Maikel de Vries
c00a8cf3c3
fix a bunch of suspicious assignment warnings
2018-04-09 11:53:55 +02:00
Maikel de Vries
aa892171fb
update version to 8.0 in DefCore.txt, Scenario.txt and Version.txt
2018-01-28 13:18:46 +01:00
David Dormagen
9214257424
fixed non-moving, high-velocity coconuts ( #1627 )
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Coconuts were C4D_Object AND C4D_StaticBack. That meant that they would save speed (e.g. by explosions?) and could hit Clonks that passed by them.
2017-12-29 09:55:11 +01:00
Lukas Werling
a4f25ecd4c
Don't accidentally reattach coconuts ( #1858 )
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I'm not sure how exactly that issue happens, but in the attached video
it looks like C4D_StaticBack was accidentally set again. As the XOR
operation can do that, I'm changing it to always set the C4D_StaticBack
bit to 0.
2017-12-26 20:00:32 +01:00
Maikel de Vries
963285eee5
NoBurnDecay is a boolean
2017-11-11 09:49:52 +01:00
Mark
366ba86abc
Fix #1940 All coconuts must be eaten!
2017-09-02 21:16:04 +02:00
Mark
e20d5e87ae
Library: Edible items
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All the functionality for food is bundled in one library now
2017-07-13 21:48:36 +02:00
Sven Eberhardt
a2d6b65668
Add Title.txt for group folders in Objects.ocd and Decoration.ocd
2017-05-27 16:31:46 +09:00
Clonkonaut
e4cfd39fdc
Let plants grow less crowded, especially different kinds of plants ( #1607 ).
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This will need some testing whether all scenarios are still playable.
2017-01-04 03:33:28 +01:00
Lukas Werling
68ddeb3bed
Convert all text files in planet to UTF-8
2016-12-11 21:19:13 +01:00
Maikel de Vries
3df960851c
_inherited() for trees to access library functionality
2016-09-20 15:11:32 +02:00
Sven Eberhardt
bdbce1c4c9
Fixes and EditorProps for plant reproduction
2016-09-01 23:54:27 -04:00
Clonkonaut
52fdcec172
Renamed coconut tree ( #1752 ).
2016-08-10 00:08:01 +02:00
Clonkonaut
21ea0ff777
Shrunk down texture sizes to 512x512.
2016-07-21 18:23:10 +02:00
Clonkonaut
c766078b50
Added a new variation of coniferous tree by Nachtfalter.
2016-06-21 19:16:40 +02:00
Clonkonaut
fd98ed3246
Fixed dimensions of coniferous burned 3.
2016-06-21 19:14:54 +02:00
Maikel de Vries
2a731b2545
implement Components as a property lookup table
2016-05-21 13:34:34 +02:00
Maikel de Vries
1df322b7ff
adapt objects and scenarios to new component implementation
2016-05-21 13:34:34 +02:00
Maikel de Vries
159dbf071f
make ContactCalls a property instead of DefCore entry
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This allows for useful runtime changes, like disabling contact calls when an animal dies.
2016-02-08 21:25:43 +01:00
Maikel de Vries
509bdac5bc
remove unused Rebuy property from objects
2015-12-28 10:21:49 +01:00
Clonkonaut
f0a3213a82
Fix possible nullpointer in DetachObjects.
2015-12-16 01:27:33 +01:00
Clonkonaut
461d147859
Fixing my own stupid crap (coconut).
2015-12-12 16:16:24 +01:00
Clonkonaut
f9f7d17208
Coconuts grow in the treetops, fall down after some time.
2015-12-12 16:08:34 +01:00
David Dormagen
603dd5fda9
coconut: handle ControlUse correctly
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Otherwise, more clicking-logic is executed after eating the coconut (i.e. collecting items).
2015-12-08 21:50:12 +01:00
Clonkonaut
0e191f2ed6
Fixed mesh rotation.
2015-10-25 14:21:30 +01:00
Clonkonaut
8b65e9f1e2
Fixed mesh material.
2015-10-25 14:21:19 +01:00
Clonkonaut
a01d7572c1
Merged the three new trees and the correct normals for Coniferous2 and 3 from the milestone repository.
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Tree_Deciduous into Objects
Deco_Tree_Deciduous2 into Decoration
Deco_Tree_Deciduous2 into Decoration
2015-10-25 13:43:54 +01:00
Clonkonaut
989e70ccf6
Nicer picture transformation for trees (related to #1152 ).
2015-10-09 14:52:08 +02:00
Armin Burgmeier
b8ed577c0f
Rotate the OGRE coordinate frame by 90 degrees in X
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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
Sven Eberhardt
b746dcc1d4
Fix infinite coconut jump ( #1388 ).
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Hit is called after force redirection so resetting xdir to its pre-hit value is a bad idea.
2015-09-17 22:38:29 -04:00
Clonkonaut
c925351b15
Correct Z-sorting for trees.
2015-09-14 17:09:13 +02:00
Clonkonaut
bd5e127b22
Added GetTreetopPosition for placement in treetops.
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TODO rework coconut to utilize this.
2015-08-24 00:10:29 +02:00
Sven Eberhardt
0d48105b46
Added shape library.
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Also fixed some coconut tree reproduction issues.
2015-07-31 00:42:01 -04:00
Clonkonaut
5d3fc9683f
Another tree by Nachtfalter: Tree_Coniferous3
2015-07-25 12:59:22 +02:00
Clonkonaut
d8dcb6e73b
Reverted Tree_Coniferous to old tree because backwards compability.
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New tree is Tree_Coniferous2
2015-07-25 12:53:11 +02:00
Clonkonaut
5bb56010e2
Tree Library rework, new tree added.
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Tree Library: Moved a lot of superfluous duplications from trees to the library.
Added a new coniferous tree, moved the old to Coniferous2.ocd.
2015-07-23 14:54:38 +02:00
Maikel de Vries
97ee9b6fab
trees shake a little when hit by an axe
2015-03-16 21:19:56 +01:00
Sven Eberhardt
282b937a60
Fix null pointer when coniferous burns down.
2015-01-18 15:20:25 +01:00
Mark
850bf1b9d4
CreateObject/CreateObjectAbove ( #1214 )
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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
d977d913ce
fixed interaction image for coconut tree
2015-01-11 09:17:14 +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
f761aab26d
make coconut less lethal
2014-10-02 20:37:34 +02:00
Clonkonaut
b16bb3a917
Coconut Tree stops dropping coconuts when chopped ( #1046 ).
2014-03-24 23:57:49 +01:00
David Dormagen
a10c9316ef
renamed DynamicParticles* to Particles* and CreateParticleEx to CreateParticle
2013-12-17 22:32:01 +01:00
Tobias Zwick
44f1887003
split up Plants library into crop (harvestable), tree (choppable) and plant (plant reproduction)
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This should make the plants not overloaded with functionality so that odd stuff like #904 can happen. I think the plants need more cleanup still.
2013-12-05 11:23:22 +07:00
David Dormagen
a4d27cd9a9
replaced Dust and Dust2 usages with new particle system
2013-11-26 21:24:56 +01:00
Martin Plicht
20404fefc4
Tree_Coniferous_Burned: Call KeepArea using ->~ since Tree_Coniferous_Burned does not actually have KeepArea (not including Library_Plant)
2013-10-14 07:12:38 +02:00
Tobias Zwick
8f752d1d9e
clean up files, make non-transparent textures high-quality JPEGs
2013-05-26 16:48:12 +02:00
Armin Burgmeier
f4ae57174c
Disable depth_check for coniferous trees
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As suggested by Andriel here:
http://forum.openclonk.org/topic_show.pl?pid=22853#pid22853
This should give a more correct rendering since the faces are ordered
already anyway for correct alpha blending. The problem otherwise is that
faces write to the depth buffer even if they are mostly transparent, and
nothing can go underneath.
2013-03-31 17:14:13 +02:00
Sven Eberhardt
4cdbd8641c
Rebalanced wood usage so you need fewer trees to get a settlement started.
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* Wind generator down to 3 wood, 1 metal
* Flagpole down to 3 wood, 1 metal
* Sawmill down to 1 wood, 4 rock
* Trees give 5 wood (that's still 2 wood with direct chopping) to make the sawmill even more efficient
* Reduce maximum number of trees by ~20%, because trees tend to cause so much lag
* Reduce amount of power needed by sawmill to make sure one wind generator is enough even with moderate wind conditions
2012-12-17 13:52:53 +01:00