Developer postOriginal post (opens in a new tab)

Weapons Tune-up and Reticle Begin (8/8)

  • Added a basic crosshair, which I'm trying a few things with.
  • Added Bullet-hole things so you can see your accuracy.
  • Added Bad-shot indicators to show where your bullets will land if not on the crosshair.
  • Rewrote all of the shooting interactions between server and client.
  • Combined a lot of excess weapons code into smaller modules.
  • Fixed a bug where enemies gun shots weren't coming through.
  • Laser pointers are back and upgraded. They should be accuracte and way less annoying.
  • Laser sights, gun_shots and particle effect locations on weapons are pixel-perfect.
  • Added Editor tools for making future weapons easier to develop.
  • Shooting, reloads, weapon-switching, and laser-sights should all be in sync.
  • Adjusted projectile-weapon aim mechanics.
  • Fixed a bug which caused players to stay shooting/aiming after death.
  • Enemies are no long floating just above the ground.
  • Destroyed the old laser-controller and implemented it into the new system.
  • Laser pointers will only be visible while the gun is ready to shoot.
  • Guns which load 1 bullet at a time will still show laser-sight while reloading (m32)
  • Player weapons and ammo now reset correctly when the game resets.
  • Spawning into a new game should be smoother and have less bugs.
  • Player Respawn timer is now correctly balanced on low FPS machines.
  • Cleaned up Game-mode/respawn texts.
  • The M32 shoots as soon as it's loaded it's first bullet if the mouse was never released.
  • Admin Panel is back online
  • The HUD Ammo indicators now display 0 in red.
  • Room density is now configurable.
  • Round times, game-mode timers, and basic map settings can be configured through the admin panel
  • Began adding Game-modes which are triggred through CVars and the admin panel
  • Added Dev-mode and skirmish Game-modes.
  • Fixed some of the colors on the maps.
  • Made a ton of optimizations.