nemo [Thu, 16 May 2013 14:05:16 -0400] rev 9006
bleah. sorry for spam. this reverts the first attempt in uAmmos
unc0rr [Fri, 17 May 2013 00:07:37 +0400] rev 9005
Fix mortar's scoring
nemo [Thu, 16 May 2013 14:02:33 -0400] rev 9004
Yeah, this isn't safe either. Caused
bug #629 - removing.
unc0rr [Fri, 17 May 2013 00:06:01 +0400] rev 9003
Best level AI should maximize the score at all costs.
ChipHome [Thu, 16 May 2013 17:33:25 +0200] rev 9002
updated italian translation
sheepluva [Thu, 16 May 2013 10:10:27 +0200] rev 9001
I couldn't find any usage of these extern variables. neither in the file they are defined nor anywhere else in the code
sheepluva [Thu, 16 May 2013 10:03:00 +0200] rev 9000
remove about 45 useless #include statements from campain.* - copypasta ftw, eh? :p
nemo [Wed, 15 May 2013 23:33:38 -0400] rev 8999
better way to do it that avoids screwing up angle bounds on single saucer
nemo [Wed, 15 May 2013 22:52:17 -0400] rev 8998
trying to prevent the AI from attacking barrels. feedback on this welcome.
nemo [Wed, 15 May 2013 08:56:52 -0400] rev 8997
few more changelog entries
nemo [Sun, 26 May 2013 08:18:15 -0400] rev 8996
change to RGB
nemo [Tue, 14 May 2013 11:09:19 -0400] rev 8995
more stuff we thought of
nemo [Tue, 14 May 2013 10:40:24 -0400] rev 8994
few things I thought of
nemo [Tue, 14 May 2013 09:25:53 -0400] rev 8993
use bubbles underwater
nemo [Tue, 14 May 2013 08:57:30 -0400] rev 8992
Rename submersible state, increase getaway time for attack underwater, slow down gear dx/dy underwater to simulate water resistance
nemo [Tue, 14 May 2013 07:16:14 -0400] rev 8991
Actually, let's use *4 since could be fired from lower down
nemo [Tue, 14 May 2013 07:14:41 -0400] rev 8990
more drowning fixes
nemo [Tue, 14 May 2013 06:33:59 -0400] rev 8989
check for gear being current ammo
nemo [Mon, 13 May 2013 22:58:40 -0400] rev 8988
yeah. this needs to only be for local play or it screws up small window size in network game
nemo [Mon, 13 May 2013 22:40:32 -0400] rev 8987
some saucer thing for firing weps underwater and aiming and such. bit drunk and sleepy so testing I guess
koda [Mon, 13 May 2013 23:31:03 +0200] rev 8986
fix
issue #590, load nick after asking for it...
koda [Mon, 13 May 2013 22:53:20 +0200] rev 8985
range checking for more engine command line parameters,
issue #600
Periklis Ntanasis <pntanasis@gmail.com> [Fri, 03 May 2013 07:09:04 +0300] rev 8984
fix comparison error in Campaign mission 1
unc0rr [Mon, 13 May 2013 22:49:14 +0400] rev 8983
Restore ready toggle for room admins (
issue #432)
nemo [Mon, 13 May 2013 14:10:51 -0400] rev 8982
Needs to reset net button, not toggle it.
nemo [Sun, 12 May 2013 07:33:11 -0400] rev 8981
use less collision space for the holes
nemo [Sat, 11 May 2013 23:36:39 -0400] rev 8980
don't draw a border if there's already a bottom border, avoid placing objects over gaps in the floor
nemo [Sat, 11 May 2013 23:23:17 -0400] rev 8979
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.
nemo [Sat, 11 May 2013 21:50:14 -0400] rev 8978
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
nemo [Sat, 11 May 2013 21:19:44 -0400] rev 8977
Change net button back on leaving main page.
nemo [Sat, 11 May 2013 21:14:25 -0400] rev 8976
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
nemo [Sat, 11 May 2013 10:54:24 -0400] rev 8975
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.
nemo [Fri, 10 May 2013 21:00:06 -0400] rev 8974
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.
nemo [Fri, 10 May 2013 12:00:51 -0400] rev 8973
cases have no health
nemo [Thu, 09 May 2013 23:21:06 -0400] rev 8972
I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
nemo [Thu, 09 May 2013 23:11:56 -0400] rev 8971
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.
nemo [Thu, 09 May 2013 18:19:17 -0400] rev 8970
oops
nemo [Thu, 09 May 2013 09:02:06 -0400] rev 8969
*sigh* freakin "with"
nemo [Tue, 07 May 2013 16:00:34 -0400] rev 8968
oh right. and uSound. the main culprit.
nemo [Tue, 07 May 2013 15:59:05 -0400] rev 8967
Fix voice naming. Case problems.
nemo [Tue, 07 May 2013 15:43:34 -0400] rev 8966
remove redundant abs, and some incorrect 1+ to damage
unc0rr [Tue, 07 May 2013 23:37:03 +0400] rev 8965
IFDEF that score expectation logging
nemo [Tue, 07 May 2013 15:34:36 -0400] rev 8964
☹
nemo [Tue, 07 May 2013 14:59:30 -0400] rev 8963
Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
nemo [Sun, 05 May 2013 22:50:17 -0400] rev 8962
So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
nemo [Sat, 04 May 2013 21:58:42 -0400] rev 8961
*sigh*
nemo [Sat, 04 May 2013 21:56:04 -0400] rev 8960
oops
nemo [Sat, 04 May 2013 21:40:52 -0400] rev 8959
pass the target