Merge remote-tracking branch '_origin/master' into shapetextures

shapetextures
Tobias Zwick 2016-01-16 16:54:02 +01:00
commit 6d9dfc0fb8
15 changed files with 54 additions and 71 deletions

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@ -11,4 +11,8 @@ GraphicsPortraitMaleBrownHair.png, MaleBrownHair.jpg,
GraphicsPortraitMaleDarkHair.png, MaleDarkHair.jpg,
GraphicsPortraitSage.png, Sage.jpg,
GraphicsPortraitYoungster.png, Youngster.jpg,
GraphicsPortraitYoungsterBlond.png, YoungsterBlond.jpg
GraphicsPortraitYoungsterBlond.png, YoungsterBlond.jpg
The following graphics are created by Clonkonaut and are licensed under CC-BY 3.0 (http://creativecommons.org/licenses/by/3.0/):
GraphicsPortraitMime.png, Mime.png, MimeOverlay.png

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@ -0,0 +1,39 @@
material Clonk_Mime
{
receive_shadows on
technique
{
pass
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.000000 0.000000 0.000000 1.000000 3.000000
emissive 0.000000 0.000000 0.000000 1.000000
texture_unit Overlay
{
texture MimeOverlay.png
tex_address_mode wrap
filtering trilinear
colour_op_ex modulate src_texture src_player_colour
// take alpha from texture only, ignore player alpha
alpha_op_ex source1 src_texture src_player_colour
}
texture_unit Clonk
{
texture Mime.png
tex_address_mode wrap
filtering trilinear
colour_op_ex blend_current_alpha src_current src_texture
// Don't blend alpha, to make sure we have full intensity at the base/overlay border region
alpha_op_ex add src_current src_texture
}
texture_unit Light
{
// apply lighting
colour_op_ex modulate src_current src_diffuse
alpha_op_ex modulate src_current src_diffuse
}
}
}
}

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@ -34,6 +34,7 @@ global func SetAlternativeSkin(string skin_name)
["MaleBlackHair", 0, 0x4040ff],
["MaleBrownHair", 0, 0x2020ff],
["MaleDarkHair", 0, 0x406d99],
["Mime", 2, 0xffffff],
["Sage", 0, 0x813100],
["Youngster", 0, 0xba8e37],
["YoungsterBlond", 0, 0x151366]

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@ -284,43 +284,3 @@ material CrashedAirplane
}
}
}
material clonkMime
{
receive_shadows on
technique
{
pass
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.000000 0.000000 0.000000 1.000000 3.000000
emissive 0.000000 0.000000 0.000000 1.000000
texture_unit Overlay
{
texture clonkMimeOverlay.png
tex_address_mode wrap
filtering trilinear
colour_op_ex modulate src_texture src_player_colour
// take alpha from texture only, ignore player alpha
alpha_op_ex source1 src_texture src_player_colour
}
texture_unit Clonk
{
texture clonkMime.png
tex_address_mode wrap
filtering trilinear
colour_op_ex blend_current_alpha src_current src_texture
// Don't blend alpha, to make sure we have full intensity at the base/overlay border region
alpha_op_ex add src_current src_texture
}
texture_unit Light
{
// apply lighting
colour_op_ex modulate src_current src_diffuse
alpha_op_ex modulate src_current src_diffuse
}
}
}
}

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@ -17,9 +17,6 @@ func InitializeObjects()
var Tree_Coniferous_Burned001 = CreateObject(Tree_Coniferous_Burned, 17, 1097);
Tree_Coniferous_Burned001->SetR(10);
var Tree_Coniferous_Burned002 = CreateObject(Tree_Coniferous_Burned, 43, 1246);
Tree_Coniferous_Burned002->SetCon(75);
Tree_Coniferous_Burned002->SetR(100);
var Tree_Coniferous001 = CreateObject(Tree_Coniferous, 415, 1117);
Tree_Coniferous001->SetR(10);
@ -118,16 +115,6 @@ func InitializeObjects()
var Fern002 = CreateObject(Fern, 276, 1442);
Fern002->SetCon(22);
CreateObjectAbove(Tree_Coniferous, 408, 1167);
var Tree_Coniferous002 = CreateObject(Tree_Coniferous, 408, 1191);
Tree_Coniferous002->SetCon(47);
var Tree_Coniferous003 = CreateObjectAbove(Tree_Coniferous, 217, 1191);
Tree_Coniferous003->SetCon(39);
var Tree_Coniferous004 = CreateObject(Tree_Coniferous, 392, 1148);
Tree_Coniferous004->SetCon(27);
var Tree_Coniferous005 = CreateObject(Tree_Coniferous, 410, 1168);
Tree_Coniferous005->SetCon(3);
g_ruin1 = CreateObject(Ruin_WoodenCabin, 97, 1150);
g_ruin1->SetR(16);
g_ruin1.StaticSaveVar = "g_ruin1";

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@ -1,4 +1,4 @@
MsgEncounterCave=An intruder tries to steal out gold. Catch him!
MsgEncounterCave=An intruder tries to steal our gold. Catch him!
MsgEncounterOutpost=Stop, in the name of the king!
MsgEncounterKing=Ah, %s. I have been awaiting you.
MsgEncounterShrooms=What is this in the cave? Fireworks? Maybe we can use them to get into the castle.

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@ -352,8 +352,10 @@ func InitializeObjects()
Crate001->CreateContents(Hammer);
ToolsWorkshop001->CreateContents(Hammer, 2);
Foundry002->CreateContents(Bucket, 3);
CreateObjectAbove(Bucket, 435, 1271);
CreateObjectAbove(Bucket, 943, 775);
CreateObjectAbove(Bucket, 944, 775);
CreateObjectAbove(Bucket, 946, 775);
CreateObjectAbove(Crate, 2849, 607);
CreateObjectAbove(Crate, 444, 1271);

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@ -114,7 +114,7 @@ Mave7=Wie komme ich über den See?
Mave8=Du könntest meinen Hochofen nutzen, um Lehm zu bauen.
Mave9=Wie funktioniert das mit dem Lehm?
Mave10=Oh, das ist ganz einfach: Fülle einen Eimer{{Bucket}} mit Erde und ein Fass{{Barrel}} mit Wasser, lege beides in den Hochofen und starte die Lehmproduktion.
Mave11=Die Werkzeuge im Hochofen kannst du benutzen.
Mave11=Die Werkzeuge beim Hochofen kannst du benutzen.
Mave12=Wohin führt der Fahrstuhlschacht?
Mave13=Das ist der Fahrstuhl zur Kammer mit unseren Ölreserven. Leider ist der Weg von einem Vulkan geflutet. Hm. Vielleicht könnte man das Wasser aus dem See benutzen, um die Lava abzukühlen.
MaveBye=Tschüss.

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@ -114,7 +114,7 @@ Mave7=How do I cross the lake?
Mave8=You could use my foundry to build some loam.
Mave9=How do I build loam?
Mave10=Oh, that is easy: Fill a bucket{{Bucket}} with earth and fill a barrel{{Barrel}} with water. Then put both into the foundry and produce loam.
Mave11=You can find the necessary tools in my foundry.
Mave11=You can find the necessary tools in and in front of my foundry.
Mave12=Where does this elevator shaft lead?
Mave13=This elevator leads to the chamber with our oil reserves. Unfortunately, the path got flooded by the volcano. Maybe water from the lake can be used to extinguish the lava?
MaveBye=Bye.

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@ -128,14 +128,14 @@ public func IsFulfilled() { return true; }
// Overload: return the current description for this goal.
public func GetDescription(int plr)
{
return "WARNING: GetDescription(int plr) not overloaded by goal";
return this.Description ?? "WARNING: GetDescription(int plr) not overloaded by goal";
}
protected func Activate(plr)
{
if (IsFulfilled())
return(MessageWindow("$MsgGoalFulfilled$", plr));
return MessageWindow(GetProperty("Description"), plr);
return MessageWindow(this->GetDescription(plr));
}
// Scenario sacing

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@ -1,7 +0,0 @@
[DefCore]
id=DialogueBoomshire
Version=7,0
Category=C4D_StaticBack
Picture=0,0,64,64
Width=1
Height=1

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@ -19,12 +19,9 @@ private func Initialize()
var concierge = CreateObjectAbove(Clonk, 70, 1030, NO_OWNER);
concierge->SetDir(DIR_Left);
concierge->SetSkin(2);
concierge->SetMeshMaterial("clonkMime");
concierge->SetColor(0xffffff);
concierge->SetAlternativeSkin("Mime");
concierge->SetObjectLayer(concierge);
concierge->SetName("$NameConcierge$");
concierge->SetPortrait({ Source = DialogueBoomshire });
concierge->SetDialogue("Concierge");
concierge->Sound("Circus", false, nil, nil, +1, 100);
Dialogue->FindByTarget(concierge)->AddAttention();