*-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-* __ __| _. \ \ | __| __/ _. \ __| | / | | / | _| ' . / | _| __| '___/ __| __| ____| .___/ '___/ __| \ | __| , \ | | _ _| __/ __ __| _. \ , \ | | __| | __| __/ | / | _| __/ __ | | ' . | / | __/ __ | _| | _| ' . __| __| ____| __| __| __| ____| .___/ __| '___/ __| __| __| ____| ____| ____| .___/ *-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-* ================================= Tomes of Mephistopheles Changelog ================================= ____________ / \ * NEXT PATCH * \____________/ -------- 08/01/12 -------- GUI: + dragging icons to invalid menu areas cancels the move Bug Fixes: + fixed bugs relating to quickbar slots assigned to deleted spells + fixed a bug with moving a spell onto itself in the spellbook causing icon to remove -------- 08/01/12 -------- Bug Fixes: + fixed a bug that was causing pre-opened chests to allow players to try to open them if they use the lid and cause a crash -------- 07/31/12 -------- Items: + chest items are now generated upon opening a chest instead of during world generation (old worlds are still compatible) Bug Fixes: + fixed a bug that was causing ai to float in air mid-jump and become unresponsive -------- 07/31/12 -------- Spells: + casting a direct split onto the floor now spreads out the forking spells in a 360 radius and chooses the base direction randomly Bug Fixes: + fixed a bug that was causing some spells to split incorrectly depending on their angle + fixed a bug that was causing guided spells to not follow the player's control + fixed several spell orientation issues with forks and various control types -------- 07/30/12 -------- Player: + added health, mana, and learned runes saving/loading + players now start with only 2 spell runes: Throw, and 1 random element set when a new character is created (Fire, Earth, Air, Water, Electricity) Spells: + simplified spell creation so that certain forks such as split no longer require a control mode rune before setting the next element + the fork rune "Split" is now used to set the next stage of the spell to use a ricochet / spread style flight mode + the fork rune "Repeat" is used to set the next stage of the spell to focus on the same target in a direct flight mode Items: + clicking on runes now adds them to your spell book if they have not been learned yet + added item: "Fork Rune: Repeat" (Teaches the Repeat fork rune) + runes Self, Touch, Life, Death, Space no longer spawn because they don't do anything yet GUI: + the status window (the menu which contains the inventory and spell book), now remembers which tab it was last on when toggling off then back on Bug Fixes: + no crash when clicking on runes + in the spell creation menu, delete no longer highlights until runes have been entered + resolution 1366 x 768 no longer uses the wrong aspect ratio -------- 07/25/12 -------- Bug Fixes: + fixed a crash bug when trying to use a rune pickup + using an item from a stack directly from the inventory now uses up items from the stack clicked on instead of the first stack available -------- 07/25/12 -------- Menu: + added ability to delete spells from the spellbook + added ability to move spells around in the spellbook for organization + changed look of spell creation and inventory stack split menus + removed self and touch from spell creation menu temporarily (never fully implemented) + cleaner transition to main menu when leaving a game _____________ / \ * PATCH 0.09a * \_____________/ -------- 07/25/12 -------- Menu: + added intro splash screens + updated main menu and sub menus + added several video options + added audio options Spells: + added base spells for earth, wind, water, and electricity -------- 06/19/12 -------- Spells: + added spell creation including splits, chains, and area runes Player: + spells are now saved to the spell book on exit Items: + runes now spawn in the world Bug Fixes: + fixed a bug with item info display in the world + fixed some bugs with spells becoming stuck Tweaks: + changed the format of item pickup messages to allow for better translations by users _____________ / \ * PATCH 0.08a * \_____________/ -------- 05/07/12 -------- Player: + characters can now be created (and named) + characters save at one minute intervals and upon client disconnect. this includes current and max health and mana, inventory, and quick bar slots. (spell books are currently static but there is saving capability for the future when more/custom spells are available and/or when they must be earned.) + any character may be loaded into a single player or multi player world and will still save in multi player (later changes will include the ability to set servers to only allow characters that are created on that server. these characters will be saved to that server.) + maximum health and mana are currently 400 each (new characters start with 100) GUI: + added a status window which currently displays character's inventory and spell book. these modes are toggled by clicking buttons on a small tool bar at the top of the window. + the status window can be toggled to the left or right of the screen by clicking a small button in the upper right corner of the window + added a quick bar + each quick bar slot displays the first key assigned to activate it + holding the reticle over an item in the world or holding the mouse cursor over an inventory item, a spell in the spell book, or a quick bar slot will display information and a description for that item or spell + items and spells can be assigned to the quick bar by dragging the icon to the desired quick bar slot + quick bar slots can be unassigned by dragging icons off of the quick bar + items and quick bar slots can be arranged by dragging the icons to new slots + inventory items are stackable, and can be split or combined by dragging to new slots or over other stacks of the same type of item + the inventory displays stack amounts (per stack) and the quick bar displays total items of that type from the entire inventory + items can be used by left clicking in the inventory or pressing an assigned quick bar key + spells can be selected by left clicking in the spell book or pressing an assigned quick bar key + items can be dropped to the world by dragging from the inventory to the world + quick bar slots are maintained when running out of an item so that the item does not have to be re-assigned later when more are obtained + icon dragging can be canceled with the right mouse button + changed the map background to be darker to give it more contrast Controls: + keys 0-9 now activate quick bar slots by default + tab toggles the character status window by default + a cursor is active while the status window is displayed + holding right mouse while the status window is displayed will allow mouse look Menu: + upon starting a game players are prompted to select or create a character before being prompted to select a dungeon Bug Fixes: + fixed a bug that was causing jumping AI to become unresponsive + fixed a bug that was causing an error to print when AI perform a certain combination of attacks _____________ / \ * PATCH 0.07a * \_____________/ -------- 04/14/12 -------- World: + added world naming, saving, and loading. Worlds save automatically during game play and when players quit. AI: + AI now have the ability to jump over objects and out of pits Technical Notes: + the directory where worlds are saved is now located in data/worlds/ -------- 04/08/12 -------- Objects: + added a new door type, metal grated doors that slide up like a gate Bug Fixes: + fixed a bug that was causing particles for AI such as the Pain Elemental to spawn in the wrong location on the client _____________ / \ * PATCH 0.06a * \_____________/ -------- 04/02/12 -------- AI: + Pain Elemental drops from 5-7 items on death + increased AI turn speed -------- 04/01/12 -------- AI: + pain elemental no longer spawns until 5-8 minutes of game time has passed from the start of the game and at least 10 ai have been killed + pain elemental respawn time is now 2-8 minutes instead of 2 -------- 03/31/12 -------- AI: + AI no longer follow sounds far past their spawn point + AI home/spawn point is set to new position after stopping movement and hanging out for a while Performance: + debris is no longer allowed to exist in huge numbers, old debris is removed first + reduced time till debris is removed Bug Fixes: + fixed a bug that was making ai not turn toward a sound if they are close enough to their nav point and far enough away from the sound -------- 03/30/12 -------- AI: + added new type of AI that are made of particle and can be scattered across rooms with attacks, but will attack back with body parts from range, for example with spells, and will reform to continue fighting. + added new behavior for AI: Hunting. AI that are designated as hunters are very sensitive to hearing, and will begin searching for you from across the map if they sense you. They will immediately begin heading toward the location of the sound, and will be able to continue to track your movement as long as you're making enough noise for the hunter to hear you at your distance. Hunters will take the most direct path to you, though walls, and even through other AI that get in their way. + New AI Mini-Boss: Pain Elemental - A powerful elemental that is made of particles, is designated as a hunter, wields a sword in one hand and casts spells and punches from another. High health, devastating spells, the ability to break walls with melee or multiple at a time with spells, and the ability to open doors with telekinesis. Only one Pain Elemental will spawn at a time, and will not spawn again for another 2 minutes after death or de-spawn. (also has special effects when dying.) + ai now move out of the way of other moving AI + ai are now much better at navigating around things and not getting stuck + ai can now open doors by touch or telekinesis. even locked doors Bug Fixes: + particles no longer build up when paused + tons of bug fixes and optimizations for AI (too many to list effectively) _____________ / \ * PATCH 0.05a * \_____________/ -------- 03/20/12 -------- Bug Fixes: + completely rewrote player net code with a better understanding of the engine's networking. All previous bugs involving soft floors or floating in the air with low fps or high server packetloss *should* be resolved. + fixed a bug that was causing dungeon tiles to not despawn when players log out, causing ai to never respawn on the tiles the players were around when they left _____________ / \ * PATCH 0.04a * \_____________/ -------- 03/18/12 -------- Objects: + increased large chest spawn rate to match small chests Graphics: + increased AI line of sight check speed (reduces pop in) Sound: + doors, chests, and dirt floor/walls now make sounds when you hit them with your weapon (some sounds are placeholders) Spells: + doubled mana cost Bug Fixes: + melee attacks are no longer effective through objects such as doors + several optimizations, stabilizing bug fixes -------- 03/17/12 -------- Player: + player skeleton model now displays a hood -------- 03/17/12 -------- Gameplay: + added multi-player support for dedicated servers + other player's names and menu/talk status are now displayed over their model + added first clip of voice acting for when the player starts the game Player: + vwep, tilt, and bob are now updated more smoothly when updates to the client are slow AI: + added packet loss handling for AI + added pain and death animations to the player Spells: + re-increased spell light radius Menu: + added a multi-player menu with player name input and ip:port connect box HUD: + added chat sound Bug Fixes: + fixed some bugs with AI sound detection + fixed a bug that was causing some pillars to not spawn correctly and cause floating torches to appear in one of the area shapes -------- 03/15/12 -------- Player: + added player packet loss handling + player light radius is back to where it was before last local change:P Bug Fixes: + fixed a bug that was causing player vweapons to animate when any other player attacks -------- 03/12/12 -------- Player: + implemented attack, idle, run, walk animations for the player + implemented animation blending for the player so that different animations can be played on different portions of the model at the same time. an example would be running while attacking. + moved torch light down and decreased radius + player HUD weapon no longer casts a shadow, but instead the external player model's shadow is cast AI: + AI now run in combat + increased spawn chance of Arch Fire Mage from 30% to 50% + AI now check to see if objects are in the way before reacting to sound Objects: + chests can no longer be closed + decreased chest spawn chance Performance: + implemented some LOD and LOS culling for AI (increased FPS on some machines) HUD: + slightly increased font size on the left text + increased width of health/mana bars + weapon name is now displayed on the HUD Bug Fixes: + fixed a bug that was causing spells to not remove completely after impact and still cause damage when touched _____________ / \ * PATCH 0.03a * \_____________/ -------- 03/07/12 -------- AI: + added small lights to High Mages, and particle effects for each different mage + AI now only have a 20% chance of attacking each other intentionally after accidental friendly fire + AI now react to weapon impact sounds at 600 units instead of 1200 + AI now react to door sounds at 600 units instead of 1000 Player: + added idle anim for player + added sword to external player model + when using 3rd person camera, HUD VWep is no longer drawn + view and weapon bob/tilt no longer apply when using 3rd person camera HUD: + decreased size of HUD text + added weapon name to the HUD + added HUD size for 1600 x 1024 resolution Spells: + decreased light radius of spells + decreased max draw range of spells (they had way too big of a range before) Bug Fixes: + attempted to fix a bug that was causing AI to spawn stuck in walls/objects + slightly increased accuracy of ai and object spawn rate -------- 03/06/12 -------- Graphics: + added ambient color to the world AI: + heavily increased the performance of ai to allow for a much greater number of ai to exist and interact with the player at once as well as decreasing ai bandwidth usage to a near negligible amount when moving. + added the ability for ai to cast spells using delivery types from the rune system. direct spells generally fly slower than the player versions, and guided spells act a little different so that they don't just home in, but move in relation to the ai's angles + added ai type skeleton mage, casts thrown fireballs, 75 health + added ai types skeleton high mage 1 and 2, cast direct or guided fireballs, larger in size, 150 health, only spawns with groups + added group ai spawns that spawn up to 2 melee types, 2 lesser mage types, and 1 high mage type + ai now assist other ai if they are facing them (this still happens when an ai is facing away because the sound of the other ai makes them turn around and look) Spells: + guided spells now fly considerably slower and fly toward a pinpoint target allowing for missed spells to come back and hit your target in the back Menu: + odd resolutions no longer appear out of order on the slider when selecting windowed resolutions Tweaks: + updated strings used in the minimap related to conchars to allow for more customizable user localization packs Bug Fixes: + ai no longer investigate multiple sounds at once + attempted to fix a bug that causes an extra non-solid door to appear. report if this still exists. + fixed some divide by zero instances + fixed a bug that was alerting ai of player cast sound in the wrong location + removed a torch that was spawning in an inappropriate location in one of the large rooms + fixed a bug that was causing spells to not be able to damage their caster (use direct spells with caution) -------- 03/01/12 -------- Controls: + mouse inversion is now off by default + added mouse inversion and sensitivity settings in the control menu _____________ / \ * PATCH 0.02a * \_____________/ -------- 03/01/12 -------- Additions: + config file versions are now checked and updated when necessary instead of requiring the player to manipulate config.cfg Bug Fixes: + fixed a bug that was causing key modifiers such as SHIFT, CTRL, ALT to not register _____________ / \ * PATCH 0.01a * \_____________/ -------- 02/27/12 -------- AI: + AI now investigate sounds while not in combat. This applies to footsteps, doors, bouncing objects, spells, pretty much any sound that is out of the ordinary to the AI. Each type of sound has a different radius depending on how loud it is. + AI now only spot targets if they are facing within 105 degrees of it + increased skeleton sight distance Bug Fixes: + fixed a bug that was causing attacks to not be able to hit targets with low fps -------- 02/24/12 -------- Items: + increased overall item drop rate chance + increased bomb drop rate chance Dungeon: + added several variations of area types that spawn with dual pillar tiles instead of only single pillar tiles -------- 02/24/12 -------- Doors: + doors now randomly generate as locked (use bombs to get around for now) + added message to left of screen when attempting to open a locked door -------- 02/24/12 -------- Dungeons: + implemented pillar models for room corners and single pillars and hallways + pillars can now have a random chance to spawn + added single pillar versions to all room types (will have alternate variations that use double pillars instead soon) + longer hallways no longer generate by repeating single entrance tiles but instead occur when a hallway type specifies that length + added 2 new area types + improved accuracy of torch spawn rate HUD: + reticle now changes when player can interact with objects, implemented reticles for grab and use functionality Gameplay: + player now starts in a special room type designated as the start room (just a generic 9 tile room but w/o the pool in the middle) Bug Fixes: + gibs no longer spawn inside objects when a corpse is gibbed while sticking into an object -------- 02/22/12 -------- AI: + polished ai to react more responsively when attacking and dodging + decreased skeleton pain chance (they hit you more often because they get knocked around less) Bug Fixes: + fixed some bugs with light flicker position including choppy updating which was causing shadows to look bad -------- 02/21/12 -------- Player: + decreased player movement speed + decreased brightness of player light to match torches AI: + ai spawn slightly more often (chance isn't reset when it fails) + polished ai strafe movement and impact velocity handling + increased skeleton strafe velocity/distance + ai now try to dodge melee attacks Combat: + spells apply more appropriate impact velocity + spells can now impact objects such as gibs or items + objects such as gibs and items now toss further on damage impact + velocity force is now based on the amount of damage compared to 20% of max health + resisting pain now lessens impact velocity less + improved impact velocity of melee weapons Dungeons: + added pillar tiles and pool tile + torches spawn around pillars + added a new area type + added pools to the 9 tile square area + changed player start area to small 4 tile area -------- 02/19/12 -------- Controls: + added support for key control combinations using SHIFT, CTRL, and ALT + increased interact distance to 96 units (was 80) + added control: Grab All - default control key is "SHIFT E" (grabs everything inside a 96 unit radius that isn't inside a closed container) + key bind settings now happen on key up events instead of key down events + increased width of key set menu to display more keys with less squish Dungeons: + areas now generate oriented so that the player will enter through a main entrance + slightly optimized dungeon generation Bug Fixes: + fixed a bug that was causing interaction with one side of a freshly loaded open door to try to re-open the door (this is not the door bug from the forums) + fixed a bug that was setting an unknown key to team chat on control reset _______________ / \ * ALPHA RELEASE * \_______________/ -------- 02/16/12 -------- Dungeons: + removed large open empty areas from dungeon and added several more architecturally stylized areas + greatly improved dungeon generation time + torches now only allow a gap between them of 2 pillars in most cases Graphics: + added texture blending to dungeon floors + player blood now just spurts once, but harder so it's still visible (still not final) + added blur effects for damage, overall health condition with heartbeat rhythm and sounds + added death effects AI: + added Trap Skeletons (watch out for suspicious piles of bones) + improved ai spawning pattern to not be completely random + ai now bounce on death + added sight and idle sounds for skeletons + ai now has a buffer space between them and their target where they play a creep anim or a walk anim Items: + added health and mana upgrade potions with effects, (very low spawn chance) Objects: + added sounds for doors and chests + added sounds for torches and campfires + added bounce sounds for various objects + added debris sound when walls are damaged + added bomb fuse sound and dust settling sound during explosions + added item spawn, pickup, and use sounds Player: + added vwep hands and sword models with animations and damage collision + set more reasonable player speeds, slightly slower strafing and a bit slower backpedaling + adjusted player torch light position to a better location Main Menu: + added "Music . Christian Floisand" to credits + added a menu to select dungeon size or enter a specific value + added a control menu + added video menu with resolution slider and fullscreen toggle + spiffed up the menu colors + polished up parts of the menu that cut off sounds because the menu activates the option too fast (such as starting a game or a resolution change) + added menu sounds HUD: + added messages to the left side of the hud when picking up objects (or for other events). these messages fade away quickly. Gameplay: + player respawns with half health and mana + added view and weapon bob, shift, and pivot with variable speeds and intensities based on velocity and synchronized with footsteps + added player and ai footsteps with varying sounds for ground types for players + added spell charging sound + added sounds for fireball and ice spells + added ambient rat noises along walls (never positioned behind a wall so you can find your way in total darkness by listening to rats if it comes to it ) + added combat sounds for player and ai + added death/pain sounds for player and ai + added sword hitting stone sound Config Tweaks: + added client cvars for view and weapon bob with the following defaults: + bob_intensity_vieworg "0 16 1" + bob_intensity_vweporg "0 16 1.2" + bob_intensity_viewang "-0.2 1.6 1" + bob_intensity_vwepang "5 -12 5" + bob_runspeedmultiplier_offset 2 + bob_runspeedmultiplier_angles 2 Bug Fixes: + random sound intervals are now reset when not being checked so that the sound isn't instantly played when checking begins again + ai were not building skeleton during death anim making hitting corpses buggy + pain sounds now have a min repeat time -------- 02/02/12 -------- Dungeons: + walls now randomly spawn with pre-structural damage up two levels of damage + the dungeon starting room is no longer either of the 2 large open areas + updated tile saving format to use tokens to allow backwards compatibility + added the ability to read objects from tiles such as chests, and moved doors to the new object format to allow more detailed info to be saved Graphics: + added damage particle effects for skeletons (instead of blood) + player blood now draws in his/her view according to location hit + refined most of the effects in general + light brightness (color intensity) now fades in and out based on distance when near cull range AI: + added skeletons and tweaked ai to work with their intended behavior + ai now plays death and pain anims + ai now dodge spells and also dodges when a player is charging or releasing a spell and aiming their crosshairs at that ai + ai now judge combat ranges more accurately + ai now backs up if it is too close to hit you + added skeleton gibs and particle effect + ai now do a victory scream and anim when they kill an opponent + ai no longer play a sight anim if they are not facing the general direction of their opponent + ai now have a random chance to drop items on death + dead ai now set their bbox size appropriately + ai no longer spawn around the starting room Items: + added items, bombs, health potions, mana potions + 1 uses a health potion, 2 uses a mana potion + player now initially spawns with 5 bombs (and they are now depleted when used) + player retains inventory on death (as represents final gameplay) + players can pick up items by running over them or using interact on them (for hard to reach places) Objects: + added small and large chests. small chests holds 2 small objects, while large chest can hold up to 8 small objects or 2 medium sized objects, or a combination of both Main Menu: + main menu now functions for alpha release + music now begins playing when the menu opens, the game starts, or the player leaves a game and returns to the menu + added credits to menu when not in a dungeon HUD: + added a hud with health/mana bars, spell casting bar, temporary inventory, current weapon and spell, and a minimap + minimap can be toggled from small to large or hidden + mana hud bar shows a change in color to represent the amount of mana required to begin casting the selected spell Gameplay: + added spells. Spells consist of combinations of runes including delivery systems, element combinations, and forking effects. Casting is done by charging a spell's intensity, so spells can be cast either rapid fire with less effect or they can be charged for a greater effect. The player currently starts with a few different rune combinations to to use while the spell building system is still in progress. These include variations of 4 types of delivery systems: Throw, Fly, Guide, and Direct. Thrown spells are, thrown, obviously, Fly spells fly straight forward, Guide spells can be controlled as they fly by the caster, and Direct spells appear at point blank range and shotgun the target (fun with rapid fire). + players now have mana + health and mana regenerate at a slow pace (mana won't regenerate while charging a spell) + m now toggles map by default + increased player's view offset + players now react to hits with toss velocity and view punch angle changes + player's pain chance is 50%, when player experiences pain his punch angle change is doubled + player and ai are only tossed when "experiencing pain" or dying + when a player or ai dies it's toss velocity is doubled + damage traces now use a box instead of a line + decreased ai health to be consistent with player health, while decreasing player damage overall and increasing force of weapon impacts to keep a good balance between player and ai health and damage effects and pve vs pvp combat + improved damage effects such as view roll and tossing to have specific values for taking structural damage and physical damage + damage effects now ramp based on max health and current health. the higher your max health the less attacks will toss you around and knock your view to the side, the less current health you have compared to max health, the more intense view knocking effects will become + ai and other objects no longer take physical damage as long as they have structural health + added a red fade to the player's screen on death + ai, players, and other appropriate objects now gib when their health reaches -25% + corpses are gibbable + increased overall performance Config Tweaks: + added cl_hideminimap (default: 0 - don't hide) and cl_minimapsize (0 is default size, any other value works) Bug Fixes: + wall bricks and dirt now actually spin when they spawn + ai no longer spawn in firepits + damage traces no longer damage the same ent 2 times in a row + dead things no longer do damage traces + other small tweaks and fixes to ai + fixed a bug that was causing explosions to kill ai when structural health is depleted while they still have physical health as well as not stopping the ai from thinking + fixed a bug that was causing some objects and ai to be invisible on the client + fixed a console print bug -------- 01/14/12 -------- Dungeons: + walls now use 3 levels of damage models and take 3 bombs to destroy instead of 2 + after breaking through a wall a carved out cave model is now used for the new room + added a chance to spawn random variants of walls during dungeon generation + closed walls of caves leading to arches or impassible walls now use skin 1 and cave walls leading to room tiles use skin 2 Graphics: + added flying bricks, dirt chunks and particle effects to exploding walls + refined torch and campfire flame effects + bomb fuse spark and light now draws based on model tag locations and light wobbles at a fast rate + modified blood and campfire effects to use new particles + updated and refined several other particle effects Objects: + now using new bomb model + bombs are now solid (this actually fixes a slowdown issues with too many bombs being in the same location and exploding next to a wall) Main Menu: + added a partial main menu Gameplay: + ai no longer spawns in carved areas + bombs now have a more appropriate max range they can be from a wall to cause damage Bug Fixes: + when removing objects in csqc now only tiles try to despawn tile objects + fixed some bugs with walls, torches, and tiles that were not correcting the angle if >= 360 (this causes some errors + when finding the wall number or tile side number) + radius damage now uses a separate chain so that events that also use chain no longer break radius damage + fixed a bug that was not setting structural health on hall tiles that were converted from arch/entrance tiles + fixed a bug that was not loading structural health for walls from file + fixed instances of findradius that don't actually measure the distance to the ent (this solved a wall destruction bug) -------- 01/06/12 -------- Graphics/Performance: + torch and campfire light/shadows now move + deferred shadows are on by default (less cost, but softer) + smoothed out flicker light styles to be more pleasing to the eye + increased the range at which the player's current chunk grid location changes for larger chunk sizes, thus reducing pop-in greatly while also decreasing the number of tiles required to spawn around each player Objects: + added new torch models and updated effects + added campfire model and effects + added random doors - interact opens Dungeon: + added more room tiles dungeons can now generate seamlessly w/o any holes or gaps! + greatly improved the pattern in which torches spawn + the first room now spawns based on 3 random room types + a full burning campfire now always spawns in the center of the starting room Player: + E is bound to use/interact by default + Q is bound to drop-bomb by default + player's initial spawn is now around the campfire in the starting room, facing the fire + changed player's light radius to 350 (was brighter due to lightstyle changes) Bug Fixes: + player view roll no longer jerks when turning sharply + torches no longer spawn in inappropriate locations + fixed a bug that was causing torches to not spawn on the first tile in the first room + player now spawns/teleports seamlessly -------- 12/28/11 -------- Additions: + improved client-side player movement so that it now predicts and corrects, thus increasing the smoothness + added more room tiles to the dungeon for cases with room openings in corners, and inverted corner pieces Bug Fixes: + while generating dungeons, when a new area is being created, the initial torch minimum spawn chance now applies. (was defaulting to 0) -------- 12/27/11 -------- Additions: + added new room tiles for room perimeter, entrances, arches/doorways, corners, room centers + added cvar dungeon_gen_chance_halldoor which controls the chance an entrance tile that does not connect to a room tile will have an arch or doorway leading to other areas of the hallway + increased player light radius from 400 to 500 -------- 12/22/11 -------- Additions: + fully implemented combat ai with the ability to navigate around small obstacles, find an opening around a target to attack, strafe, dodge, switch between ranged and melee attacks, and have a wide range of customizability. + added blood effects that spray and spurt from damaged locations + added events for player and ai which can trigger effects and sound at a very low network cost, sometimes as low as zero network cost (when triggered by animations) + players are now networked to the client progs and use smooth client movement prediction + tiles now send less information when networking + player can't pogo jump anymore + all objects are now tossed around (including ai and players) when hit by an attack or an explosion + added damage points that can be used to designate tags or bones as a point in space that will cause damage to whatever it passes through for a defined period of time + object orientation now sends less data when networking + reduced chunk size to 11x11x1 tiles + slightly reduced torch spawn chance + added structural health as opposed to health for objects such as walls. (bombs do structural and physical damage) + ai now randomly spawns on tiles as they load in + objects now keep track of which tile they are inside and remove when the tile removes + added a fireball that is thrown by ai + slightly increased the range on axe attacks + organized several things in code to make it easier to add new assets Bug Fixes: + fixed several bugs that were updating entity chains wrong when removing ents + fixed a bug that was not actually removing networked ents from the client when removed from the server + fixed instances of measurement that weren't measuring from the center of an entity when they should