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* lightramp bug and imroved laser thinkRene Stoeckel2005-02-191-14/+14
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* fixed bug in ent.setFields() when spawning an edict_tRene Stoeckel2005-02-192-5/+12
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* command line parameter bugs.Rene Stoeckel2005-02-191-5/+3
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* bug: weapons were not loud enoughRene Stoeckel2005-02-131-2/+2
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* dedicated server runs now :-)Carsten Weisse2005-02-131-2/+6
| | | | | | someone has forgotten the code to check the dedicated variable. (stupid bug and hard to find)
* GameBase.dedicated removed; use Globals.dedicated insteadCarsten Weisse2005-02-133-7/+5
| | | | (defined twice)
* beatificationRene Stoeckel2005-02-122-15/+6
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* bugfix: 1119453Carsten Weisse2005-02-091-21/+7
| | | | thank you very much "deathmeat"
* bugfix:Carsten Weisse2005-02-081-2/+3
| | | | | | | don't force GC on playing a cinematic. the error was triggered at the end of the demo levels. toggle between "The End" and the menu worked fine but the menu animation was very slow. The reason was a Full-GC every frame.
* now it can handle simple static pcx images (see the end)Carsten Weisse2005-02-081-235/+187
| | | | not fully complete yet (first hack :-)
* a better test for empty stringsCarsten Weisse2005-02-082-4/+4
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* a better test for empty stringsCarsten Weisse2005-02-083-15/+15
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* execute the callbackCarsten Weisse2005-02-071-1/+2
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* test for dedicated mode (see C-code)Carsten Weisse2005-02-071-1/+4
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* cast not neededCarsten Weisse2005-02-071-2/+2
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* use DummyRenderer for dedicated mode and use a valid instance for cl_timedemoCarsten Weisse2005-02-071-3/+4
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* is used for dedicated modeCarsten Weisse2005-02-071-0/+182
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* intialize the cvar_t fps with a valid instance (dedicated mode)Carsten Weisse2005-02-071-2/+2
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* solves the "dedicated mode" problem.Carsten Weisse2005-02-071-2/+4
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* cosmeticRene Stoeckel2005-02-062-43/+45
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* coop game level switching bug.Rene Stoeckel2005-02-061-11/+6
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* added debug info. SZ.write/print should not be used anymore.Rene Stoeckel2005-02-061-1/+2
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* debug print distinguishes now between client and server messages.Rene Stoeckel2005-02-062-10/+23
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* recording demos now work.Rene Stoeckel2005-02-061-20/+8
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* added debug infosRene Stoeckel2005-02-061-5/+11
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* init now safer, throwables catched.Rene Stoeckel2005-02-061-9/+15
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* import statement added for monster packageRene Stoeckel2005-02-062-3/+4
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* cosmeticRene Stoeckel2005-02-061-1/+4
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* debug info added.Rene Stoeckel2005-02-061-2/+2
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* coop, out of bounds fixed, score board bugs fixed.Rene Stoeckel2005-02-061-25/+10
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* find spawn point nullpointer bug fixed.Rene Stoeckel2005-02-061-30/+18
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* main (test) method removed.Rene Stoeckel2005-02-061-17/+1
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* scoreboard bug fixedRene Stoeckel2005-02-061-1/+37
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* some methods public, because of monster refactoring / coming bot interfaceRene Stoeckel2005-02-061-4/+4
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* import statement added for monster packageRene Stoeckel2005-02-061-1/+2
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* debug infos added.Rene Stoeckel2005-02-061-12/+11
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* import statement added for monsters.Rene Stoeckel2005-02-061-1/+5
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* eliminated ScoreBoard functions (are in PlayerHud.java).Rene Stoeckel2005-02-061-114/+7
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* opened object access. this class is will be obsolete next time.Rene Stoeckel2005-02-061-2/+2
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* scoreboard bug fixedRene Stoeckel2005-02-061-7/+8
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* fixed scoreboard switchoff bugRene Stoeckel2005-02-061-7/+7
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* part of refactoring the monster filesRene Stoeckel2005-02-0624-72/+332
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* added some helpful debug info for meRene Stoeckel2005-02-061-6/+13
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* a little bit fasterCarsten Weisse2005-02-012-27/+32
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* now it works without null and handles empty strings correctlyCarsten Weisse2005-01-233-9/+12
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* skip to endif changedCarsten Weisse2005-01-231-12/+4
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* bugfix: clear the nullstate;Carsten Weisse2005-01-231-12/+12
| | | | | initialize the quake2 server adresses; serverlist works now :-)
* new clear() methodCarsten Weisse2005-01-231-1/+19
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* changes for the new Com.Parse method;Carsten Weisse2005-01-231-3/+2
| | | | the parser returns null at the end of token stream
* bugfix: solves the problem with empty strings;Carsten Weisse2005-01-231-2/+2
| | | | (set adr0 "") an empty string is a valid token!