearing mission entities or when reloading the mission Revision: 1744 Author: daemon Date: 10:22:36 AM, Saturday, October 30, 2010 Message: + ai path points can now act as triggers (when ai reaches the point the target is activated) + fixed a bug that was not allowing items other than crystals to be the target of a trigger + fixed a bug that was not updating the trigger delay time to the client in the editor + fixed a bug that was drawing trigger delay options for objects that can be triggers instead of objects that can be targets + fixed a bug that was not updating trigger delay times to the server for particle emitters + fixed a bug that was causing placement control issues with ambient sound and particle emitters + particle emitters can now be toggled on and off with triggers + added trigger relays to allow more dynamic trigger functionality + added the ability to make several objects start in the off state including: pressure plates, particle emitters, and forcefields + fixed a bug that was attempting to trigger an npc more than once if it has multiple triggers + pressure plates and forcefields can now be toggled on AND off + triggers no longer try to activate the same object twice in the same frame, nor try to activate a switch or trigger if it was used that frame also + added the ability to set an object's target in the editor to allow different things to trigger the same object (either or) + fixed a bug that was not telling the editor if a train has the start paused flag set + reduced server instances of repeated code in the entity options menu + fixed a bug that was not assigning entids to trains properly + trains now always start on their first target even when paused + added an option in the editor to make trains start in a paused state + trains now reset properly when committed in the editor + fixed a bug that was causing trains to not actually save in the mission file + added a menu tool to create an option with a checkbox that fits exactly within the current option_size + trains now reset on any change + delayed trigger events now spawn a relay ent to avoid overriding any existing think functions + trigger delays now work properly on trains + triggers now correctly start and stop trains + trains now save and load properly to mission files + trains can be undeleted if they are removed from the mission + trains are always visible in the editor at their base location even if deleted + trains are now initialized on actual spawn because the info is loaded from file before map ents spawn + trains are saved to the mission file after objectives but before everything else so that there is no delay when loading huge mission files + removed particle emitter prints + trains can no longer be moved in the editor + trains now send their targetname so they can be updated correctly to the save game file + trains now have control ents so moving trains don't move visually while the editor is active + trains are no longer solid in adminmode, but their control ent is + trains now highlight correctly in the editor + trains w/o targetnames can't be manipulated at all (a message is present when selected) + ctf achievements can't be viewed in episodes less than 2 + added prints to the particle effect loop to show that the engine is having trouble drawing more than 4 of the same effect at once +Frozen Canyon (needs testing for major glitches, camera obstructions and level of overall lighting) + connected player score ties at end of mission are now considered lower place instead of higher place + fixed a bug that was not saving items to player profiles properly + achievements are now drawn on the scoreboard at the end of the mission + fixed a bug when calling the campaign editor that was not giving all of the required parameters + added player achievements to the profile menu for each game mode + moved difficulty setting to it's own menu + difficulty can no longer be changed while connected + fixed a bug that was only giving simultaneous kill achievements if the player killed nothing else after getting his simultaneous kill count up + fixed a bug that was considering a score beaten when comparing time left on untimed maps + times are now floored when comparing scores instead of ceilinged so that a faster time is not compared a loss to a time one digit higher + increased the opacity of the scoreboard + fixed a bug that was not comparing suicides when comparing scores + fixed some bugs with the achievement string generation +Frozen Canyon map (needs testing and fixing) + fixed a bug that was checking the wrong variable to see if a placed object is out of world bounds + applied the world bounds check to all placeable objects + every time the player kills an npc or player in the appropriate game mode and appropriate team within 2 seconds he gets another simultaneous kill, if 2 seconds has passed the counter resets + added achievements doublekill, triplekill, quadkill, quinkill + clients connected to servers can now have their profile saved locally, but only achievements are saved + fixed a bug that wasn't saving reticle information when a mission is completed + added missing file sv_triggers.qc + fixed a bug that was showing a delete button on the new objective window + fixed a bug that was showing the cursor in the wrong place when opening an input box with existing text + fixed a bug with delete in block text editing + fixed a bug that was skipping some keys when using the text editor + the text editor is much more responsive and accurate now + updated all the missions into a new campaign with real objectives + removed turrets from Acquisition + moved the spawn point and a few enemies in In Dismay + added a profile toggle for showing objectives on screen + weapons are now stored in a field depending on episode + added real objective support + when completing an objective a message pops up on the screen + all primary objective must be complete to use exit pads + missions no longer have to be assigned to a tier in a campaign to be accessed by the editor in the menu + fixed a bug that was setting every player's score as #1 + fixed a bug that was causing type 2 secondary weapons to be unselectable until death if no type 1 secondary weapons are in inventory + menu defaults are now loaded properly when drawing menus + fixed a bug that was not generating text blocks correctly for some fonts ==================================================================================== ==================================================================================== REVISIONS: 1656 - 1723 (v1.00.01723) (must get latest Steel Storm release as it requires to be able to play online) + fixed respawn message for live players + fixed a bug that was not switching to existing secondary weapons when the player loses one that he had selected + updated engine binaries across all the platforms + set default skill to Arcade + when creating a profile players are prompted to choose their skill + added skill selection to profile options + the server list now shows the server skill setting next to the game mode if not PvP + added skill selection to host game options for non PvP modes + default host skill is Classic + players now earn half points in Arcade skill from killing enemies and picking up crystals + enemies and portals now have half health in Arcade skill + fixed a bug where the CanDamage function wasn't returning a float + fixed a bug that was causing camera preset buttons to not update the locked yaw status to the server + added 4 predefined camera settings in the camera options menu + moved reticle options to a sub menu + added proper titles for all the profile option menus + moved camera options to it's own menu inside profile options + renamed camera speed to "Center Speed", yaw speed to "Turn Speed", and lock yaw to "Lock Camera Angle" + fixed a bug that was causing the player to not receive fall damage + weapons no longer try to damage or chain effects to world + increased the frequency of hit sounds to 0.1 instead of 0.2 seconds + fixed a bug that was trying to tell the server the locked camera state has changed when not connected + hit sounds can no longer play more than once per ent per 0.2 seconds + bolts now draw shield effects on ents that they hit + fixed a bug that was causing lightning tanks to get stuck on walls + correct movement intertia is now applied per ent type when an ai stops + players now mark cells that ai spawn around them (so ai don't try to go through the player) + lightning tanks now have 0.4 movement intertia (it was previously 0) + lightning tanks now trace from their origin instead of from tag_shoot so that they don't miss at point blank range + fixed a bug that was not drawing thunderbolt or lightning bolt correctly [==== Ep II only ====] + fixed a bug that was firing the thunderbolt for far too long, doing too much damage and stunning for too long [==== Ep II only ====] + fixed a bug that was causing beam/bolt weapon sounds to not follow the player [==== Ep II only ====] + added hit effects for thunderbolt and lightning [==== Ep II only ====] + fixed several bugs with damage and chain weapons on teammates in particular game modes (needs testing) + fixed some bugs that were causing ai to shoot from bad locations on their model + if an ai is dodging or roaming and it reaches it's destination early it will continue to move + player now looks up tag ids less + fixed a compiler bug with adding stun time + increased speed and yaw speed of lightning tank + updated tag names for lightning tank and destroyer + added camera relative controls for locked camera mode + radar angles are now based on the client camera instead of the real input angles + when updates are available it is printed in yellow next to the revision in the menu + fixed a bug that was still giving players a frag count in campaign mode when killing another player + if a game mode has teams players will see the player list and be prompted to choose a team. when using the mission editor this will not happen until the player enters test mode + added neutral, red, and blue flags that can be placed in game modes with flags (will add other colors later) [==== Ep II only ====] + added red and blue team spawn pads [==== Ep II only ====] + fixed a bug that was causing some objects to not gib or show particles on explode + fixed a bug that was not freeing a string and clearing a float correctly on entity removal + added an attachment mode that won't remove the attachment when it's tag_ent is removed or dies + added captures and returns to the scoreboard + flags now attach correctly to players and flag standards + added animated flag + player teams are now displayed on the scoreboard with a colored box + team scores are now displayed below the radar + fixed a bug that was displaying the option to use the editor in multiplayer when the server has it disabled + fixed a bug that was giving the player an erroneous message in the respawn window + the live score list is now sorted when a score stat changes + fixed a bug that wasn't clearing some values when scoreboard menus close + fixed a bug that was displaying scores incorrectly if a player was using a name with spaces or other special characters + added a function to reformat old score files automatically + flags now have an option to only be capture points (for example a team game that only involves a neutral flag) + normal spawnpads can no longer be placed in team games + flags and flag bases draw on radar + fov for minimap images is now more accurate + players who are on opposite teams now do not draw on the map unless within radar range + player map icons are colored to match their team + csqc no longer renders the world or models unless the player exists on the client or admin mode is active + reorganized the editor menu in the menu and added + ip address is no longer shown in the server stats window in the server list + players can no longer join servers that are of a higher episode from the server list + added an advanced host game options menu to make more room for host options, and to reduce clutter with less used options + fixed a bug that was showing mission briefings when changing the map from the menu on a running server + fixed titles in the mission editor menus in the menu + added Capture The Flag game mode [===== Ep II only ====] + fixed a bug that was not setting ai to be shared immediately on spawn + fixed a bug that was not spawning cells in a big enough area for flyers, and large bosses + players drop CTF flag on disconnect + player does not spawn until he chooses a team in team games + fraglimit is not set on server start and cannot be modified w/o a map restart + players no longer get frag counts or points for killing other players unless they're not on the same team + fixed a bug that was spawning flyers at '0 0 0' + added capture limit to host options for flag games + attempted to fix an old bug with end mission scores being displayed incorrectly + fixed a bug that was causing the player to slowly slide when finishing a mission + score files are not saved for team games + fixed a bug that was not closing the score file when done saving scores + reduced explosion damage of containers so that they will not explode similar nearby objects, but instead significantly damage them + when editing a new team game mission the existing spawn pad will be set to the red team + default menu option text now aligns to the left instead of to the right + draw functions that occur in menus while the menu is setting up are clipped so that they aren't visible + text fitting to bottom buttons now fits more accurately + spawnpads now colormod to match their team color + fixed a bug that was not removing attached ents from their previous linked list when attaching to a new ent + CTF flag model [=== Ep II only ===] + Added sounds to func_train with 4 additional fields - noise (Start move), noise1 (Move), noise2 (Stop), noise3 (Retrain, once proceeded to next corner), added corresponding keys to radiant's entity definitions. + fixed a bug that was causing hovering over the team chat option to highlight the normal chat title in the controls + joystick/gamepad disabled by default + fixed joystick settings + added a flag object in Episode II to be used with CTF game modes + reticles now draw correctly in the direction the player is facing on the screen in non fixed camera yaw modes + added gamepad settings in the control menu + mouse sensitivity now resets when resetting player controls + increased the number of increments in the mouse sensitivity slider to allow more precise settings + added a camera yaw speed slider to camera options + added a lock camera yaw checkbox in camera options + rearranged the bottom buttons in the system menus + fixed a bug that was not printing connection and disconnection messages properly + fixed a bug that was printing the wrong message when a player manages to damage and kill himself (the kill command in the console) + at 1600 units minigun damage begins to drop off and reaches a minimum amount of damage at 3200 units (0.1 x the normal damage) + beam cannon now does 300 damage per shot, and 1/3 damage to players (increasing the amount of damage to everything but players) + fixed a bug that was causing slow camera to reset on player death + added slow camera turn speed capability and cvars + added player join and quit messages + added player death messages + fixed a bug that was drawing most of the dm stats on the 2nd page of the live scoreboard + set TAB to show playerlist/scores and Y to call team chat + fixed chat text alignment + added live scoreboard for all game types (including CTF [=== EP II only ===] ) + hud now uses scoreboard values instead of stats for some of the data + added settings for scoreboard and team chat in misc controls + attempted to fix(hack) stuck weapon firing bug + exploding objects now do radius damage on each explosion. long explosions do multiple radius damage explosions (please test) + object explosion damage can be set in sv_objects.qc in ObjectExplosionDamage(); just below ObjectHealth(); + lift sounds + fixed font name and size for chat and console + added weapon "Flack Gun" which uses the minigun slot, does the exact same dps except fires 6 rounds instead of 2 at 0.3 refire rate instead of 0.1 [=== EP II only ===] + added pickups for Minigun and Flack Gun (note, player will not drop the minigun on death but may restart the level with the minigun if it was in the inventory on map join)[=== EP II only ===] + moved the chat text to the bottom left of the screen, set chat fontsize to 7, set lines to 10, and set text to remain for 5 minutes + fixed a bug that was causing path points to turn black in the editor + fixed a bug that was not allowing player chat to be used when some menus were active (still disabled while using other inputs) + fixed a bug that was not closing the editor when entering test mode after a death + temporarily removed "remove pathgroup" option from editor + removed an extra delete button from path points in the editor + removed a print when resetting object pitch in the editor + fixed a bug that was not drawing all the ai path connections + fixed sound options menu title + fixed a bug in the text editor that was breaking the line early if a space was added to the end of an exiting line REVISIONS: 1601 - 1656 (v1.00.01656) (must get latest Steel Storm release as it requires to be able to play online) + updated engine binaries for all the platforms (better performance and wider compatibility with various hardware and OS); + added shields and armor plates to Acquisition mission (container 2 and 3 demolition would spawn items) + players on slow machines should no longer rise or fall at spawn + added obelisk and incinerator sounds + source teleport effects are now played by the teleporter instead of the player (not sure if this fixes anything but seems more appropriate) + removed a spark that was playing when teleporter triggers were touched :P + player teleporter effects now send on the frame the player actually teleported (not sure if this fixes anything but seems more appropriate) + player's score placing is now printed at the top of the scoreboard + fixed a bug that was printing long decimals for damage dealt on the scoreboard + items play a different sound on respawn than other teleporting or respawning things + increased the amount of frames waited on minimap screenshot to 100 + the revision number is now drawn on the bottom right of the menu (edit sh_all_defs.qc to change this) + fixed a bug that was not allowing the mouse button to select maps unless the map list was scrolled past the first position + player dropped items now despawn after 5 mins in DeathMatch + fixed a bug that was not drawing the input cursor in the correct location when loading the text editor with a pre loaded block of text + Updated music track (Industrial theme; more prominent drums) + fixed a bug that was not fading colors in reticles when recharging in some color settings + fixed radar zoom + added player hit and enemy hit sounds + reduced ai speed to level C (hard in Ep2) + added score graphics that indicate the amount of score gained in large numbers + split up a path group in The Collector because it led through a path that ai have a hard time fitting through + set servers be public by default and added the option in the host options menus + empty servers restart at a default of every 15 minutes, but only if a player has joined the server at all + updated server.cfg and server_dm.cfg to have more default settings + fixed a bug with path connections involving reconnecting existing paths + object placement in the editor is more picky about where objects can be placed + entering the mission editor while dead and closing the editor no longer also closes the respawn screen + picking up a shield or armor repair now spawns a colored effect around the player and briefly brightens shields or armor images on the hud + fixed a bug that was causing radius damage to draw shields on ents that no damage is applied to + now using left and right hud panel images + when player takes damage a red frame is drawn around the screen and his shields/armor flash red + enabled the mission editor, multiplayer use is disabled until passwords can be set up, the first player is still allowed to use the editor in all cases though, beware of this when running a dedicated server. allowing the editor on a dedicated server is not recommended. + maximum number of objects allowed in the editor in all cases in Episode 1 is capped at 200 + objects can no longer be placed on the roof (as long as the map surfaces are set up correctly) + the position of the editor cam is now drawn on the mission map instead of the player location + the editor camera is now bound within the world bbox, though height can still go 12 clicks above the ceiling + closing the editor now closes the menu + all supported resolutions are now detected automatically in the system menu. (missing some conwidth settings for some resolutions. default is 800) + fixed a bug where an ent was not being assigned to a sector properly + increased ai movement inertia control to allow them to stop easier + ai now dodge to the left or right when damaged, and avoid moving into spaces soon to be occupied by projectiles at all times + ai now check the cell grid every time they think (0.2 seconds) + all patrolling ai patrol at 30 (for now), and combat speed on some ai has been drastically changed + fixed a bug where ai fall velocity was being slowed + popped all ai up 4 units on ai start in an attempt to avoid stuck ent messages + fixed a bug that was not allowing ai to go up ramps to a certain angle + fixed a bug that was allowing ai to go down slopes that are too steep (this should also fix slow moving tanks from falling into canyons) (this does prevent ai from navigating across steeper ramps. for example: the bridges in sslevel03 are not too steep, but the ramps on sslevel02 where indoor meets outdoor are too steep. this could probably be cured by some kind of ai hint brush over the ramp that tells the ai it's ok to go there) + player shields no longer recharge + exploding objects w/o deadmodels now stay solid for 0.5 seconds less time + damage to player's armor is no longer completely stopped by shields, but is lessened with each layer of shields + increased movespeed and yawspeed on light tank, med tank, and heavy tanks + decreased beam cooldown from 3 seconds to 2 seconds + increased the size of the teleport and exitpad triggers + fixed a bug that was causing the mission editor menus to draw off the screen in widescreen mode + increased turret yaw speed on all ai except repair turret + recompiled sslevel00 with differen lighting settings for better contrast + HUD pain frame gfx + fixed the appearance of the campaign editor menu + fixed some bugs with selected options in lists with space + re-implemented ai sleeping but increased range to 3000 from 2000 + increased ai spawn delay slightly + decreased the time between ai movement updates to 0.5 from 2 + fixed a bug that was selecting the wrong option in the main menu when the profile menu is opened and mission editor is disabled + added better support for the talk button, set in misc controls menu + updated the look of the control settings menus + made teleporters and exit pads easier to trigger + set profile to "" in default.cfg to fix a bug that was causing the last profile to not load automatically on game start + added additional explosion sprites to med and large equipment + added more stats to the hud in left and right window panes around the weapon charge bars. left pane varies based on game mode. (needs gfx) + fixed some text alignment in trigger options menus in the editor + added fields that handle availability of episodic content + shortened the force field names in the editor + removed civilian and objective structure categories from the utilities menu in the editor + profile is no longer set to "default" when none is loaded + added server episode as one of the server stats listed in the server list + increased ai search radius + assisting ai now assists at 1.5x the range at which it would normally attack at + max weapon range cap for all ai is increased + ai no longer sleeps (not even necessary when they get removed with sectors anyway) + fixed a bug that was not allowing the beam to fire through certain objects when destroyed + turret heads now have a weaponrange based off their owner + ai starts thinking sooner after being loaded + increased the firing range of turrets, heavy tanks, and destroyer + balanced health and damage (overall players take less damage from players, and beam damage has been reduced) + default lightning tanks and heavy tanks per spawn has been reduced to 0 on group spawners REVISIONS: 1594 - 1599 + fixed the angle of a few spawnpads in Collector (dm) + fixed a bug that was causing earned items to not load in deathmatch + fixed a bug that was printing garbled text in the campaign info slot + fixed a bug that was causing no mission to be found when trying to access single player games after playing multiplayer + fixed several issues with weapon info transferring between level changes correctly in multiplayer + fixed a bug that was not removing dropped item ents after pickup + fixed a bug that was allowing access to dropped item pickups in the editor + if a mission is finished while players have their respawn window up and there are lives left in the life pool, one will be subtracted for each dead player (not useful in any modes yet) + fixed a bug that was causing players who carry over in a map change to not draw player models + deathmatch mission names now draw in the mission column instead of the campaign column + minplayers is no longer an option for current gametypes + fixed a bug that was telling the server to set bind maps instead of the client + removed a rogue spawn pad in collector dm mission + set sv_multiplayer_alloweditor 0 and set sv_multiplayer_dropitems 1 in default.cfg + fixed the alignment of the timer in the editor main menu + removed some tabs in the credits + added options in the host option menu to toggle the editor availability, and to toggle whether or not players drop lost weapons on death + changed several of the options on the host menus to use checkboxes to toggle + fixed a bug that was not finding mission files in the menu in some cases + players now disconnect from servers when quit has been confirmed + menu music restarts when a mission is aborted or when leaving from a server + player bindmap is set on spawn and respawn === REVISIONS: 1568 - 1591 + updated launcher + tuned some cvars in default.cfg + fixed a bug that was not making dead objects w/o models invisible to clients + fixed a bug that was sending movement flags for dead objects that don't move + fixed a bug that was not making dead objects w/o models other than items invisible to clients on sector load + containers, buildings, and teleporter icons now pulse on the map + fixed a bug where time bonus could go below 0 + set gibs to "on" by default + removed motion blur from system menu + added intel graphics checkbox to system menu + added gibs checkbox to system menu + when resetting system settings to default, all cvars are now updated instead only changing certain cvars when the apply button is clicked + normal objects can now be mobile and move about on the client (tossed items) + Players now drop items on death in all game modes except single player, and on disconnect in coop mode. in basic items mode, a player will drop all weapons except miniguns. in earned items mode, a player will drop all weapons that he did not join the server with (these dropped items can be picked up by anyone and thus will always stay in the server unless left behind before finishing the mission) + fixed a bug that was removing short exploding objects with no deadmodels from the client before they receive the signal to explode + set default antialiasing settings to "none" + added World Textures in credits + fixed a bug where triggered ents with attachments were giving their attachments solid states and creating a bbox at '0 0 0' in world + updated license + added outline to map icons + fixed Cooling tower 1 and 2 collision hulls + changed the start map in the coop server to Acquisition + added deathmatch config for dm servers + added deathmatch mission info for server rotation in dm mode + fixed talk sound + fixed beam cannon sound