Clonkonaut
bfd0bd035d
Added magic energy support for 3rd party devs.
2015-09-30 10:20:20 +02:00
David Dormagen
eda0f80a46
added description to Clonk to prevent displaying (null) in buy menu
2015-09-11 20:51:03 +02:00
David Dormagen
ac738735b2
Merge branch 'master' into Controls
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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
Armin Burgmeier
0cdafc278b
Transform all mesh data to Clonk reference frame on load
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Instead of doing the transformation when drawing a mesh. This allows making
the OpenGL normal matrix more consistent, since it does not include the
Ogre-To-Clonk transformation, and so that the transformation does not need
to be inverted in the shader.
As a side effect, all Attach transformations were updated, since before
they were specified in the OGRE reference frame, not the Clonk reference
frame.
2015-08-18 20:30:20 -04:00
David Dormagen
a27888a623
the Clonk now performs a roll when pressing [down] (even when walking)
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People have complained that the implicit roll (if you don't know how it worked) could lead to death and severe injury. The roll is now explicit. Always and everywhere.
It doesn't have any other effect though; todo: reduce hit area and/or squash vertices of Clonk during roll
2015-08-07 16:12:41 +02:00
Maikel de Vries
180e0088db
make clonk controls more snappy with higher Decel value
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This will also fix bug (#1312 ).
2015-06-08 21:21:48 +02:00
David Dormagen
196f528201
Merge branch 'master' into Controls
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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
David Dormagen
7d1d70f017
removed NoCollectDelay from engine; it's now handled by script
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Which allows a lot more fine-grained controls as all the control and UI stuff is now also in script anyway.
2015-03-26 12:23:20 +01:00
David Dormagen
ebcc397221
add proper support (inventory & interaction-menu contents) for extra slot library
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Also fix bug with GuiScriptWindow where scrollbars would not be hidden in some cases (f.e. no-crop parent and negative-top child).
2015-03-19 16:22:06 +01:00
David Dormagen
d740a79ba5
polished the updating behaviour of the interaction menu; added "Your Environment" tab into interaction menu
2015-03-05 18:53:52 +01:00
Maikel de Vries
c303b745f5
remove unused pInventory variable in clonk script
2015-03-01 21:22:40 +01:00
Sven Eberhardt
4d1d869760
Add editor commands to clonks to enable enemy AI.
2015-01-17 22:36:19 +01:00
Sven Eberhardt
f69872c401
AI guard range can be adjusted via drag+drop in editor.
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Just select the clonk and move the corner markers.
2015-01-17 21:22:29 +01:00
David Dormagen
952f06b173
Merge branch 'master' into Controls
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Conflicts:
planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
2014-09-29 11:47:09 +02:00
Sven Eberhardt
e7ac00de4b
Added BaseRespawn rule and neutral flagpoles to be used for consistent respawn handling in all missions.
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Also changed clonk destruction process to always kill player clonks before removal. This simplifies handling of death e.g. when clonks are contained in an object that falls out of the map.
BaseRespawn adapted from Maikel's base melee repository.
2014-09-22 19:21:28 +02:00
David Dormagen
5722339e83
Merge branch 'master' into Controls
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Conflicts:
planet/Objects.ocd/HUD.ocd/Controller.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Structure.ocd/Script.c
src/gamescript/C4GameScript.cpp
src/gui/C4GameMessage.cpp
src/gui/C4Gui.h
src/gui/C4GuiDialogs.cpp
src/gui/C4GuiWindow.cpp
2014-08-13 11:52:41 +02:00
Sven Eberhardt
bb96406262
Fix scenario saving of clonk skin
2014-07-13 14:37:47 +02:00
Sven Eberhardt
5cd9b915b0
Added some dialogue functions and speaker portraits. UpdatedAddMenuItem and CustomMessage to allow more customization for picture graphics.
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I would prefer to render the models for speaker portraits directly. However, it seems like it's not currently possible to clip or render models to offscreen surfaces.
2014-07-05 15:25:30 +02:00
David Dormagen
ad1c2760b0
added callback IsPrey() to the Clonk so that future evil predators can only search for IsPrey and will attack both Clonks and cute little animals
2014-06-27 20:25:21 +02:00
Clonkonaut
d70f8e1de2
Removed 4 lines of useless code.
2014-05-02 00:53:56 +02:00
Clonkonaut
c35c352c46
Fixed clonk freezing in mid-run when building loam bridges ( #943 ).
2014-05-02 00:52:20 +02:00
Sven Eberhardt
07ee3ee4e1
Objects levitated by TeleGlove do not hit Clonks while they're being held and 5 frames after release.
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Previously, the TeleGlove was just stupidly strong for fighting. You can still fling the object and have it hit the enemy after release, but you cannot just follow the enemy to cause permanent tumbling.
2014-04-20 19:04:17 +02:00
David Dormagen
06ac00ace8
Merge branch 'master' into Controls
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Conflicts:
CMakeLists.txt
Makefile.am
planet/Objects.ocd/HUD.ocd/Controller.ocd/Script.c
planet/Objects.ocd/Items.ocd/Weapons.ocd/Club.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
src/control/C4Control.cpp
src/control/C4Control.h
src/gamescript/C4GameScript.cpp
2014-02-15 14:44:57 +01:00
Sven Eberhardt
2f0ea1ec09
Always save direction of Clonks when saving scenarios.
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Direction is randomized at creation and there's no good way to find out if the user wanted that specific direction. So just always save it, because that's what scenario designer usually wants.
2013-12-29 17:54:36 +01:00
Sven Eberhardt
27f8647a55
Clonk can consume bubbles while swimming to regain breath.
2013-06-10 19:53:56 +02:00
David Dormagen
20bfab48b6
Merge branch 'master' into Controls
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Conflicts:
planet/Objects.ocd/Items.ocd/Tools.ocd/GrappleBow.ocd/Script.c
2013-05-23 17:53:41 +02:00
Clonkonaut
d3fc01abd5
Clonks hold breath for 20 seconds
2013-05-23 17:25:13 +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
b02676a6e7
Auto-collect fragile objects (i.e.: Firestones) when digging.
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See http://www.clonkspot.org/comic/1
2013-02-20 21:12:50 +01:00
David Dormagen
d7eb93be1b
split ClonkControl.ocd into five libraries
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Library_Inventory: handles slots and an arbitrary amount of hands, generic and not only Clonk-related
Library_InventoryControl: interactions between the user and the inventory
Library_CarryHeavyControl: interaction with carry-heavy-objects
Library_ClonkGamepadControl: gamepad-related stuff
Library_ClonkControl: general Clonk control library
2012-12-25 12:19:23 +01:00
Charles Spurrill
f37c461d31
Clonk: All skins share Clonk.ocd directory and Clonk.skeleton. Nicer looking pickaxe animation.
2012-11-01 01:20:26 -07:00
Maikel de Vries
db5ce4ffd9
Fixed gravestone rule and added it to the arenas
2012-10-22 20:05:23 +02:00
Sven Eberhardt
b01ee77095
Fix Clonk skin selection for skin==0
2012-10-15 10:55:40 +02:00
Charles Spurrill
c28ef14f00
#752 : Gravestones Rule Added. On clonk death, a gravestone is created (collecting the clonk's corpse to hide it)
2012-07-26 15:01:23 -07:00
Günther Brammer
24bfd6345d
Use Action.Attach even when Action.Procedure is not nil
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But default to the previously used value when Attach is not set. Use 0 to
override the default.
2012-06-16 03:01:47 +02:00
Felix Wagner
36e55443e1
GetPlrClonkSkin returns nil on NO_OWNER, fixed clonk's gender setting.
2012-05-12 15:56:41 +01:00
Maikel de Vries
37b5bb9c6d
Clonk closes eyes on death ( #752 )
2012-04-29 13:27:50 +02:00
Maikel de Vries
4a56f8d7c1
Replaced defcore values related to fire with properties
2012-04-28 16:17:38 +02:00
Bernhard Bonigl
367af8ba9f
Fixed error when updating attach before attaching
2012-04-14 16:51:01 +02:00
Martin Plicht
a4194c22e9
Replace 0 with nil wherever string/object/array is expected
2012-04-12 11:48:23 +02:00
David Dormagen
a78d8a1858
IsJumping now returns true only for actions that contain "Jump" (used to return true for Tumble)
2012-04-10 23:29:31 +02:00
Bernhard Bonigl
5587ed0618
Backback and Hands share one Inventory now
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New Inventory Display at the left side
Inventory fades out if not locked
Inventory fades in if something changes, or mouse hovers there
Left/Right Mouse Click on an Inventory-Slot selects it for the corresponding hand
Icons to show which Slot is selected by left/right hand
Inventory can be reordered via Drag&Drop
Dragging an Item from a Slot onto the Landscape drops it
Changed Shift+Number to Ctrl+Number for selecting crew
Changed Number to Shift+Number for using Action-Bar
Changed Number to select inventory-slots now
2012-02-26 01:48:58 +01:00
Maikel de Vries
b1adfde389
Allow clonk to use tools during wall jumps
2012-02-13 20:13:13 +01:00
Felix Wagner
cdd1f5f358
CrewExtraData overrides GetPlrClonkSkin
2012-01-31 13:58:43 +00:00
Felix Wagner
5a28794482
+GetPlrClonkSkin(iPlr)
2012-01-29 02:17:00 +00:00
Charles Spurrill
b585d25295
Gender-neutral munching sounds
2011-10-14 01:44:54 -07:00
Julius Michaelis
0f12b3485e
Find sounds with all extensions instead of only wav, so Sound() does no longer require .ogg extensions
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Do not replace * with ? in sound name wildcards anymore, adjust scripts
2011-10-12 23:09:22 +02:00
Felix Wagner
d29a81646e
Proper eating animation
2011-10-08 22:28:49 +01:00
Felix Wagner
07ad0805a4
Eat(object) for clonk, munch sound!
2011-10-08 20:48:18 +01:00
Richard Gerum
3cde4e3922
seperated animations from clonks script
2011-10-08 19:04:57 +02:00
Charles Spurrill
2f77fa18df
Newcomer: The Farmer Clonk! (skin index is 3)
2011-10-08 08:30:02 -07:00
Felix Wagner
15d8caead4
imported patch Footsteps.diff
2011-10-08 05:16:35 +01:00
Charles Spurrill
0469fe5c81
Drive animation/pose for plane; clonk doesn't swim inside containers
2011-10-01 08:34:35 -07:00
Charles Spurrill
677ff6b691
fixed wall-jump
2011-09-20 11:04:48 -07:00
Richard Gerum
1fc5addd10
655#: no jumping backwards
2011-09-19 12:53:58 +02:00
Charles Spurrill
1a3b8aef94
Fixed bug where spawned clonks used default skin instead of the defined one:
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moved the skin-setting script to Recruitment instead of Construction, since it is crew data queried
2011-09-18 18:30:24 -07:00
David Dormagen
e3a1cdcc3f
the HUD optimizations now mostly use the old callbacks
2011-09-18 19:15:31 +02:00
David Dormagen
170c61226d
performance optimizations for the backpack and health/breath tubes
2011-09-18 10:56:43 +02:00
Charles Spurrill
1b22905492
Update clonk data to work with catapult
2011-09-13 00:22:40 -07:00
Charles Spurrill
415aae6c53
Save selected skin to crew-member extra-data
2011-09-10 00:51:47 -07:00
Charles Spurrill
6555edab8a
Fully implemented clonk alchemist skin
2011-09-06 10:53:25 -07:00
Tobias Zwick
258c82604d
moved RelaunchPlayer callback to engine
2011-08-02 15:46:24 +02:00
Tobias Zwick
480ff384f8
refactored most effects to use meaningful names for their variables
2011-07-31 17:59:51 +02:00
Richard Gerum
3cd964b3bd
fixed jump animation again (thanks to ringwaul for the merge)
2011-07-25 10:06:15 +02:00
Maikel de Vries
964ba3a62a
Objects: Fixed wave color for liquids other than water
2011-07-20 17:27:35 +02:00
Richard Gerum
2a0ddd34f9
added graphic rotation during scaling and animation for scaling top corners
2011-07-20 17:09:41 +02:00
Maikel de Vries
e2db1bc85a
Actions default to COMD_Stop, Decel for float and swim procedures
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With this change everything should behave as normal, still not a fan of these numerous float hacks.
2011-07-06 19:11:12 +02:00
Maikel de Vries
d550f7c7da
Differentiate between COMD_None and COMD_Stop
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Was necessary after 267ebb600481 and current abuse of FLOAT procedure. None keeps the current motion, Stop halts the current motion of a procedure.
2011-07-06 18:13:39 +02:00
Charles Spurrill
b7bc9bc755
Clonk can jump off walls (with new animation).
2011-06-03 12:11:23 -07:00
Charles Spurrill
6a901fa9c0
Tweak: Clonk rolls a shorter distance
2011-05-31 06:27:34 -07:00
Charles Spurrill
2c4196a02d
Add skin changer function; differentiate gender for vocal sounds
2011-05-31 03:20:02 -07:00
Charles Spurrill
15c61d3216
The Clonk can roll! Oh my god!
2011-05-31 03:08:45 -07:00
Charles Spurrill
648ca5ce43
Animation overhaul for jump and kneel. Roll animation added, though not yet used.
2011-05-29 23:34:30 -07:00
Tobias Zwick
54bd6ca4f5
adjust clonk's backpack display a bit
2011-05-20 15:38:28 +02:00
Tobias Zwick
0f1c572c56
adjusted size of clonk's backpack
2011-05-14 21:53:58 +02:00
Charles Spurrill
04cc6a26b9
Merge of late commit
2011-05-12 19:33:01 -07:00
Charles Spurrill
e7b567863e
Created and implemented backpack-graphic for clonks in-game.
2011-05-12 19:11:03 -07:00
Maikel de Vries
971b330288
Objects: Removed superfluous parameters in function calls
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Caused a few warnings recently.
2011-05-12 17:01:54 +02:00
Charles Spurrill
c5dc03879b
added chop animation, dive animation, and fixed some other anims like the landing-crouch, and improved others that I've since forgotten
2011-03-15 02:37:02 -07:00
Armin Burgmeier
675c077ed2
Change .c4d extension to .ocd
2011-03-13 16:55:00 +01:00