Commit Graph

230 Commits (master)

Author SHA1 Message Date
Sven Eberhardt 7b7b791442 Add [Game] Mode to parkour and arena scenarios to fix league evaluation. 2016-01-23 21:26:13 -05:00
Sven Eberhardt 418964f6e8 Hot Ice: Spawn and map improvements in "small islands" mode #1623 2016-01-17 12:22:20 -05:00
Tobias Zwick a0f3bed4d1 add new shape and normal textures to hideout.ocs 2016-01-16 16:57:15 +01:00
Tobias Zwick b5e1afec3c add shape textures to Amethyst, Ruby, Firestone, Gold, Everrock, Ore and enhance shape textures of Granite and Rock.
* move ruby texture phase by 50% so ruby and amethyst do not look like the same material with a different color when next to each other so much
2016-01-16 16:57:15 +01:00
Sven Eberhardt 56fa4c2c5d DarkMine+Maze: Ensure free spawn position #1578 2016-01-10 22:07:23 -05:00
Maikel de Vries 1ba1164d8e fix typo in dark mine string table request 2016-01-09 20:17:26 +01:00
Sven Eberhardt fd1c58db0d Hot Ice: Clonks have lower energy; iron bombs instead of swords in chests. 2016-01-09 15:09:12 -04:00
Maikel de Vries 1eebe15fa1 dark mine: king of the hill as scenario option 2016-01-03 16:01:37 +01:00
Maikel de Vries a6344d0f1a dark mine: add deathmatch option plus some small improvements 2016-01-02 21:54:56 +01:00
David Dormagen 683a6df0c4 Molten Monarch: some performance improvements
Search less often. Search for less. And use the proper inventory interface.

Before (first number is relative to MovingBrick.FxMoveVerticalTimer, because that's relatively constant (I guess?)).
59x 00826ms	Global.FxBlessTheKingTimer
38x 00537ms	Global.FxDeathByFireTimer
 1x 00014ms	MovingBrick.FxMoveVerticalTimer
After
41x 00328ms	Global.FxBlessTheKingTimer
27x 00213ms	Global.FxDeathByFireTimer
 1x 00008ms	MovingBrick.FxMoveVerticalTimer
2016-01-02 10:49:26 +01:00
Nicolas Hake c0befc6ba0 Remove C4RTF
The only use of C4RTF in its final moments was parsing out plain text
from RTF files anyway, so why even go to all the trouble instead of just
storing plain text in the beginning?
2015-12-29 17:51:43 +01:00
Maikel de Vries 5a02cd049f replace BrickEdge object with triangle drawing function 2015-12-28 10:21:50 +01:00
Clonkonaut 5d6773b656 Adjusted firing power for weapons.
Bow, Grenade Launcher and Javelin use a local variable shooting_strength to determine range. No change here but I need this.
2015-12-21 21:08:15 +01:00
Sven Eberhardt 915c3b13af Thunderous Skies: Play "Pop" sound when target balloon is hit. 2015-12-20 19:02:11 -05:00
David Dormagen dcfb986e34 moved sounds into subfolders
This completes http://forum.openclonk.org/topic_show.pl?tid=3215
2015-12-13 22:14:55 +01:00
David Dormagen 278584578f scorched gardens: tune down meteor effects (and increase BAM)
Because otherwise the map is completely smoked all the time.
2015-12-13 20:48:02 +01:00
David Dormagen cfae622ba7 scorched gardens: eliminate obvious camping locations for players 2015-12-13 20:48:02 +01:00
David Dormagen 848471502f scorched gardens: disallow "Deathmatch" goal (in favour of Last Man Standing)
Most kills do not count in this map or are suicides or environment-kills. The round is currently nearly unplayable as Deathmatch as it takes an eternity (also due to penalty points).
2015-12-13 20:48:01 +01:00
Sven Eberhardt b40fb83268 Move Breathing.wav and sound credits from Arena.ocf to main sounds file. 2015-12-13 09:31:31 -05:00
Sven Eberhardt bf63f2ef17 Gidl+Windmill moved to new "Defense.ocf" (title picture missing)
They aren't quite fitting at the moment and Clonko wants to share the buy menu.
2015-12-12 12:06:25 -05:00
Sven Eberhardt 7f6c13084a Register definition-local sounds into definition namespace (id::Soundname) #1185.
Also move all object sounds to global Sound.ocg so they are still played.

This is to prevent naming collisions. All sounds are moved because otherwise all scripts would have to be adjusted. Also, the distinction between sounds in definitions and sounds in Sound.ocg was rather arbitrary.

It will also ensure most sounds are reloaded when sound is turned off temporarily, although that should better be fixed properly.
2015-12-07 00:08:24 -05:00
David Dormagen 2bc40963c0 Hideout: added spawning effect
The Clonks' positions are now a bit random, too. I doubt that will have a noticable tactical influence on the game.
Buut it probably looks cooler when the effects are not all in one place.
2015-12-02 22:43:56 +01:00
David Dormagen 987d13bcae hideout: moved flag bases 4px higher
They were in the ground. Now the aren't.
2015-11-29 19:40:30 +01:00
David Dormagen ccb9783e43 made capture-the-flag flags brighter
They are the most important item of their respective rounds. They need to stand out from the background as well as possible.
2015-11-29 19:39:57 +01:00
David Dormagen 8669bd1cb2 thunderous skies: wind channels accelerate objects only into one direction
This prevents tumbling Clonks from remaining "stuck" in the wind channel for a long time with some bad luck (which probably happened at least once per round).
The change also increases the speed that objects receive when being thrown into the channel - but from short testing it didn't look bad.
2015-11-27 20:21:35 +01:00
David Dormagen 8db90a341b moved Windmills.ocs from Arena.ocf into Missions.ocf
Being in "Arena" was a relic we had from 2009 where we only had arenas.
2015-11-13 18:54:11 +01:00
Clonkonaut 2b904cc3c9 Enabled teams in Hot Ice. 2015-11-02 18:46:34 +01:00
Clonkonaut 27b19fe70e Fixed some scenario descriptions. 2015-11-02 18:41:09 +01:00
Clonkonaut 6560b282a0 Fixed map issues in Molten Monarch.
Removed granite at the lower right spawn point so clonk won't get stuck.
Because there was no background map, the moving platforms removed the material if earth pixels landed on them.
2015-11-02 18:27:30 +01:00
Clonkonaut 1178d8f0ce Prevent dead clonks from sitting upright (#1358).
Also added convenient constants defining the animation slots to use for clonk animation.
2015-10-11 14:08:14 +02:00
Sven Eberhardt d136dc22c0 Implement landscape inflammation.
It used to create the non-existent FLAM objects from the engine. Use a script callback to a global function that creates Flame objects instead.
2015-10-09 16:24:16 -04:00
David Dormagen 1354c0fd91 split ProjectileHit up into three functions
This better reflects what the function does. "ProjectileHit" was never used solely for projectiles. Neither was everything of that callback ever needed in all places, which resulted in weird flag-parameter hacking and OnStrike-callbacks. Splitting this up also allows customizing different parts of the behavior further (i.e. tumbling) without adding a hundred parameters or flags to the original function.
2015-10-07 07:25:24 +02:00
Armin Burgmeier f84e251ad9 Windmill.ocs: remove sky Y offset (#1417) 2015-10-05 19:47:05 -04:00
Armin Burgmeier 651dadccb2 Convert hat and windmill rocket meshes to new coordinate space
Also, convert them from XML to binary meshes.
2015-10-05 18:55:12 -04:00
Clonkonaut 445147a0f3 Fixed typo in TEXMAP 2015-10-05 23:53:17 +02:00
Clonkonaut b601ecd96f Fixed various issues in Guardians (#1270).
- Changed arrow blit mode to GFX_BLIT_Additive (see bug #1416).
- Bigger sky, so no tiling at the bottom (but still at the top, see bug #1417).
- Windmills do not show light bulbs.
2015-10-05 14:16:37 +02:00
Clonkonaut 3300f6f80d Do not redefine constant ProjectileHit_tumble. 2015-10-05 02:03:16 +02:00
Clonkonaut 0aab3cf4e6 Added new material textures by Nachtfalter and Matthi. 2015-10-05 02:02:36 +02:00
Armin Burgmeier 41742219d1 Remove obsolete ColorAnimation values from materials 2015-10-03 11:56:54 -04:00
Armin Burgmeier b8ed577c0f Rotate the OGRE coordinate frame by 90 degrees in X
Also rotate all meshes backwards so that everything keeps working. This should
make it more convenient for modellers to create new meshes.
See http://forum.openclonk.org/topic_show.pl?pid=29410#pid29410.
2015-10-03 11:39:08 -04:00
Maikel de Vries 4c66cc4ad7 change time interface to remove connection between System.ocg and Objects.ocd 2015-09-22 23:31:17 +02:00
Sven Eberhardt cc6985dd78 Reduce starting material in HotIce to fit in default inventory slots (5). 2015-09-05 20:37:13 -04:00
David Dormagen ac738735b2 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Vehicles.ocd/Airplane.ocd/Script.c
	src/game/C4Game.cpp
	src/game/C4GraphicsSystem.cpp
	src/gamescript/C4GameScript.cpp
2015-09-02 08:19:34 +02:00
Peter Wortmann 30857e835e Shader gamma implementation
In comparison to the old system, this is a downgrade - instead of being
able to set a full color mapping by gamma ramp, we now get just a value
per colour channel.

Upside is that we do not need to play around with the global gamma ramps
any more, which was arguably the wrong way to do it.

This commit will likely break everything that has been using gamma so far.
2015-08-31 17:35:08 +01:00
Maikel de Vries ddd49f9b31 add lantern and smoke bomb as weapons to dark mine 2015-08-22 19:34:12 +02:00
Maikel de Vries a61a91798b move DrawMaterial to map library functions 2015-08-18 12:36:59 +02:00
David Dormagen 36544bd56c Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
	planet/Objects.ocd/Structures.ocd/Foundry.ocd/Script.c
	planet/Objects.ocd/Vegetation.ocd/Branch.ocd/Script.c
	planet/Objects.ocd/Vegetation.ocd/Trunk.ocd/Script.c
	planet/System.ocg/FindLocation.c
2015-08-02 19:24:04 +02:00
Maikel de Vries 7ef3e9c13e add some title images for scenarios 2015-06-12 21:43:17 +02:00
David Dormagen 196f528201 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/HUD.ocd/FancyGridMenu.ocd/DefCore.txt
	planet/Objects.ocd/HUD.ocd/GridMenu.ocd/DefCore.txt
	planet/Objects.ocd/Helpers.ocd/Dummy.ocd/Graphics.png
	planet/Objects.ocd/Items.ocd/Tools.ocd/WindBag.ocd/Script.c
	planet/Objects.ocd/Items.ocd/Weapons.ocd/Javelin.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Flag.ocd/Marker.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
	planet/Objects.ocd/Structures.ocd/Flagpole.ocd/Script.c
	planet/Objects.ocd/Structures.ocd/Pump.ocd/Script.c
	src/game/C4Game.cpp
	src/gamescript/C4GameScript.cpp
	src/gui/C4GameMessage.cpp
	src/landscape/C4Landscape.cpp
2015-06-03 22:32:36 +02:00
Maikel de Vries d3b38b3bbd option to choose goal in scorched gardens 2015-05-10 19:41:44 +02:00
Sven Eberhardt dfd9431e8d HotIce alternate map added.
Also converted old map to Map.c and fixed some spawning issues.
2015-04-17 16:57:32 +02:00
Maikel de Vries 73ebce9f9a remove celestial environment object in favor of scenario callback 2015-04-08 20:18:24 +02:00
Maikel de Vries 518125fc32 no overpowered weapons on dark mine respawn 2015-04-05 18:11:44 +02:00
Maikel de Vries 9bfe95f88e fix Dark Mine relaunch description 2015-04-05 12:01:01 +02:00
Martin Plicht e796fc48d1 MoltenMonarch.ocs/System.ocg/King_Javelin.c: fAiming -> aiming 2015-03-23 20:30:15 +01:00
David Dormagen f26b5e03e8 rock bottom: adjusted special behavior of weapon choice to work with new menu 2015-03-23 15:35:08 +01:00
Maikel de Vries 4311ea9aac no FoW for Overcast and Thunderous Skies 2015-01-20 19:35:05 +01:00
Maikel de Vries 4ea0cb0ca6 make ContainBlast a property instead of DefCore entry 2015-01-15 17:46:53 +01:00
Mark d7a88eea62 Use CreateObject() in scripts (#1214)
Objects with id Rule_*, Goal_*, and Environment_* are created with CreateObject() now.
2015-01-11 19:04:42 +01:00
Mark 850bf1b9d4 CreateObject/CreateObjectAbove (#1214)
Renamed CreateObject() to CreateObjectAbove() and replaced all occurrences in script files.
Added CreateObject(), the function may need a rewrite though, see comment in code.
Updated documentation
2015-01-11 19:02:03 +01:00
Maikel de Vries 79e2d8d822 add relaunches option to Dark Mine 2015-01-10 10:04:55 +01:00
Maikel de Vries 14123b0325 Use fixed array manipulation in Dark Mine again 2015-01-09 19:49:36 +01:00
Maikel de Vries 85bbf5c595 improved Dark Mine vegetation and item locations 2015-01-07 21:55:15 +01:00
Maikel de Vries 36b29fd32e adapt scenarios to rank->branch change 2015-01-07 00:04:44 +01:00
Maikel de Vries 6f3518d733 fixed lights in Rock Bottom 2015-01-07 00:04:44 +01:00
Maikel de Vries ab52803a4f Rock Bottom: add more weapons and clean up script 2015-01-05 20:31:46 +01:00
Maikel de Vries d610be43b6 new scenario: Dark Mine, a melee using the lights system 2015-01-04 13:29:13 +01:00
Sven Eberhardt 2696dd04a2 HotIce weapons reworked and fog of war disabled.
All chests now contain the same stuff, including bomb and fire arrows. Also gave a wind bag to everyone from the start.

With the wind bag, you can hop between islands and usually reach the chests early. This should add more action to the scenario and prevent stalemates due to people not being able to get to each other.
2015-01-04 12:23:32 +01:00
Tobias Zwick 659a697cf2 fix ShakeViewport effect, especially for explosions
* The shake effect used to have a target object, which made it vanish as soon as it is removed (and on Explode, it is immediately). So, the shake was never visible. The shake effect is now global and manages all shakes currently on the landscape
* Additionally, if there are several explosions that cause a shake, they were not added up correctly
2015-01-03 22:53:01 +01:00
Maikel de Vries c6802b8776 increase game content version entries to 6.0 2014-12-12 22:58:16 +01:00
Maikel de Vries 8d5d4715fe remove physical documentation 2014-10-04 09:22:10 +02:00
Maikel de Vries 66d4a9bed8 fix thunderous skies boompack launching 2014-05-30 22:23:57 +02:00
Maikel de Vries 6ba0164c5b removed unnecessary defcore Value entries
Completely unneeded for structures and many other objects.
2014-05-26 21:38:32 +02:00
Maikel de Vries 1c6f62466b Fixed Ametyst to Amethyst typos 2014-04-02 19:46:52 +02:00
David Dormagen 7d7308290f added missing SolidMask.png to Hideout/ShieldGem (fixes being able to pass through shield) 2014-03-29 18:58:10 +01:00
Maikel de Vries c075103bb9 Added GetDescription to all goals
This will be used by the new HUD on the controls branch.
2014-02-17 20:41:02 +01:00
Maikel de Vries 6cbe9e0554 Removed double Title1.png from Arena.ocf 2014-02-02 18:53:04 +01:00
Pyrit c71ac73fa5 Remove triangles from windmills in Windmill.ocs. 2014-01-26 17:39:11 +01:00
Pyrit c33ef06909 Fix sky scrolling for several scenarios.
SkyScrollMode=1 in Scenario.txt is broken, so I used  SetSkyParallax() in the script.
2014-01-26 17:39:11 +01:00
Tobias Zwick 9396201996 more iron bombs! 2014-01-26 12:42:25 +07:00
Tobias Zwick 189e667b1f include grenade launcher in one of the arenas (ruins) 2014-01-26 12:42:24 +07:00
Tobias Zwick a423a62bb2 Proofreading and adding missing (German) descriptions of scenarios 2014-01-25 22:05:11 +07:00
Tobias Zwick f6e98d61e2 replace sulphur material with firestone material 2014-01-11 22:29:19 +07:00
Martin Plicht a616a1a6cd script: And I forgot to copy-paste a ‘!’, yay 2013-12-21 13:28:36 +01:00
Martin Plicht d699ba80a5 script: Fix some minor nil/0/parameter passing issues, fix some <variable> = <variable> noop issue and convert some while loop into a for loop 2013-12-21 13:23:51 +01:00
David Dormagen a10c9316ef renamed DynamicParticles* to Particles* and CreateParticleEx to CreateParticle 2013-12-17 22:32:01 +01:00
Tobias Zwick 666a51b3d9 update documentation around DefCore, remove some obsolete fields 2013-11-30 14:14:18 +07:00
David Dormagen 30619ae7fd removed unused particle definitions & cleaned up Particle.txt of LightningBolt particle 2013-11-28 23:44:24 +01:00
David Dormagen 54fdb2cec1 updated some remainers of the old particle system to use the new one 2013-11-28 23:38:26 +01:00
David Dormagen 8461fb9822 changed dynamite/dynamite box/powder keg fuse effect to use the new particle system 2013-11-28 23:29:25 +01:00
David Dormagen 6844cbbc71 changed DrawParticleLine to use the new particle system 2013-11-28 23:27:56 +01:00
David Dormagen defe1f7525 updated Grass particle and usages to new particle system 2013-11-28 23:25:30 +01:00
David Dormagen 4ce1b5b205 updated stuff in Windmills to use the new particle system 2013-11-28 21:35:12 +01:00
David Dormagen 95f4725208 updated stuff in ThunderousSkies to use the new particle system 2013-11-28 21:35:11 +01:00
David Dormagen 08fc85f13c updated Scorched Garden to use the "normal" Meteor instead of a Firestone with particles; made Scorched Gardens use the new particle system everywhere else, too 2013-11-28 21:35:11 +01:00
David Dormagen 2c4c8c1f61 updated stuff in Overcast to use the new particle system 2013-11-28 21:35:11 +01:00
David Dormagen eb1a5a3a64 updated stuff in MoltenMonarch to use the new particle system 2013-11-28 21:35:10 +01:00
David Dormagen f6a3b3e04e updated stuff in Hideout to use the new particle system 2013-11-27 12:30:52 +01:00
David Dormagen 6752953993 changed stuff in FrozenFortress to use the new particle system 2013-11-27 11:42:02 +01:00
Martin Plicht dd44c32e14 Remove some duplicate functions from scripts 2013-10-14 07:21:12 +02:00
Maikel de Vries 7f9f40a1f5 Renamed Settlement.ocf to Missions.ocf 2013-10-05 17:39:14 +02:00
Tobias Zwick 131ec86b98 refactor pump done. Remaining problem: power system (usage) 2013-05-30 22:11:39 +02:00
Tobias Zwick ba426651ad fix wind bag rename 2013-05-25 14:36:04 +02:00
Pyrit 5b634c84d9 Small changes for Windmill.ocs
- arrow is in front of windmills
 - bullet doesn't try to remove itself after it is already removed
 - wind generators don't show light bulbs anymore
2013-05-23 14:19:56 +02:00
Pyrit 3198045185 Bow and musket work again in Windmill.ocs 2013-05-23 14:19:56 +02:00
Sven Eberhardt 3937fcd3b1 Sorted all playable scenarios from experimental folder into settlement/parkour/arena folders 2013-05-16 19:33:10 +02:00
Sven Eberhardt 749ddb09aa Updated local scenario material densities 2013-03-30 13:59:04 +01:00
Sven Eberhardt 13ead95b05 Cleanup main texture map. Remove unused and duplicate entries. Added Earth-earth.
Only one scenario (Arena.ocf\Ruins.ocs) was using any of the duplicate entries.

The missing earth definition caused earth borders to liquid to be rectangular sometimes.
2013-02-11 21:21:31 +01:00
Maikel de Vries 13b9dd2e53 Added dummy object to fix script error 2012-11-15 22:07:21 +01:00
Charles Spurrill 162e125085 #374 Missing graphics: Scoreboard of Parkour and LastManStanding - Finished 2012-11-11 16:08:48 -08:00
Sven Eberhardt 20e33a378a ScorchedGardens Scenario.txt title fix 2012-11-10 14:24:06 +01:00
Maikel de Vries 279ce3b313 Objects: Added a waterfall and drain 2012-11-03 22:07:14 +01:00
Maikel de Vries f69e43ca77 Fixed Hideout doors again 2012-11-01 21:49:53 +01:00
David Dormagen bfcadd29f4 weakened the stone doors in FrozenFortress to standard maxdamage (300 -> 180 = ~9 flints) 2012-10-23 23:35:11 +02:00
David Dormagen 4f68081874 removed some completely arbitrary MaxPlayer entries 2012-10-23 23:28:18 +02:00
Russell 5782557a34 Clonk. Now with 65% better grammar. 2012-10-22 18:35:06 +01:00
Maikel de Vries db5ce4ffd9 Fixed gravestone rule and added it to the arenas 2012-10-22 20:05:23 +02:00
Maikel de Vries 6b4dc7bcd0 Hideout: fixed stuck stone doors 2012-10-21 23:14:37 +02:00
Maikel de Vries 3ff27f728a Fixed c4script runtime error in Scorched Gardens 2012-10-18 22:55:01 +02:00
Maikel de Vries 3fa4ce5350 Fixed Scorched Garden weapon list message 2012-10-18 22:34:01 +02:00
Maikel de Vries c29ada46bb Make chests in arenas indestructible 2012-10-14 15:04:23 +02:00
David Dormagen 8c20d46818 fixed duplicate line in description of Overcast
hah, commit 5000!
2012-10-14 14:17:12 +02:00
Maikel de Vries adfb38475c Fixed Arena scenario descriptions 2012-10-14 13:26:48 +02:00
David Dormagen 1d4c38a09d fixed possible null-pointer in ScorchedGardens' meteor 2012-10-14 13:20:56 +02:00
Tobias Zwick f22fe90484 Nachtfalter's new moon 2012-10-14 01:38:09 +02:00
Felix Wagner e2ee7a59bd Descriptions corrected and synchronised 2012-10-13 22:25:25 +02:00
Maikel de Vries df0096cd57 Order scenarios inside their folders
There is no logic behind this ordering
2012-10-13 16:45:13 +02:00
Felix Wagner 7130394cfb Scenario folder descriptions added and synchronised 2012-10-13 13:17:59 +02:00
Charles Spurrill a66f39f729 Title.pngs for Arena, Parkour, and Settlement scenario folders 2012-10-11 19:39:48 -07:00
Maikel de Vries 7523bf3ab5 Refactor scenarios: Arenas 2012-10-09 20:42:32 +02:00