Patches #855

Mod: Chaos-esque Xonotic.

Added by mikeeusa over 2 years ago. Updated 6 months ago.

Status:ResolvedStart date:12/05/2011
Priority:LowDue date:
Assignee:mand1nga% Done:

100%

Category:-
Target version:-

Description

Tried to post this on the Mod tracker, wasn't able to. Please move to mod tracker

Purpose of this mod is to make the weapons high/realistic damage. Adds capabilites to various weapons (fragmentation for mortar nades, headshots to the uzi), adds some weapons ((semi-automatic) pistol, automatic shotgun, nuke layer), makes some things look cooler (expansion sphere for explosions of rocketlauncher, vehicle rockets, adds shellcasings to miniguns on the spiderbot)

Binaries: http://ompldr.org/vYmxudA/diff-xonotic-mod-binaries.pk3
Code changes and cfgs below.

exec fastweaps.cfg btw

diff-xonotic-mod-dec_5_2011.diff Magnifier (109 KB) mikeeusa, 12/05/2011 08:00 pm

diff-xonotic-mod-dec_10_2011.diff Magnifier (111 KB) mikeeusa, 12/10/2011 06:52 am

diff-xonotic-mod-dec_10_2011-2.diff Magnifier (112 KB) mikeeusa, 12/10/2011 07:24 am

diff-xonotic-mod-dec_10_2011-3.diff Magnifier (113 KB) mikeeusa, 12/10/2011 09:40 am

diff-xonotic-mod-dec_12_2011.diff Magnifier (113 KB) mikeeusa, 12/12/2011 07:13 am

diff-xonotic-mod-dec_13_2011.diff Magnifier (120 KB) mikeeusa, 12/14/2011 03:52 am

diff-xonotic-mod-dec_14_2011.diff Magnifier (120 KB) mikeeusa, 12/14/2011 10:20 am

diff-xonotic-mod-dec_16_2011.diff Magnifier (142 KB) mikeeusa, 12/16/2011 08:16 am

diff-xonotic-mod-dec_17_2011.diff Magnifier (163 KB) mikeeusa, 12/17/2011 07:50 am

diff-xonotic-mod-dec_17b_2011.diff Magnifier (163 KB) mikeeusa, 12/17/2011 08:04 am

diff-xonotic-mod-dec_17c_2011.diff Magnifier (171 KB) mikeeusa, 12/18/2011 03:59 am

diff-xonotic-mod-dec_18_2011.diff Magnifier (175 KB) mikeeusa, 12/19/2011 04:04 am

diff-xonotic-mod-dec_19_2011.diff Magnifier (177 KB) mikeeusa, 12/20/2011 04:37 am

diff-xonotic-mod-dec_20_2011.diff Magnifier (176 KB) mikeeusa, 12/20/2011 09:29 am

diff-xonotic-mod-dec_21_2011.diff Magnifier (177 KB) mikeeusa, 12/21/2011 08:14 am

diff-xonotic-mod-dec_21b_2011.diff Magnifier (177 KB) mikeeusa2, 12/21/2011 11:51 pm

diff-xonotic-mod-dec_22_2011.diff Magnifier (177 KB) mikeeusa3, 12/22/2011 10:38 am

diff-xonotic-mod-dec_24_2011.diff Magnifier (178 KB) mikeeusa3, 12/25/2011 09:21 am

diff-xonotic-mod-jan_1_2012.diff Magnifier (178 KB) mikeeusa3, 01/01/2012 10:40 am

diff-xonotic-mod-jan_1c_2012.diff Magnifier (198 KB) mikeeusa3, 01/01/2012 06:03 pm

diff-xonotic-mod-jan_8_2012.diff Magnifier (198 KB) mikeeusa3, 01/08/2012 07:04 pm

diff-xonotic-mod-jan_8b_2012.diff Magnifier (198 KB) mikeeusa3, 01/08/2012 07:54 pm

diff-xonotic-mod-jan_8c_2012.diff Magnifier (198 KB) mikeeusa3, 01/08/2012 08:06 pm

fastweap.cfg (24 KB) mikeeusa3, 01/08/2012 08:06 pm

diff-xonotic-mod-jan_10_2012.diff Magnifier (198 KB) mikeeusa3, 01/11/2012 12:55 am

diff-xonotic-mod-jan_28_2012.diff Magnifier (198 KB) mikeeusa3, 01/28/2012 06:14 am

diff-xonotic-mod-mar_11_2012.diff Magnifier (245 KB) mikeeusa3, 03/12/2012 04:23 am

xmod-chaos-esque-xonotic-binaries.pk3.xaa (5 MB) mikeeusa3, 03/12/2012 04:58 am

xmod-chaos-esque-xonotic-binaries.pk3.xab (5 MB) mikeeusa3, 03/12/2012 04:58 am

xmod-chaos-esque-xonotic-binaries.pk3.xac (5 MB) mikeeusa3, 03/12/2012 04:58 am

xmod-chaos-esque-xonotic-binaries.pk3.xad (799 KB) mikeeusa3, 03/12/2012 04:58 am

diff-xonotic-mod-mar_12_2012.diff Magnifier (251 KB) mikeeusa3, 03/13/2012 01:30 am

diff-xonotic-mod-mar_13_2012.diff Magnifier (253 KB) mikeeusa3, 03/13/2012 08:49 pm

xmod-chaos-esque.diff Magnifier (608 KB) MayEpper, 09/02/2012 03:36 pm

xmod-chaos-esque.diff Magnifier (644 KB) MayEpper, 09/03/2012 10:45 am

xmod-chaos-esque.diff Magnifier (671 KB) MayEpper, 09/05/2012 01:01 pm

xmod-chaos-esque.diff Magnifier (700 KB) MayEpper, 09/07/2012 12:59 pm

xmod-chaos-esque.diff Magnifier (730 KB) MayEpper, 09/11/2012 12:22 pm

xmod-chaos-esque.diff Magnifier (730 KB) MayEpper, 09/11/2012 12:57 pm

xmod-chaos-esque.diff Magnifier (730 KB) MayEpper, 09/11/2012 01:28 pm

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xmod-chaos-esque.diff Magnifier (778 KB) MayEpper, 09/21/2012 10:24 am

xmod-chaos-esque.diff Magnifier (783 KB) MayEpper, 09/24/2012 03:49 pm

xmod-chaos-esque.diff Magnifier (793 KB) MayEpper, 09/25/2012 04:44 pm

xmod-chaos-esque.diff Magnifier (883 KB) MayEpper, 09/26/2012 08:33 am

xmod-chaos-esque.diff Magnifier (908 KB) MayEpper, 09/27/2012 03:50 pm

xmod-chaos-esque.diff Magnifier (927 KB) MayEpper, 10/02/2012 01:28 am

xmod-chaos-esque.diff Magnifier (961 KB) MayEpper, 10/03/2012 02:10 am

xmod-chaos-esque.diff Magnifier (969 KB) MayEpper, 10/03/2012 04:56 pm

xmod-chaos-esque.diff Magnifier (976 KB) MayEpper, 10/04/2012 10:41 pm

xmod-chaos-esque.diff Magnifier (978 KB) MayEpper, 10/08/2012 01:39 am

xmod-chaos-esque.diff Magnifier (1010 KB) MayEpper, 10/08/2012 01:59 pm

xmod-chaos-esque.diff Magnifier (1010 KB) MayEpper, 10/08/2012 10:41 pm

xmod-chaos-esque.diff Magnifier (1010 KB) MayEpper, 10/09/2012 06:31 am

xmod-chaos-esque.diff Magnifier (1 MB) MayEpper, 10/09/2012 11:14 pm

xmod-chaos-esque.diff Magnifier (1.02 MB) MayEpper, 10/10/2012 11:25 pm

xmod-chaos-esque.diff Magnifier (1.06 MB) MayEpper, 11/14/2012 10:16 pm

xmod-chaos-esque.diff Magnifier (1.06 MB) MayEpper, 11/15/2012 04:29 am

xmod-chaos-esque.diff Magnifier (1.06 MB) MayEpper, 11/15/2012 07:42 pm

xmod-chaos-esque.diff Magnifier (1.06 MB) MayEpper, 11/15/2012 08:47 pm

xmod-chaos-esque.diff Magnifier (1.06 MB) MayEpper, 11/25/2012 12:00 pm

xmod-chaos-esque.diff Magnifier (1.1 MB) MayEpper, 12/08/2012 05:46 pm

xmod-chaos-esque.diff Magnifier (1.14 MB) MayEpper, 12/10/2012 04:24 pm

xmod-chaos-esque.diff Magnifier (1.14 MB) MayEpper, 12/10/2012 07:42 pm

xmod-chaos-esque.diff Magnifier (1.14 MB) MayEpper, 12/17/2012 06:24 pm

xmod-chaos-esque.diff Magnifier (1.16 MB) MayEpper, 12/19/2012 06:26 am

xmod-chaos-esque.diff Magnifier (1.2 MB) MayEpper, 12/27/2012 11:47 am

xmod-chaos-esque.diff Magnifier (1.2 MB) MayEpper, 12/30/2012 11:03 am

xmod-chaos-esque.diff Magnifier (1.22 MB) MayEpper, 01/03/2013 07:15 am

xmod-chaos-esque.diff Magnifier (1.24 MB) MayEpper, 01/04/2013 11:20 am

xmod-chaos-esque.diff Magnifier (1.24 MB) MayEpper, 01/04/2013 12:46 pm

xmod-chaos-esque.diff Magnifier (1.27 MB) MayEpper, 01/06/2013 12:03 pm

xmod-chaos-esque.diff Magnifier (1.27 MB) MayEpper, 01/06/2013 05:48 pm

xmod-chaos-esque.diff Magnifier (1.28 MB) MayEpper, 01/07/2013 11:28 am

xmod-chaos-esque.diff Magnifier (1.28 MB) MayEpper, 01/07/2013 02:40 pm

xmod-chaos-esque.diff Magnifier (1.28 MB) MayEpper, 01/08/2013 06:02 am

xmod-chaos-esque.diff Magnifier (1.29 MB) MayEpper, 01/08/2013 10:39 am

xmod-chaos-esque.diff Magnifier (1.29 MB) MayEpper, 01/08/2013 05:43 pm

xmod-chaos-esque.diff Magnifier (1.29 MB) MayEpper, 01/09/2013 06:18 am

xmod-chaos-esque.diff Magnifier (1.61 MB) MayEpper, 01/21/2013 08:26 pm

xmod-chaos-esque.diff Magnifier (1.66 MB) MayEpper, 01/24/2013 01:33 am

xmod-chaos-esque.diff Magnifier (1.69 MB) MayEpper, 01/25/2013 05:00 pm

xmod-chaos-esque.diff Magnifier (1.69 MB) MayEpper, 01/26/2013 05:02 am

xmod-chaos-esque.diff Magnifier (1.68 MB) MayEpper, 01/26/2013 12:52 pm

xmod-chaos-esque.diff Magnifier (1.72 MB) MayEpper, 01/26/2013 08:23 pm

xmod-chaos-esque.diff Magnifier (1.75 MB) MayEpper, 01/28/2013 04:02 am

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xmod-chaos-esque.diff Magnifier (1.76 MB) MayEpper, 01/28/2013 11:14 pm

xmod-chaos-esque.diff Magnifier (1.76 MB) MayEpper, 01/29/2013 10:25 pm

xmod-chaos-esque.diff Magnifier (1.77 MB) MayEpper, 01/31/2013 07:21 am

xmod-chaos-esque.diff Magnifier (1.8 MB) MayEpper, 02/01/2013 06:39 am

xmod-chaos-esque.diff Magnifier (1.82 MB) MayEpper, 02/02/2013 07:49 am

xmod-chaos-esque.diff Magnifier (1.83 MB) MayEpper, 02/03/2013 08:59 am

xmod-chaos-esque.diff Magnifier (1.87 MB) MayEpper, 02/04/2013 08:38 am

xmod-chaos-esque.diff Magnifier (1.87 MB) MayEpper, 02/04/2013 09:01 am

xmod-chaos-esque.diff Magnifier (1.87 MB) MayEpper, 02/06/2013 04:27 am

xmod-chaos-esque.diff Magnifier (1.9 MB) MayEpper, 02/07/2013 10:15 am

xmod-chaos-esque.diff Magnifier (1.92 MB) MayEpper, 02/09/2013 11:45 am

xmod-chaos-esque.diff Magnifier (1.93 MB) MayEpper, 02/10/2013 01:16 pm

xmod-chaos-esque.diff Magnifier (1.97 MB) MayEpper, 02/11/2013 03:34 pm

xmod-chaos-esque.diff Magnifier (2.03 MB) MayEpper, 02/12/2013 05:12 pm

xmod-chaos-esque.diff Magnifier (2.03 MB) MayEpper, 02/12/2013 08:05 pm

xmod-chaos-esque.diff Magnifier (2.03 MB) MayEpper, 02/13/2013 08:05 am

xmod-chaos-esque.diff Magnifier (2.04 MB) MayEpper, 02/14/2013 12:16 pm

qcsrc.zip (1.5 MB) MayEpper, 02/16/2013 11:30 am

qcsrc.zip (1.5 MB) MayEpper, 02/17/2013 06:41 am

xmod-chaos-esque.diff Magnifier (2.06 MB) MayEpper, 02/17/2013 06:44 am

qcsrc.zip (1.51 MB) MayEpper, 02/17/2013 02:15 pm

xmod-chaos-esque.diff Magnifier (2.14 MB) MayEpper, 02/17/2013 02:15 pm

xmod-chaos-esque.diff Magnifier (2.19 MB) MayEpper, 02/19/2013 06:05 am

qcsrc.zip (1.52 MB) MayEpper, 02/19/2013 06:05 am

qcsrc.zip (1.52 MB) MayEpper, 02/19/2013 03:45 pm

xmod-chaos-esque.diff Magnifier (2.21 MB) MayEpper, 02/19/2013 03:45 pm

xmod-chaos-esque.diff Magnifier (2.25 MB) MayEpper, 02/20/2013 11:34 pm

qcsrc.zip (1.53 MB) MayEpper, 02/20/2013 11:34 pm

xmod-chaos-esque.diff Magnifier (2.25 MB) MayEpper, 02/21/2013 04:37 pm

qcsrc.zip (1.53 MB) MayEpper, 02/21/2013 04:37 pm

xmod-chaos-esque.diff Magnifier (2.27 MB) MayEpper, 02/22/2013 04:57 pm

qcsrc.zip (1.54 MB) MayEpper, 02/22/2013 04:59 pm

xmod-chaos-esque.diff Magnifier (5.48 MB) MayEpper, 02/15/2014 11:49 am

qcsrc-concrete.zip - concrete branch (1.75 MB) MayEpper, 02/15/2014 11:49 am

qcsrc-stable.zip - stable branch, includes divVerent's model code changes (1.79 MB) MayEpper, 02/15/2014 11:49 am

History

#1 Updated by mand1nga over 2 years ago

  • Status changed from New to Resolved
  • Target version set to 12

#3 Updated by mikeeusa over 2 years ago

I notice that people are pointlessly downvoting this mod post...

#4 Updated by mikeeusa over 2 years ago

update

#5 Updated by mikeeusa over 2 years ago

Ok made the mod start up automatically via a autoexec/chaosbla.cfg file

Fixed bugs in it.

#6 Updated by mikeeusa over 2 years ago

Made nukelayer persistant in the code.

Is there a way I can set that anyone in X radius goes on fire like with the firemine hit effect?

#7 Updated by mikeeusa over 2 years ago

http://ompldr.org/vYnFkcQ/xmod-chaos-esque-xonotic-binaries.pk3

Nuke now burns people outside the immediate radius of the blast.
Thanks Lord Havoc for showing the code of how to do this.

Nuke is more nukelike and devistating now.

Anyway to make you lose the weapon after detonating it?

#8 Updated by mikeeusa over 2 years ago

#10 Updated by mikeeusa over 2 years ago

Added failure rates to the xplosive munitions in the game (atleast the hand-carried weapons)
Now you can lose to component failure!
http://ompldr.org/vYnMyZg/xmod-chaos-esque-xonotic-binaries.pk3

Future idea: Jams for the bullet based guns, clear via reload?

#11 Updated by mikeeusa over 2 years ago

Better defaults for fastweap.cfg for these settings

#12 Updated by mikeeusa over 2 years ago

Added weapon jamming for uzi, assault rifle, shotgunautomat.

#14 Updated by mikeeusa over 2 years ago

//Mod features:
//More Weaps
//Per-Weapon No-Gib (So death animations actually matter)
// (As per this mod's settings,
// energy weapons and bullet firing weapons do not
// gib, shotguns and explosives can gib.)
//Jamming for cartrige based weapons
//Failure to detonate for explosives
//Misc other code additions and configurations to make the game more ...
// Rocket Explosion Spheres
// Fragmentation of the Grenades
//..."realistically chaotic"
//-100,000 tracker rating

#15 Updated by mikeeusa over 2 years ago

More jamming stuff.

Ah downvoted to -5 now

Note to downmodders: I am happy that you gain no enjoyment from my mod/changes. I would not want such people to gain anything from me. I know why you're downvoting my mod.

#16 Updated by mikeeusa over 2 years ago

Edits to pistol etc.

#17 Updated by mikeeusa over 2 years ago

Merge todays' code conflict (first one !)

Wish I could know how to make this a macro:

if (
(self.health <= -autocvar_sv_gibhealth && !(self.effects & CSQCMODEL_EF_INVISIBLE)) &&
!( DEATH_ISWEAPON(deathtype, WEP_TUBA) && autocvar_g_balance_tuba_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_LASER) && autocvar_g_balance_laser_nogibs) &&

!( DEATH_ISWEAPON(deathtype, WEP_NEX) && autocvar_g_balance_nex_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_MINSTANEX) && autocvar_g_balance_minstanex_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_CRYLINK) && autocvar_g_balance_crylink_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_ELECTRO) && autocvar_g_balance_electro_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_HLAC) && autocvar_g_balance_hlac_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) && autocvar_g_balance_shotgun_nogibs) &&
//!( DEATH_ISWEAPON(deathtype, WEP_PUMPSHOTGUN) && autocvar_g_balance_pumpshotgun_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_RIFLE) && autocvar_g_balance_rifle_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_UZI) && autocvar_g_balance_uzi_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_HMG) && autocvar_g_balance_hmg_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_MG) && autocvar_g_balance_mg_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_ROCKET_LAUNCHER) && autocvar_g_balance_rocketlauncher_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_GRENADE_LAUNCHER) && autocvar_g_balance_grenadelauncher_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_HAGAR) && autocvar_g_balance_hagar_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_SEEKER) && autocvar_g_balance_seeker_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_MINE_LAYER) && autocvar_g_balance_minelayer_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_SHOTGUNAUTOMAT) && autocvar_g_balance_shotgunautomat_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_NUKE_LAYER) && autocvar_g_balance_nukelayer_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_PISTOL) && autocvar_g_balance_pistol_nogibs) &&
!( DEATH_ISWEAPON(deathtype, WEP_FIREBALL) && autocvar_g_balance_fireball_nogibs)
) {

#18 Updated by mikeeusa2 over 2 years ago

Updates for cl_player

#19 Updated by mikeeusa3 over 2 years ago

Samual helped me find the bug in the code that tells you if your gun is jammed or not. Thankyou Samual.

#20 Updated by mikeeusa3 over 2 years ago

Deregistered nukelayer, registered pumpshotgun, went over weap slot limit otherwise.

Wish there was a gpl licensed assault rifle, heavy machingun, and pump-actionshotgun model(s)

#21 Updated by mikeeusa3 over 2 years ago

keep compat

#22 Updated by mikeeusa3 over 2 years ago

Added core (ie: chest, vital organs like heart) shot (similar to headshot, lower damage). Had to add another float for fireBallisticBullet. Added it to the end for my sanity.

http://ompldr.org/vYzBmMw/diff-xonotic-mod-jan_1c_2012.diff
http://ompldr.org/vYzBmNQ/xmod-chaos-esque-xonotic-binaries.pk3

#23 Updated by mikeeusa3 over 2 years ago

#24 Updated by mikeeusa3 over 2 years ago

even 24x isnt enough to headshot kill w. a 30 dmg item. Let along 3.2x, don't know why, set all the headshot stuff back up to original "additive" values, looks like it takes a ton of dmg to kill.

#25 Updated by mikeeusa3 over 2 years ago

40 isn't enough either, back to 80
You definitly die of headshot

#26 Updated by mikeeusa3 over 2 years ago

Make head smaller, neck slightly longer

#27 Updated by mikeeusa3 over 2 years ago

misc

#28 Updated by mikeeusa3 over 2 years ago

Added failure to lauch probability code to rocketlauncher and grenade launcher (1 and 0.5 percent, respectivly by default), which causes rocket or nade to be launched a very slight distance and then fall to the ground, and then detonate (or fail to detonate if it's a dud)

#29 Updated by mikeeusa3 over 2 years ago

#30 Updated by mikeeusa3 over 2 years ago

Cat them together.

You can use the split command with the -b option:

split -b 1024m file.tar.gz

It can be reassembled on a Windows machine using @Joshua's answer.

copy /b file1 + file2 + file3 + file4 filetogether

#31 Updated by mikeeusa3 over 2 years ago

Extended failure-to-lauch random failure to the seeker and hagar. Let me pause for a moment to think if I missed anything.

I do not believe that I missed anything: RL, Grenade, Seeker, Hagar

Failure to launch happens IRL. Look at the videos of, say, Javilin rockets popping out of the tube but failing to ignite (training mission in afghanistan... really with the spring fauna there how do the soliders not go insane, surrounded by that... must be some good training)

Have you ever read any of the lit from the classical period. The english translations are bowlderized, cleaned up, neutered of the best parts.

#32 Updated by mikeeusa3 over 2 years ago

Rptor bombs can fragment now (setting)

#33 Updated by MayEpper over 2 years ago

This mod was updated some time ago with more vehicles and more weapons.
2 Hover cars were added thanks to a full day of technical help from Tzork (thanks tzork!) and m(the guy who makes the duengon-crawl game based on darkplaces).
A new weapon was added (explosives), has a regular switch and a dead-mans switch, detonated immediatly.

#Full zip with gamecode source and all binaries, server-download package, media source.
http://ompldr.org/vZHE2bQ/xmod-chaos-esque-xonotic-full_source_and_exec_binaries.zip
http://ompldr.org/vZHE2aw/xmod-chaos-esque-xonotic-binaries.pk3
http://ompldr.org/vZHE2ZA/xmod-chaos-esque-xonotic-mediasource.pk3

#39 Updated by MayEpper almost 2 years ago

http://ompldr.org/vZmJoMA/xmod-chaos-esque-xonotic-full_source_and_exec_binaries.zip

Added new trigger function: trigger_colormodify
Allows user to modify vehickle color and player color (if some spwnflgs are set)
Think GTA_3 paint garages.

#40 Updated by MayEpper almost 2 years ago

Worked on color stuff more.

#41 Updated by MayEpper almost 2 years ago

Added misc_fire_crossbowbolt

Which can fire:

+0 crossbow bolt
+1 small fireball
+2 crylink line
+3 electroball
+4 laserbolt
+5 rocket
+6 timed grenade
+7 explosives
+8 hagar grenade
+9 EMP hook grenade
+10 Uzi bullet
+11 HMG bullet
+12 shotgun blast
+13 crylink ring
+14 electro bolt
+15 HLAC bolts
+16 grenade
+17 nex beam
+18 big fireball
+The reason for the mix-and-match listing is so if a mapper
+is trying out each one, he will not see too many of the same
+effect over and over and then think something is broken or
+he has come to the end of the list before he has.

http://ompldr.org/vZmNkNg/xmod-chaos-esque.diff

Also made sc_garage1.map which has the trigger_colormodify s in the garages.

http://ompldr.org/vZmJ0ZQ/sc_tiles.zip

#42 Updated by MayEpper almost 2 years ago

http://ompldr.org/vZmNkcg/xmod-chaos-esque-xonotic-full_source_and_exec_binaries.zip

Full source and binaries.
Also with update made the various cars color-changable.

#46 Updated by MayEpper almost 2 years ago

updated again

#47 Updated by MayEpper almost 2 years ago

bugfix: fokkerDR1 missiles work w/ newtonian physics and realowner who shot missile used for the mesgs.

#48 Updated by MayEpper almost 2 years ago

Added cheat: vhspaw
Allows you to spawn vehicles
vhspawn 0/1/2/.../9 0/1/2

Vehicle number, and how you want to do the angles (like the make command)

Also worked on the 2 biplanes, allowing stable inverted flight, also explodes if you crash it at to great an angle, also glides to the ground when you bail.

#51 Updated by MayEpper almost 2 years ago

Worked on T27 tank (added gun elevation).
Added trspawn command to spawn turrets (cmd trspawn)
Made bboxes for some vehicles more correct.

http://ompldr.org/vZm02cg/xmod-chaos-esque-xonotic-full_source_and_exec_binaries.zip
http://ompldr.org/vZm02cg/xmod-chaos-esque-xonotic-full_source_and_exec_binaries.zip

#53 Updated by MayEpper almost 2 years ago

Added maxim and lewis mounted machineguns.
Added cmd to spawn them as a cheat.

http://ompldr.org/vZm1wNg/xmod-chaos-esque-xonotic-full_source_and_exec_binaries.zip
http://ompldr.org/vZm1wbg/xmod-chaos-esque-xonotic-mediasource.pk3

Why? Because I wanted these things in the gameworld. I'm not a payed developer trying to make a set-game, regardless of how retarded you think I am.

Don't delete delete delete.
Try out and enjoy.

See those WWI aircraft at airshows, they're still around even though it's the 21st century now.
See those castles? They still exist too.

Oh and overkill game mod, yes that exists too.
(good mod).

#54 Updated by MayEpper almost 2 years ago

So you can fight World War I with period vehicles and ancient weapons around medieval castles.

#57 Updated by MayEpper almost 2 years ago

Thank you very much for telling about the google android tablet. All here were unaware of that product offering.

Fixes for turrets. Some more materialconstants so diff materials are hold up against bullets to diff extents
per-weapon noblood.
http://ompldr.org/vZnB2eA/xmod-chaos-esque-xonotic-full_source_and_exec_binaries.zip

Thanks to div0 for fixing bugs related to wepset2!

#60 Updated by MayEpper almost 2 years ago

http://ompldr.org/vZnI3aQ/xmod-chaos-esque-xonotic-mediasource.pk3

Sopwith triplane.
Also redid the additions to the ballistics code as density_materialname.
rather than multiple material"constant"s.

It was dumb of me to do it the otherway, error corrected.

#62 Updated by MayEpper almost 2 years ago

Refactored code for "detecting" material that was hit that was used in multiple places to a single subroutine.

float W_EvaluateMaterialHit
in w_common.qc

#63 Updated by MayEpper almost 2 years ago

made some things swithc statements etc

#64 Updated by MayEpper almost 2 years ago

Made it so that for ballistic bullets and the extra materials stuff, the backside of the brush is checked too.
If the backside is stronger then it wins.
(This doesn't apply to if the back side is "standard/default material" however, only if it's a detected material metal etc).
The function used returns the same current value for dmg_radius (constant) if the material is not detected so no change occurs.

#65 Updated by MayEpper almost 2 years ago

.

#66 Updated by MayEpper almost 2 years ago

fixed some angle stuff on the mounted guns
added stand alone lightning gun

#68 Updated by MayEpper almost 2 years ago

g98 rifle.

#72 Updated by MayEpper almost 2 years ago

diff

#73 Updated by MayEpper almost 2 years ago

fixed visual "animation" bug with crossbow

#74 Updated by MayEpper almost 2 years ago

Torch burns other things too, depending on the material it will burn it for less or more.
Warhammer ignores armor.

#75 Updated by MayEpper almost 2 years ago

Added semiautomatic mode to grenadelauncher.

#77 Updated by S1lencer almost 2 years ago

Any chance of making a forum post related to this? i'd like to see some gameplay video :D

#81 Updated by MayEpper over 1 year ago

Worked on fast car's model more, trying to optimize it. Still it's 6.4MB, which slows down DP alot (want to get it below 4mb, where it will be faster)

Fixed a bug where sportster car's machineguns hit its hitbox at high speeds.
Reduced springlenght on most of the cars so they're lower to the ground.
They're not really off road vehicles.
http://ompldr.org/vZ24zOA/xmod-chaos-esque-xonotic-full_source_and_exec_binaries.zip
http://ompldr.org/vZ24zaA/xmod-chaos-esque-xonotic-mediasource.pk3

#82 Updated by MayEpper over 1 year ago

Made planes and tank's turn/bank rate non-dependent on sys_tickrate.

Probably should do this for the raptor too.

#83 Updated by MayEpper over 1 year ago

http://ompldr.org/vZ294dA/xmod-chaos-esque-xonotic-mediasource.pk3

Made lightning gun arc from impact if it hits metal (or another player, but smaller arc there, from player to other near ones)

#87 Updated by MayEpper over 1 year ago

force es mass exed acceleration
(for vehicle collisions with players now)

Also added a pickup truck.
For bugrigging.

#90 Updated by MayEpper over 1 year ago

.

#92 Updated by MayEpper over 1 year ago

_

#93 Updated by MayEpper over 1 year ago

Shut the console up complaining about missing turret cvars.

#94 Updated by MayEpper over 1 year ago

Bugfixes and updated and other stuff

#95 Updated by MayEpper over 1 year ago

Crashes of objects together dmg

#96 Updated by MayEpper over 1 year ago

stuff

#97 Updated by MayEpper over 1 year ago

.

#98 Updated by MayEpper over 1 year ago

more bug fixes.

#99 Updated by MayEpper over 1 year ago

more

#100 Updated by MayEpper over 1 year ago

Workaround: cant have owner of bullet be someone bullet should kill, cant let some random entity be put down for the accuracy stats (engine complains), add .ignoreaccuracy flag. Not perfect, if item totally doesn't exist when accuracy is looked at... maybe test if item exists, if not don't do accuracy either, will see if can do if(attacker) to see if it's still around.

#101 Updated by MayEpper over 1 year ago

bugfixes and better update, removed .ignoreaccuracy, added a new deathtype for fragments,

#102 Updated by MayEpper over 1 year ago

All I wanna say is ... dev.xonotic.org is fscking UP. WOOOOOOOOOOOO
YEAH
YEAH
HELLS FSCKING YEAHGHHHHHH

Also, new patch:

#103 Updated by MayEpper over 1 year ago

Cars and water dislike eachother for coefficent of drag reasons.

#104 Updated by MayEpper over 1 year ago

Yugo to drive around in

#105 Updated by MayEpper over 1 year ago

Make gmqcc slightly happier, not as happy as no Werrors, but happy enough that there are no straight up errors.
(I think anyway)

#106 Updated by MayEpper over 1 year ago

Got rid of most of the Werrors, save for 4 uninit values and some ifdefs.

#107 Updated by MayEpper over 1 year ago

another race car

#108 Updated by MayEpper over 1 year ago

Water cannons (mounted gun + spawnflag 32 for the helicopters equips them too)

#109 Updated by MayEpper over 1 year ago

Fire spreading in trees etc.

#110 Updated by MayEpper over 1 year ago

Better fire spreading amongst trees.

#111 Updated by MayEpper over 1 year ago

Gradual blackening if the tree has a black skin to start with.

#112 Updated by MayEpper over 1 year ago

More work on burnage including burnmax for trees/bushes (won't burn anymore past that). Currently set to 9000 in cfg, that's about 6hrs (9k*2.5 sec(spread check tic))for a tree only being affected by 1 other tree. Less for a tree in the middle of a bigger cluster all burning with intensity.

#113 Updated by MayEpper over 1 year ago

RPK mounted gun.
Meadows for foliage.

#114 Updated by MayEpper over 1 year ago

m1921

#115 Updated by MayEpper over 1 year ago

.

#116 Updated by MayEpper over 1 year ago

more mounted stuff

#117 Updated by MayEpper over 1 year ago

#118 Updated by MayEpper over 1 year ago

banana bush

#119 Updated by MayEpper over 1 year ago

gau19 rotary cannon

#120 Updated by MayEpper over 1 year ago

Jumppads, Bouncers, and spikes

#121 Updated by MayEpper over 1 year ago

Spikes in every direction if you wish

#122 Updated by MayEpper over 1 year ago

spikeballs on chains that spin

#123 Updated by MayEpper over 1 year ago

blackhawk (civ and mil)

#124 Updated by MayEpper over 1 year ago

,fixes

#125 Updated by MayEpper over 1 year ago

Added turrets to mil version of blackhawk as a spawnflags option

#126 Updated by MayEpper over 1 year ago

LOD for it

#127 Updated by MayEpper over 1 year ago

#128 Updated by MayEpper over 1 year ago

#129 Updated by MayEpper over 1 year ago

early plane. This one has a weak shield ofcourse, since we're in the future.

#130 Updated by MayEpper over 1 year ago

plane

#131 Updated by MayEpper over 1 year ago

futr tank

#132 Updated by MayEpper over 1 year ago

in the same vein, more edits

#133 Updated by MayEpper over 1 year ago

diff is stable xon from month ago
zip is current.

added another tnk

#134 Updated by MayEpper over 1 year ago

bugfixd

#135 Updated by MayEpper over 1 year ago

skycycles

#136 Updated by MayEpper over 1 year ago

and the zip for current

#137 Updated by Samual over 1 year ago

  • Target version deleted (12)

#138 Updated by MayEpper 6 months ago

Might aswell update this.

Note: mod would have been impossible without divverent, tzork, lord havoc's, and samual's help with leaning QuakeC.
So whatever is said on the stage of the forum.
Thanks samual!

Also thanks to divVerent for all the help and features and everything.
Thanks to tzork for explaining how to do the vehicles stuff.
Thanks to Lord Havoc for lots of help with code and quakec teaching.

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