Mon, 12 Mar 2012 01:00:17 -0400 |
nemo |
Change rest of AI tests to floats, reenable snowball
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Sun, 11 Mar 2012 23:24:09 -0400 |
nemo |
Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
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Sun, 11 Mar 2012 22:35:55 -0400 |
nemo |
small tweak. make drowning prefer higher health hogs
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Sun, 11 Mar 2012 20:36:50 -0400 |
nemo |
Teach AI to drown with shotgun too
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Sun, 11 Mar 2012 20:12:31 -0400 |
nemo |
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
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Sun, 11 Mar 2012 18:28:32 -0400 |
nemo |
Add drowning to grenade too, try some little optimisations
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Sun, 11 Mar 2012 14:43:36 -0400 |
nemo |
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
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Fri, 17 Feb 2012 18:23:36 +0100 |
koda |
the most important commit of the year
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Tue, 17 Jan 2012 09:01:31 -0500 |
lovelacer |
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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Thu, 01 Dec 2011 18:02:27 +0400 |
unc0rr |
- Improve renderer a bit, disallow nested functions
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Sun, 27 Nov 2011 23:13:22 +0300 |
unc0rr |
Countless imporvements to the parser and countless help to the parser in sources.
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Fri, 16 Sep 2011 14:04:21 -0400 |
nemo |
AI insists on using snowball for digging. Until that is prevented, remove snowball
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Mon, 22 Aug 2011 17:44:30 +0400 |
unc0rr |
Implement TestHammer which makes sense
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Mon, 22 Aug 2011 17:22:11 +0400 |
unc0rr |
Make AI aware of damage modifiers
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Tue, 19 Apr 2011 14:39:55 +0400 |
unc0rr |
Use cWaterLine instead of LAND_HEIGHT, fix mortar handler aswell
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Sun, 17 Apr 2011 12:48:32 -0400 |
nemo |
An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
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Sun, 17 Apr 2011 11:57:46 -0400 |
nemo |
Allow head of rope to attach to hogs/barrels/crates again. Rope still does not, to avoid the bug.
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Sat, 19 Mar 2011 17:49:27 -0400 |
nemo |
Landgun, first pass. At sdw's request.
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Wed, 02 Mar 2011 00:27:20 +0100 |
koda |
Happy 2011 :)
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Sat, 29 Jan 2011 21:16:09 +0100 |
Henek |
added dummy for tardis and ugly icons for tardis and structure
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Sat, 29 Jan 2011 18:18:44 +0100 |
Henek |
still in developement take on adding structures, working hiding of hogs and ejecting them later.
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Sun, 19 Dec 2010 21:16:14 -0500 |
nemo |
add AI routine
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Sun, 19 Dec 2010 21:06:34 -0500 |
nemo |
Snowball weapon
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Thu, 18 Nov 2010 11:32:47 +0300 |
unC0Rr |
Move some stuff from uMisc to uUtils
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Wed, 17 Nov 2010 22:07:03 +0300 |
unc0rr |
uLand isn't that important to them
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Wed, 17 Nov 2010 17:45:55 +0300 |
unC0Rr |
Move variables from uMisc to uVariables
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Wed, 17 Nov 2010 17:22:36 +0300 |
unC0Rr |
Introduce unit uTypes in order to remove some cyclic unit dependencies
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Sat, 13 Nov 2010 15:32:53 -0500 |
nemo |
merge 0.9.14 back into trunk
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Sat, 13 Nov 2010 14:56:35 -0500 |
nemo |
tweak cluster test to reduce AI fail a bit, also weaking its overal rating.
0.9.14
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Fri, 12 Nov 2010 14:54:53 +0100 |
koda |
drillstrike! might require the drill patch to improve behavior
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Mon, 08 Nov 2010 23:28:39 -0500 |
nemo |
compensate a bit for the reduction in power by increasing target height, avoids bouncing off terrain.
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Sun, 07 Nov 2010 16:21:20 +0300 |
unc0rr |
Fix some warnings
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Mon, 11 Oct 2010 20:34:21 +0200 |
Tobias Neumann |
New Weapon: Resurrector (TODO: ammo icon + sprites)
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Thu, 07 Oct 2010 02:03:01 +0200 |
koda |
move all mobile-related functions in their own module, provides a structure for future mobile ports
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Fri, 10 Sep 2010 16:42:11 +0200 |
smaxx |
Engine:
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Fri, 03 Sep 2010 01:26:58 +0200 |
smaxx |
Engine:
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Sat, 14 Aug 2010 02:10:27 +0200 |
koda |
disable AI teleport
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Tue, 03 Aug 2010 14:19:47 +0200 |
smaxx |
Engine:
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Mon, 02 Aug 2010 18:19:55 +0200 |
smaxx |
Engine:
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Sat, 31 Jul 2010 11:24:53 +0200 |
koda |
remove trailing spaces from end of line
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Mon, 26 Jul 2010 11:04:32 +0200 |
smaxx |
Engine:
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Wed, 19 May 2010 02:10:28 +0000 |
nemo |
Henek adds a flamethrower, updates some translations, and tweaks how fire works.
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Thu, 06 May 2010 20:59:15 +0000 |
mbait |
Teleport AI:
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Thu, 06 May 2010 20:49:26 +0000 |
mbait |
Teleport AI:
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Thu, 06 May 2010 11:33:25 +0000 |
mbait |
Teleport AI:
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Sun, 02 May 2010 22:00:50 +0000 |
smxx |
Engine:
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Sat, 01 May 2010 05:15:16 +0000 |
sheepluva |
* added some comments
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Fri, 30 Apr 2010 12:19:25 +0000 |
mbait |
Gas grenade:
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Wed, 28 Apr 2010 05:58:14 +0000 |
mbait |
Teleport AI:
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Tue, 27 Apr 2010 21:49:52 +0000 |
mbait |
Teleport AI:
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Tue, 27 Apr 2010 12:51:29 +0000 |
mbait |
Teleport AI:
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Fri, 16 Apr 2010 16:04:41 +0000 |
smxx |
Engine:
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Thu, 15 Apr 2010 20:46:34 +0000 |
nemo |
Some initial stubs for portal just so Tiy will quit nagging. Also let folks know what approximation of physics I plan to try, here.
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Thu, 01 Apr 2010 16:08:09 +0000 |
nemo |
Update (c) lines to 2010 as unc0rr requested - they all had varying values so I just took the first year mentioned, then tacked on -2010
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Fri, 26 Mar 2010 15:59:21 +0000 |
smxx |
Engine:
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Fri, 26 Mar 2010 00:26:32 +0000 |
nemo |
Enable birdy. Has egg bombing. Eggs should possibly have a dX component. No poison yet, no egg sprite.
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Thu, 18 Mar 2010 23:56:06 +0000 |
nemo |
Adjust increment since there is no timer
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Thu, 18 Mar 2010 02:55:42 +0000 |
nemo |
Adjust tests for cluster and watermelon, add molotov, assign FP test to whip, try to keep AI from attempting fire walking.
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Fri, 12 Mar 2010 01:44:10 +0000 |
nemo |
Same approach for cluster bomb.
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Thu, 11 Mar 2010 04:31:50 +0000 |
nemo |
Crude copy of grenade routine to allow AI to use watermelon bomb with reasonable lethalness.
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