Tue, 14 May 2013 09:25:53 -0400 |
nemo |
use bubbles underwater
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Tue, 14 May 2013 08:57:30 -0400 |
nemo |
Rename submersible state, increase getaway time for attack underwater, slow down gear dx/dy underwater to simulate water resistance
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Tue, 14 May 2013 07:16:14 -0400 |
nemo |
Actually, let's use *4 since could be fired from lower down
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Tue, 14 May 2013 07:14:41 -0400 |
nemo |
more drowning fixes
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Tue, 14 May 2013 06:33:59 -0400 |
nemo |
check for gear being current ammo
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Mon, 13 May 2013 22:58:40 -0400 |
nemo |
yeah. this needs to only be for local play or it screws up small window size in network game
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Mon, 13 May 2013 22:40:32 -0400 |
nemo |
some saucer thing for firing weps underwater and aiming and such. bit drunk and sleepy so testing I guess
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Mon, 13 May 2013 23:31:03 +0200 |
koda |
fix issue 590, load nick after asking for it...
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Mon, 13 May 2013 22:53:20 +0200 |
koda |
range checking for more engine command line parameters, issue 600
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Fri, 03 May 2013 07:09:04 +0300 |
Periklis Ntanasis |
fix comparison error in Campaign mission 1
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Mon, 13 May 2013 22:49:14 +0400 |
unc0rr |
Restore ready toggle for room admins (issue 432)
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Mon, 13 May 2013 14:10:51 -0400 |
nemo |
Needs to reset net button, not toggle it.
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Sun, 12 May 2013 07:33:11 -0400 |
nemo |
use less collision space for the holes
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Sat, 11 May 2013 23:36:39 -0400 |
nemo |
don't draw a border if there's already a bottom border, avoid placing objects over gaps in the floor
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Sat, 11 May 2013 23:23:17 -0400 |
nemo |
Package the 3 dynamic maps broken by recent uFloat changes as static maps. first_blood actually didn't seem to need it, but, just in case.
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Sat, 11 May 2013 21:50:14 -0400 |
nemo |
suggestion of unc0rr's to fix issue w/ random maps in campaign. load sidecar packages in physfs for lua. should be useful also for lua that does custom layouts
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Sat, 11 May 2013 21:19:44 -0400 |
nemo |
Change net button back on leaving main page.
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Sat, 11 May 2013 21:14:25 -0400 |
nemo |
Basic workarounds for overlapping drawn map (rename buttons) and short team list (set a min height). Min size of form still fits targetted min size on desktop of 800x600
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Sat, 11 May 2013 10:54:24 -0400 |
nemo |
Add shoppamap lua as mikade requested. also add 50% chance of bottom border w/ holes as he requested. Also disable land objects in shoppa scheme, since that's more common way to play it.
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Fri, 10 May 2013 21:00:06 -0400 |
nemo |
I don't see how rating these against others is useful, given the limited radius, and the cluster bomb thing just seems counterproductive. Anyway, this prevents AI from picking on barrels.
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Fri, 10 May 2013 12:00:51 -0400 |
nemo |
cases have no health
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Thu, 09 May 2013 23:21:06 -0400 |
nemo |
I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
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Thu, 09 May 2013 23:11:56 -0400 |
nemo |
Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
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Thu, 09 May 2013 18:19:17 -0400 |
nemo |
oops
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Thu, 09 May 2013 09:02:06 -0400 |
nemo |
*sigh* freakin "with"
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Tue, 07 May 2013 16:00:34 -0400 |
nemo |
oh right. and uSound. the main culprit.
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Tue, 07 May 2013 15:59:05 -0400 |
nemo |
Fix voice naming. Case problems.
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Tue, 07 May 2013 15:43:34 -0400 |
nemo |
remove redundant abs, and some incorrect 1+ to damage
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Tue, 07 May 2013 23:37:03 +0400 |
unc0rr |
IFDEF that score expectation logging
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Tue, 07 May 2013 15:34:36 -0400 |
nemo |
☹
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Tue, 07 May 2013 14:59:30 -0400 |
nemo |
Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
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Sun, 05 May 2013 22:50:17 -0400 |
nemo |
So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
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Sat, 04 May 2013 21:58:42 -0400 |
nemo |
*sigh*
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Sat, 04 May 2013 21:56:04 -0400 |
nemo |
oops
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Sat, 04 May 2013 21:40:52 -0400 |
nemo |
pass the target
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Sat, 04 May 2013 14:46:29 -0400 |
nemo |
simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
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Sat, 04 May 2013 13:58:18 -0400 |
nemo |
explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
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Sat, 04 May 2013 08:16:50 -0400 |
nemo |
Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
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Fri, 03 May 2013 23:46:15 -0400 |
nemo |
oops
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Fri, 03 May 2013 22:18:23 -0400 |
nemo |
try to guess at barrel state. prob should flag it..
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Fri, 03 May 2013 21:38:16 -0400 |
nemo |
ignore non-hedgies here. could be useful, but Hammer needs to be taught to consider it. (hammer + explosives on a bridge could be neat)
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Fri, 03 May 2013 21:36:01 -0400 |
nemo |
trying to make AI aware of mine/explosive break point. also remove redundant test.
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Fri, 03 May 2013 07:52:57 -0400 |
nemo |
only rate subs if significant. still very much need correct fall+damage esp given different knocks.
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Fri, 03 May 2013 07:28:08 -0400 |
nemo |
Make hogs aware of dud mines and explosives. Still a bit more needed.
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Thu, 02 May 2013 23:46:48 +0400 |
unc0rr |
merge :P
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Thu, 02 May 2013 23:44:49 +0400 |
unc0rr |
Apparently resetPosition is not needed at all (/pause doesn't call it and works the same)
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Thu, 02 May 2013 21:56:24 +0400 |
unc0rr |
CheckGearDrowning could delete hedgehogs gear! (CheckGearDrowning -> ResurrectHedgehog -> FindPlace). Fixes bug 620.
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Thu, 02 May 2013 21:55:03 +0400 |
unc0rr |
Make AI more active in multiattack game mode
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Thu, 02 May 2013 13:09:12 -0400 |
nemo |
this should improve consistency of mortar cluster spread and snowball knocks
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Wed, 01 May 2013 04:05:10 +0300 |
Periklis Ntanasis |
fix bug that locked unlocked campaign missions, see issue 452
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Wed, 01 May 2013 01:27:35 +0300 |
Periklis Ntanasis |
fix nil comparison error, see issues 470 and 601
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Tue, 30 Apr 2013 21:06:05 -0400 |
nemo |
this is fairer
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Mon, 29 Apr 2013 10:01:51 +0400 |
unc0rr |
Use tr() properly
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Sat, 27 Apr 2013 17:02:26 -0400 |
nemo |
This is something we need to check in all translations. Occasionally the source phrase ends w/ a space. Need to make sure translations take this into account.
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Sat, 27 Apr 2013 16:56:50 -0400 |
nemo |
So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
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Sat, 27 Apr 2013 00:09:50 +0400 |
unc0rr |
Don't use writeln in ai thread (from rdd4035ee0f12), this causes crashes. Fixes issue 617.
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Wed, 24 Apr 2013 10:38:28 -0400 |
nemo |
aaaaand this one never was damaging
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Wed, 24 Apr 2013 10:34:52 -0400 |
nemo |
cheezemonkey pointed out this is no longer damaging
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Sun, 21 Apr 2013 17:38:17 -0400 |
nemo |
yep. I did forget to put this back
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Sun, 21 Apr 2013 16:39:36 -0400 |
nemo |
So. This should fix ammo delays being off on a team that is resurrected later in the game, even up freezing delays a bit, prevent an infinite loop in freezing, and reduces fuel burn when adjusting freezer to one-fourth.
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