Sat, 25 Aug 2012 21:35:25 -0400 |
nemo |
another shot in the dark. still w/ no input from shoppa players
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Sat, 25 Aug 2012 21:14:07 -0400 |
nemo |
shoppa hack guesses. continued. let's assume there's a small Y component.
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Sat, 25 Aug 2012 21:05:27 -0400 |
nemo |
another shot in the dark. let's assume they expect to control their direction as well. this might be the *wrong* direction...
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Sat, 25 Aug 2012 20:54:23 -0400 |
nemo |
hack for shoppa players, take 2. take into account sides, and a guess that a "slide" involves no upward movement
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Sat, 25 Aug 2012 20:15:19 -0400 |
nemo |
Hack to try and appease the shoppa players
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Sat, 25 Aug 2012 18:35:59 -0400 |
nemo |
reducing this value is sufficient to ensure crates drop just below top border or a girder
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Sat, 25 Aug 2012 18:22:15 -0400 |
nemo |
Fix throwing things off rope, also make throwing things a bit more generic and gear density dependent (so you can throw mines further, and also throw dynamite a little).
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Sat, 25 Aug 2012 15:04:24 -0400 |
nemo |
Allow escaping from tight spots
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Sat, 25 Aug 2012 23:00:19 +0400 |
unc0rr |
Disable workaround, as it still makes server crash and hung clients are hidden from players anyway
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Sat, 25 Aug 2012 13:06:28 -0400 |
nemo |
Ensure crates can spawn just below the border on a bordered map.
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Sat, 25 Aug 2012 09:17:42 -0400 |
nemo |
let's see if mikade will still accept this at least
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Sat, 25 Aug 2012 08:39:52 -0400 |
nemo |
make cheating a bit easier (mikade insisted). Also, try flipping dust for a bit more variety.
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Fri, 24 Aug 2012 20:43:44 -0400 |
nemo |
oops
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Fri, 24 Aug 2012 19:55:43 -0400 |
nemo |
Hey. How's this? It makes it harder to get stuck in the vertical rope position, prevents the wall trick, and also I think makes it easier to unglue a horizontal rope?
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Fri, 24 Aug 2012 18:51:29 -0400 |
nemo |
fromdos + fix end of turn velocity
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Fri, 24 Aug 2012 14:51:12 +0400 |
unc0rr |
An attempt to run main rope code only every 8th tick:
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Fri, 24 Aug 2012 14:01:07 +0400 |
unc0rr |
Move rope code to separate unit
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Thu, 23 Aug 2012 20:43:39 -0400 |
nemo |
Fix formatting, reduce border sensitivity
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Thu, 23 Aug 2012 19:47:38 +0200 |
Medo |
Hedgeroid: Fixed map preview again (might be a JNA bug)
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Thu, 23 Aug 2012 19:45:36 -0400 |
nemo |
also needs exclusion here
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Thu, 23 Aug 2012 18:28:33 +0200 |
Medo |
Hedgeroid improvements:
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Thu, 23 Aug 2012 23:21:31 +0400 |
unc0rr |
Don't leave frontend in engine waiting state when there's error occured on attempt to start engine
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Wed, 22 Aug 2012 01:30:56 +0200 |
Medo |
Hedgeroid: Some code cleanup, adding a forgotten file
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Thu, 23 Aug 2012 23:18:06 +0400 |
unc0rr |
Slightly faster and slightly better templates #41 and #43
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Mon, 20 Aug 2012 21:05:57 +0200 |
Medo |
License change: With the agreement of Xeli, I changed the Hedgeroid license to
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Thu, 23 Aug 2012 14:16:08 -0400 |
nemo |
drawn maps have a fixed 4096x2048 area right now
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Mon, 20 Aug 2012 20:19:35 +0200 |
Medo |
Hedgeroid: Final sprint to the deadline
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Wed, 22 Aug 2012 22:10:47 -0400 |
nemo |
move this section back to the connection code, and add an exclusion for air attack. probably should play a few portal games just in case
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Mon, 20 Aug 2012 20:16:37 +0200 |
Medo |
frontlib: Improved documentation of netconn, unified naming of a callback
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Wed, 22 Aug 2012 13:03:09 -0400 |
nemo |
*sigh*
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