hedgewars/uAIAmmoTests.pas
Mon, 12 Oct 2020 21:38:37 +0200 Wuzzy AI: Nerf piano rating; AI will now only use it if it expects huge damage
Thu, 08 Oct 2020 14:45:28 +0200 Wuzzy AI: Add reuse bonus to SMine (like shotgun)
Thu, 08 Oct 2020 14:43:00 +0200 Wuzzy Fix AI sometimes making weird SMine shots
Wed, 07 Oct 2020 23:06:34 +0200 Wuzzy AI: Don't sacrifice final hog with kami or piano
Sun, 19 Jul 2020 22:08:55 +0200 Wuzzy AI: Add new sine gun test (still WIP)
Sun, 19 Jul 2020 11:32:30 +0200 Wuzzy AI: Don't end ammo tests too early for knife and drill rocket
Sun, 19 Jul 2020 11:20:20 +0200 Wuzzy AI: Fix bad AI collision checks
Wed, 08 Jul 2020 19:11:00 +0200 Wuzzy AI: Laser sight removes upper range cap for shotgun
Wed, 08 Jul 2020 18:19:14 +0200 Wuzzy AI: Don't use airstrikes if negative gravity
Wed, 08 Jul 2020 18:17:49 +0200 Wuzzy Teach AI how to use snowball
Mon, 06 Jul 2020 15:41:22 +0200 Wuzzy AI: Teach AI to use low gravity
Mon, 06 Jul 2020 14:51:24 +0200 Wuzzy AI: Add aiGravity and aiGravityf variables
Mon, 06 Jul 2020 14:43:19 +0200 Wuzzy Rename windSpeed variable to aiWindSpeed
Mon, 06 Jul 2020 12:46:22 +0200 Wuzzy Fix typo
Mon, 06 Jul 2020 11:10:27 +0200 Wuzzy AI: Teach how to use resurrector fast
Mon, 06 Jul 2020 01:46:22 +0200 Wuzzy Teach AI how to use resurrector
Sun, 05 Jul 2020 21:25:15 +0200 Wuzzy Teach top AI level to track falling with airstrikes
Sun, 05 Jul 2020 21:14:44 +0200 Wuzzy AI: Teach AI that piano can't blast thru solid land
Sun, 05 Jul 2020 21:05:35 +0200 Wuzzy AI: Airborne attacks: Move height of target X to first hit
Sun, 05 Jul 2020 20:29:37 +0200 Wuzzy AI: Fix starting height of airborne attacks
Sun, 05 Jul 2020 20:22:08 +0200 Wuzzy AI: Improve drill strike prediction
Sat, 04 Jul 2020 15:31:51 +0200 sheepluva Fix pas2c breakage caused by superfluous "+"s added by 250c778463f3, d9c62f196fe0 and 92ce801d0681
Fri, 26 Jun 2020 17:40:22 +0300 alfadur add sentry 🤖 stub
Thu, 25 Jun 2020 18:13:20 +0200 Wuzzy AI: Don't use vamp/invuln for kamikaze, piano and other weapons
Thu, 25 Jun 2020 17:44:22 +0200 Wuzzy Teach AI to use laser sight
Thu, 25 Jun 2020 06:44:35 +0200 Wuzzy Teach AI how to deal with gfMoreWind
Fri, 12 Jun 2020 02:53:01 +0200 Wuzzy AI: Add TestMinigun (still very basic, but applies angle restriction correctly)
Fri, 12 Jun 2020 02:36:27 +0200 Wuzzy AI: Add dedicated test for SMine
Fri, 12 Jun 2020 00:20:47 +0200 Wuzzy Teach AI to use seduction
Tue, 09 Jun 2020 07:56:59 +0200 Wuzzy Teach AI to use cleavers
Tue, 09 Jun 2020 06:21:21 +0200 Wuzzy Add missing semicolon (oops!)
Tue, 09 Jun 2020 05:51:39 +0200 Wuzzy "Teach" AI hogs to be inaccurate with guns (and kamikaze)
Mon, 08 Jun 2020 23:37:38 +0200 Wuzzy Teach AI to use air mines
Mon, 08 Jun 2020 21:53:45 +0200 Wuzzy AI: Rewrite TestMolotov
Mon, 08 Jun 2020 21:13:31 +0200 Wuzzy Teach AI to use RC plane (straight line only, no bombs)
Mon, 08 Jun 2020 20:40:04 +0200 Wuzzy AI: Tweak piano test
Mon, 08 Jun 2020 19:45:11 +0200 Wuzzy AI: Remove own gear from explosion/shove checks in kami/piano test
Mon, 08 Jun 2020 19:18:30 +0200 Wuzzy Teach AI to use piano strike
Sun, 07 Jun 2020 00:44:13 +0200 Wuzzy Teach AI how to use MineStrike (0 secs only)
Sat, 06 Jun 2020 23:40:29 +0200 Wuzzy Teach AI to use drill strike
Sat, 06 Jun 2020 20:51:12 +0200 Wuzzy AI: Refactor bounce handling
Sat, 06 Jun 2020 20:21:08 +0200 Wuzzy Teach AI to drop mines from safe height
Tue, 24 Dec 2019 12:46:23 -0500 nemo disable fall tracing for cheese. it will probably be incorrect.
Tue, 27 Aug 2019 14:37:39 +0200 unC0Rr Fix a couple more uses of uninitialized variables
Mon, 14 Jan 2019 12:35:32 -0500 nemo branch merge
Mon, 14 Jan 2019 12:34:47 -0500 nemo ai improvements are release branch safe 0.9.25
Thu, 10 Jan 2019 21:24:32 +0100 unc0rr Fix dy hardcoded value in kamikaze test
Thu, 10 Jan 2019 21:22:07 +0100 unc0rr Fix broken kamikaze logic when target position is close to attacker
Sun, 18 Nov 2018 12:21:03 -0500 nemo fpc likes brackets
Sun, 18 Nov 2018 16:57:43 +0100 unc0rr AI is bazooka genius
Sat, 17 Nov 2018 14:29:09 -0500 nemo verify impact before explosion rating, since the offsets might cause water splashes
Thu, 15 Nov 2018 15:12:18 -0500 nemo adding X offset seems to improve chance of drownings
Sat, 10 Nov 2018 21:15:42 +0100 Wuzzy Remove all traces of dead code related to amStructure/gtStructure
Fri, 05 Oct 2018 17:27:12 +0200 Wuzzy Rename amDuck and related symbols to amCreeper, gtCreeper, etc.
Sun, 19 Aug 2018 09:54:46 -0400 nemo and melon for Mutant
Fri, 17 Aug 2018 22:35:01 -0400 nemo stray line
Fri, 17 Aug 2018 22:23:19 -0400 nemo more wrapping
Fri, 17 Aug 2018 20:13:33 -0400 nemo basic AI bazooka wrapping.
Wed, 11 Jul 2018 18:13:52 +0200 Wuzzy Fix aihDoesntMatter still being attacked with air attack
Tue, 10 Jul 2018 18:00:04 +0200 Wuzzy Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Wed, 31 Jan 2018 13:42:52 -0500 alfadur Machinegun. also tweaked ignore
Sat, 30 Sep 2017 21:54:47 +0200 sheepluva fix some fpc hints
Sat, 08 Apr 2017 21:43:48 +0200 Wuzzy Add ammotype amDuck for rubber duck
Thu, 31 Dec 2015 10:17:15 -0500 nemo Disable digging on solid land
Thu, 31 Dec 2015 16:26:21 +0300 unc0rr AI is pretty good at using Bee weapon
Thu, 31 Dec 2015 14:00:27 +0300 unC0Rr Some WIP for bee
Mon, 10 Aug 2015 03:53:11 +0200 sheepluva more copyright fixes
Fri, 16 Jan 2015 17:51:29 -0500 nemo experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
Mon, 08 Dec 2014 10:30:20 -0500 nemo init timer to 0
Tue, 04 Feb 2014 19:45:22 +0100 sheepluva update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
Mon, 03 Feb 2014 13:32:09 +0400 unc0rr Tiny optimization
Tue, 21 Jan 2014 22:38:13 +0100 koda partial merge of the webgl branch
Fri, 17 Jan 2014 01:06:54 +0100 sheepluva update copyright to 2014
Sat, 04 Jan 2014 23:55:54 +0400 unc0rr merge default webgl
Tue, 24 Dec 2013 15:55:22 -0500 nemo quick sanity change for AI + zerog
Fri, 13 Dec 2013 22:14:02 +0400 unc0rr - /owner command to specify team owner
Sun, 08 Dec 2013 16:04:40 -0500 nemo Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
Fri, 29 Nov 2013 15:53:46 +0400 unc0rr Quick and simple dynamite AI without precalculated retreat and without accurate dynamite physics model (no bounce). Still does pretty well, using it mostly off cliffs.
Fri, 11 Oct 2013 17:43:13 +0200 koda merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang webgl
Mon, 07 Oct 2013 23:36:40 +0400 unc0rr - AI quickly shoots with desert eagle till hits the target
Sun, 09 Jun 2013 12:22:53 +0200 koda update with default webgl
Fri, 07 Jun 2013 15:23:04 +0400 unc0rr Fix more warnings (lol @ icegun "consts")
Wed, 05 Jun 2013 16:28:30 +0200 sheepluva fixed all engine compilation hints and notes (that I could see)
Tue, 04 Jun 2013 23:56:17 +0200 koda parsing ok, stops at uGears webgl
Tue, 04 Jun 2013 22:28:12 +0200 koda update branch webgl
Wed, 29 May 2013 15:12:06 -0400 unc0rr bump copyright year for Andrey entries
Fri, 17 May 2013 00:07:37 +0400 unc0rr Fix mortar's scoring
Wed, 15 May 2013 22:52:17 -0400 nemo trying to prevent the AI from attacking barrels. feedback on this welcome.
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.
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.
Sat, 04 May 2013 21:40:52 -0400 nemo pass the target
Fri, 03 May 2013 21:36:01 -0400 nemo trying to make AI aware of mine/explosive break point. also remove redundant test.
Fri, 03 May 2013 07:28:08 -0400 nemo Make hogs aware of dud mines and explosives. Still a bit more needed.
Sat, 20 Apr 2013 02:20:15 +0200 koda update 0.9.19 with dev branch 0.9.19
Thu, 11 Apr 2013 16:19:30 +0400 unc0rr Reduce AI skills more on high Level values
Wed, 10 Apr 2013 07:44:51 +0300 jaree Change collision detection with current hedgehog
Thu, 04 Apr 2013 20:31:41 -0400 nemo drill test tweak based on watching AI play
Wed, 03 Apr 2013 00:03:46 +0400 unc0rr Fixes to make pas2c parse this webgl
Tue, 02 Apr 2013 21:00:57 +0200 koda update webgl branch webgl
Sun, 31 Mar 2013 14:20:40 -0400 nemo Unbreak lua localisation, fix untranslated login prompt, update translations.
Sat, 30 Mar 2013 08:11:09 -0400 nemo Don't reward digging close w/ drill rocket. Doesn't offer much benefit. Reduce final bonus slightly to avoid using drill like bazooka. Better would be AI doing this for all weps based on count. Make main drill loop a little more efficient.
Tue, 26 Mar 2013 17:52:27 -0400 nemo merge. hate the fact that "unsynced remote changes" is just a "note" now.
Mon, 18 Mar 2013 12:13:46 -0400 nemo More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
Sun, 17 Mar 2013 14:09:54 -0400 nemo Add some flags for a few of the magic Land values
Sun, 27 Jan 2013 00:28:57 +0100 koda update branch webgl
Thu, 10 Jan 2013 22:59:46 +0400 martin_bede Fix tons of warnings
Tue, 25 Dec 2012 04:45:22 +0100 koda update branch with default webgl
Sat, 01 Dec 2012 02:12:10 +0100 deepdog GCI2012: Remove Structure Weapon Code
Thu, 22 Nov 2012 00:41:53 +0100 koda updated branch webgl
Thu, 15 Nov 2012 13:57:29 +0400 unc0rr Pretend AI knows how to use drill rocket (actually has no idea of drilling)
Sun, 11 Nov 2012 17:15:19 +0100 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
Thu, 08 Nov 2012 17:18:49 +0400 unc0rr Various tweaks to recent AI change
Mon, 29 Oct 2012 14:32:54 +0400 unc0rr Improve TestSniperRifle a bit
Mon, 22 Oct 2012 23:35:12 +0400 unc0rr - Fix desyncs triggered by AI
Mon, 22 Oct 2012 21:24:38 +0400 unc0rr Check cake and air attack again if walked far from initial position (not tested)
Tue, 16 Oct 2012 17:16:08 +0400 unc0rr Tweak TestDesertEagle. Bots should prefer direct shots to shots through land now, but I didn't test that yet.
Sat, 13 Oct 2012 23:36:04 +0400 unc0rr Fix crasher in TestCake
Mon, 08 Oct 2012 13:27:46 -0400 nemo A bit more on the knife. Also add missing files to CMakeLists
Mon, 01 Oct 2012 12:01:39 +0400 unc0rr - Fix warnings and hints
Fri, 28 Sep 2012 00:51:04 +0400 unc0rr Fix some hints
Wed, 05 Sep 2012 02:17:04 +0400 unc0rr Fix some warnings
Wed, 29 Aug 2012 12:48:27 +0200 sheepluva remove a redundant assignment; whitespace fixes
Sun, 05 Aug 2012 19:38:16 -0400 nemo no cake for youuuuu
Sat, 04 Aug 2012 21:49:24 -0400 nemo oops
Sat, 04 Aug 2012 18:01:46 -0400 nemo Fix kamikaze crasher. Handle overlapping hogs case.
Fri, 03 Aug 2012 16:58:49 +0400 unc0rr TestKamikaze, needs polishing
Thu, 26 Jul 2012 11:56:43 +0400 unc0rr Better prediction of cluster, melon, and whip
Wed, 25 Jul 2012 16:24:30 +0400 unc0rr - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
Wed, 25 Jul 2012 12:28:14 +0400 unc0rr Adjust firepunch and bat consts yet again
Tue, 24 Jul 2012 16:12:41 +0400 unc0rr Prefer to bat enemy away dealing the same amount of damage
Sun, 22 Jul 2012 00:48:48 +0400 unc0rr AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
Wed, 18 Jul 2012 23:02:14 +0400 unc0rr Start TestCake
Wed, 11 Jul 2012 22:18:43 -0400 nemo Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
Sat, 07 Jul 2012 15:28:47 -0400 nemo Limit firepunch/whip drowning checks to max AI, bat to top 2 levels.
Sat, 23 Jun 2012 23:04:06 -0400 nemo Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
Sat, 09 Jun 2012 23:35:55 +0400 unc0rr TestBaseballBat
Sat, 09 Jun 2012 21:31:26 +0400 unc0rr - Adjust some consts so whip and firepunch work perfectly
Sat, 09 Jun 2012 10:28:45 -0400 nemo Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
Sat, 09 Jun 2012 09:53:15 -0400 nemo Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
Sat, 09 Jun 2012 17:05:16 +0400 unc0rr - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
Fri, 08 Jun 2012 23:56:08 +0400 unc0rr New bright and shiny TestFirepunch which actually works
Fri, 08 Jun 2012 18:03:44 +0400 unc0rr - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
Mon, 04 Jun 2012 22:43:56 +0400 unc0rr Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
Thu, 31 May 2012 12:52:31 -0400 nemo Name the flags for fall tracking and indicating whether the explosion erases terrain.
Thu, 31 May 2012 18:02:30 +0400 unc0rr Improve TestWhip
Mon, 28 May 2012 17:54:23 +0400 unc0rr Some improvements to pas2c
Fri, 25 May 2012 15:35:48 +0400 unc0rr - Fix some AI stupidness factors
Sun, 13 May 2012 18:50:04 -0400 nemo AI can't use cWindSpeedf since it now does a smooth transition
Thu, 10 May 2012 22:55:13 +0400 unc0rr More definitions and mess with pascal code
Wed, 02 May 2012 19:16:12 -0400 nemo Initial stub for freezer
Wed, 02 May 2012 11:43:43 +0100 koda marked a couple of functions as inline
Wed, 02 May 2012 10:53:13 +0100 koda change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
Fri, 20 Apr 2012 01:50:47 +0400 unc0rr Some more progress with pas2c
Sat, 14 Apr 2012 23:19:45 +0400 unc0rr Get rid of TGearsType to simplify pas2c
Wed, 11 Apr 2012 22:46:59 +0400 unc0rr Simplify converter's life
Tue, 13 Mar 2012 22:25:43 -0400 nemo Add fall damage
Tue, 13 Mar 2012 21:51:50 -0400 nemo For reasons I can't fathom, if this portion isn't commented out, the AI completely fails w/ a weaponset of only firepunch.
Mon, 12 Mar 2012 01:00:17 -0400 nemo Change rest of AI tests to floats, reenable snowball
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.
Sun, 11 Mar 2012 22:35:55 -0400 nemo small tweak. make drowning prefer higher health hogs
Sun, 11 Mar 2012 20:36:50 -0400 nemo Teach AI to drown with shotgun too
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.
Sun, 11 Mar 2012 18:28:32 -0400 nemo Add drowning to grenade too, try some little optimisations
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)
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
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.
Thu, 01 Dec 2011 18:02:27 +0400 unc0rr - Improve renderer a bit, disallow nested functions
Sun, 27 Nov 2011 23:13:22 +0300 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
Fri, 16 Sep 2011 14:04:21 -0400 nemo AI insists on using snowball for digging. Until that is prevented, remove snowball
Mon, 22 Aug 2011 17:44:30 +0400 unc0rr Implement TestHammer which makes sense
Mon, 22 Aug 2011 17:22:11 +0400 unc0rr Make AI aware of damage modifiers
Tue, 19 Apr 2011 14:39:55 +0400 unc0rr Use cWaterLine instead of LAND_HEIGHT, fix mortar handler aswell
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.
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.
Sat, 19 Mar 2011 17:49:27 -0400 nemo Landgun, first pass. At sdw's request.
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
Sat, 29 Jan 2011 21:16:09 +0100 Henek added dummy for tardis and ugly icons for tardis and structure
Sat, 29 Jan 2011 18:18:44 +0100 Henek still in developement take on adding structures, working hiding of hogs and ejecting them later.
Sun, 19 Dec 2010 21:16:14 -0500 nemo add AI routine
Sun, 19 Dec 2010 21:06:34 -0500 nemo Snowball weapon
Thu, 18 Nov 2010 11:32:47 +0300 unC0Rr Move some stuff from uMisc to uUtils
Wed, 17 Nov 2010 22:07:03 +0300 unc0rr uLand isn't that important to them
Wed, 17 Nov 2010 17:45:55 +0300 unC0Rr Move variables from uMisc to uVariables
Wed, 17 Nov 2010 17:22:36 +0300 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
Sat, 13 Nov 2010 15:32:53 -0500 nemo merge 0.9.14 back into trunk
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
Fri, 12 Nov 2010 14:54:53 +0100 koda drillstrike! might require the drill patch to improve behavior
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.
Sun, 07 Nov 2010 16:21:20 +0300 unc0rr Fix some warnings
Mon, 11 Oct 2010 20:34:21 +0200 Tobias Neumann New Weapon: Resurrector (TODO: ammo icon + sprites)
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
Fri, 10 Sep 2010 16:42:11 +0200 smaxx Engine:
Fri, 03 Sep 2010 01:26:58 +0200 smaxx Engine:
Sat, 14 Aug 2010 02:10:27 +0200 koda disable AI teleport
Tue, 03 Aug 2010 14:19:47 +0200 smaxx Engine:
Mon, 02 Aug 2010 18:19:55 +0200 smaxx Engine:
Sat, 31 Jul 2010 11:24:53 +0200 koda remove trailing spaces from end of line
Mon, 26 Jul 2010 11:04:32 +0200 smaxx Engine:
Wed, 19 May 2010 02:10:28 +0000 nemo Henek adds a flamethrower, updates some translations, and tweaks how fire works.
Thu, 06 May 2010 20:59:15 +0000 mbait Teleport AI:
Thu, 06 May 2010 20:49:26 +0000 mbait Teleport AI:
Thu, 06 May 2010 11:33:25 +0000 mbait Teleport AI:
Sun, 02 May 2010 22:00:50 +0000 smxx Engine:
Sat, 01 May 2010 05:15:16 +0000 sheepluva * added some comments
Fri, 30 Apr 2010 12:19:25 +0000 mbait Gas grenade:
Wed, 28 Apr 2010 05:58:14 +0000 mbait Teleport AI:
Tue, 27 Apr 2010 21:49:52 +0000 mbait Teleport AI:
Tue, 27 Apr 2010 12:51:29 +0000 mbait Teleport AI:
Fri, 16 Apr 2010 16:04:41 +0000 smxx Engine:
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.
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
Fri, 26 Mar 2010 15:59:21 +0000 smxx Engine:
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.
Thu, 18 Mar 2010 23:56:06 +0000 nemo Adjust increment since there is no timer
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.
Fri, 12 Mar 2010 01:44:10 +0000 nemo Same approach for cluster bomb.
Thu, 11 Mar 2010 04:31:50 +0000 nemo Crude copy of grenade routine to allow AI to use watermelon bomb with reasonable lethalness.
Sat, 06 Mar 2010 10:59:20 +0000 unc0rr Replace tabs with spaces using 'expand -t 4' command
Thu, 14 Jan 2010 16:46:50 +0000 koda makes freepascal code compatible with OBJFPC mode
Fri, 20 Nov 2009 21:22:05 +0000 koda revamped file access and debug display
Wed, 11 Nov 2009 21:54:28 +0000 nemo AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
Thu, 15 Oct 2009 17:42:21 +0000 nemo Initial molotov cocktail. Still needs graphics, tweaking of fire behaviour. Also changed probabilities for default weapon sets
Thu, 10 Sep 2009 15:29:28 +0000 nemo Strip trailing spaces
Tue, 08 Sep 2009 19:44:49 +0000 nemo Add an empty weapon to avoid selection of weapons which aren't yet ready. Might all be useful to switch to amNothing in certain situations, like after using up all ropes, instead of bazooka.
Sun, 21 Jun 2009 15:31:09 +0000 nemo Initial attempt at jetpack. Pluses, more like lunar lander (takes fall damage). Minuses, can't seem to cancel it or use alt weapon
Sun, 03 May 2009 17:35:10 +0000 nemo Artillery mode, sniper rifle, speech bubble tweaks, fix of rope bug introduced by enabling hats in jump
Thu, 30 Apr 2009 20:13:44 +0000 unc0rr nemo's great patch:
Fri, 03 Apr 2009 16:38:16 +0000 unc0rr Some AI tweaks by imcold
Mon, 02 Mar 2009 21:13:07 +0000 unc0rr laser beam by nemo reworked a bit by me
Sun, 01 Mar 2009 17:24:25 +0000 unc0rr 4 utilities by nemo
Sun, 25 Jan 2009 18:10:23 +0000 unc0rr Apply nemo's world resize patch
Sat, 17 Jan 2009 14:35:20 +0000 unc0rr RC Plane
Thu, 08 Jan 2009 15:42:36 +0000 unc0rr Ballsgun
Fri, 02 Jan 2009 21:39:51 +0000 unc0rr Drill rocket
Sat, 22 Nov 2008 14:39:14 +0000 unc0rr Quick and dirty napalm implementation
Sun, 28 Sep 2008 22:47:13 +0000 unc0rr Prevent AI to damage a teammate when trying to dig with firepunch (patch not tested)
Sun, 28 Sep 2008 15:55:07 +0000 unc0rr Predefined team can have customized hat
Sun, 28 Sep 2008 15:45:37 +0000 unc0rr Bot could use firepunch if it doesn't find anything else useful, and it has land above his head
Thu, 18 Sep 2008 16:16:41 +0000 unc0rr Add Hellish bomb weapon
Thu, 18 Sep 2008 13:39:05 +0000 unc0rr Add watermelon weapon (without proper sprites yet)
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