Tobias Zwick
4dfc5e74e4
make granite and rock shape indexed
2016-01-16 16:57:15 +01:00
Tobias Zwick
03916c0f05
add a shape map for amethyst and ruby; also, fix a small issue with tiling the textures horizontally
2016-01-16 16:57:15 +01:00
Maikel de Vries
aa152bf899
move mime skin/portrait from boomshire to decoration folder
...
This makes it available for multiple rounds.
2016-01-16 13:27:24 +01:00
Sven Eberhardt
01503cdfdd
DarkCastle: Minor objects+text fixes
2016-01-16 00:32:46 -05:00
Sven Eberhardt
8d805a49a7
Raid: Fix goal descroptions and buckets in Mave's foundry.
2016-01-16 01:33:06 +01:00
Clonkonaut
c54d917f7e
Deactivate cheats in Gidl/Guardians.
...
We didn't forget!!!
2016-01-15 21:56:57 +01:00
Clonkonaut
675b9ee050
Fix weapons not buyable in Gidl/Guardians ( #1611 ).
...
Switch2Items() is probably broken but luckily not used.
2016-01-15 21:56:37 +01:00
Sven Eberhardt
44f913d0e5
Do not display grab interaction when swimming (unless clonk returns true on CanGrabUnderwater callback)
2016-01-15 08:54:50 -05:00
Sven Eberhardt
c8a76ce450
Use less annoying swim sounds when swimming on the surface.
...
The "splash" sounded more like the clonk was jumping into the water.
2016-01-14 22:32:54 -05:00
Sven Eberhardt
71b96bc5de
Fix nil pointer access when recovering from over-full inventory
2016-01-14 22:30:55 -05:00
Sven Eberhardt
27f5cdc461
Fix black waves when swim timer is executed in same frame as clonk leaves the water.
2016-01-14 21:51:30 -05:00
David Dormagen
4493bfc3ab
interaction menu: disallow interaction with outside world when contained ( #1541 )
...
The interaction with IsContainer objects is still flawed in a way: when a lorry is inside a (IsContainer-)hut, you can take the lorry into your hands. Since we don't have that possibility in the normal game, I leave it unchanged for now.
However, it is now possible to add a Chest (or a cupboard!) into a WoodenCabin and then store stuff inside of it.
2016-01-14 13:03:18 +01:00
Maikel de Vries
4357004dbf
prevent picking up heavy objects when on grapple rope and draw in rope when picking up heavy object ( #1521 )
...
Maybe there are other places where the controls libraries should make callbacks to control effects. But that is for the future.
2016-01-13 23:13:44 +01:00
Maikel de Vries
2ce04aa485
tell player to park airship a bit higher in tutorial 7 ( #1598 )
2016-01-12 23:25:30 +01:00
David Dormagen
46ad28ea65
tutorial guide: don't scroll portrait with text
...
..by putting the text into another subwindow. Might be good to "fix" (it's intended but possibly not wise) that in the engine, but not right now before the release, because it could introduce new bugs.
2016-01-12 23:17:49 +01:00
Maikel de Vries
a7da208d85
fix next mission for tutorials 5 and 8
2016-01-12 23:07:36 +01:00
Maikel de Vries
aec5184cf2
locomotive in clonkomotive accepts metal barrels as well
2016-01-12 22:43:35 +01:00
Maikel de Vries
82b090c7ca
producer library does not request power if producer is not a consumer ( #1602 )
2016-01-12 22:17:41 +01:00
Clonkonaut
f0a03b303b
Fixed ownership of buildings.
...
I must be mad. This script failed a lot of times. I had to add those brackets. Even then, the first run failed, the buildings were still ownerless. What is this sorcery.
2016-01-12 22:01:47 +01:00
Clonkonaut
05b714a758
Tutorial 8: German translation.
2016-01-12 20:35:12 +01:00
Clonkonaut
b30fea4f7d
Tutorial 7: German translation.
2016-01-12 20:35:02 +01:00
Clonkonaut
4f7688810b
Tutorial 3: Used the title from Title.txt.
2016-01-12 20:34:49 +01:00
Clonkonaut
07e912bac6
Tutorial 5: German translation.
2016-01-12 19:51:29 +01:00
Clonkonaut
8f71fa8a7a
Tutorial 3: Translated new hint ( #1594 ).
2016-01-12 19:50:59 +01:00
Maikel de Vries
7784a2617e
fix showing rocks in tutorial 3 ( #1594 )
2016-01-12 09:48:46 +01:00
Sven Eberhardt
b29631f003
Make relaunch weapon selection menu unclosable #1577
2016-01-11 22:02:48 -05:00
Armin Burgmeier
190b4bbae3
Instruct to start a network game when starting a round with >=2 MinPlayers
...
Instead of asking the user to activate more players, which is no longer
possible as of #1529 .
2016-01-11 18:40:59 -08:00
Clonkonaut
e762e66a65
German translation for Tutorial 4.
2016-01-12 01:51:28 +01:00
Clonkonaut
b11b8b0fb5
Finish German translation of Tutorial 3.
2016-01-12 01:51:08 +01:00
Sven Eberhardt
62910aaada
Remove dummy graphics of interaction menu.
2016-01-11 18:19:01 -05:00
Sven Eberhardt
77180efbdd
Move dead clonks from interaction tabs to simple boxes in surrounding #1581
2016-01-11 18:19:01 -05:00
David Dormagen
717acafd34
tutorial 3: fixed typo in English translation
2016-01-11 22:48:57 +01:00
David Dormagen
18c58c783d
tutorial 3: added German translation
2016-01-11 22:48:40 +01:00
Maikel de Vries
1600cccf3e
tutorial 5: give second robber NPC a skin and fix outro walk speeds
2016-01-11 18:49:39 +01:00
Maikel de Vries
5abd033e1b
reduce size of empty overlay for alternative skins
...
Somehow that file was massive in size (400+ kb) for no apparent reason.
2016-01-11 18:47:00 +01:00
Maikel de Vries
be0d5161bb
give fireman NPC in tutorial 3&4 a skin
2016-01-11 18:45:56 +01:00
Maikel de Vries
9bc7ccd953
remove backpack for NPCs with an alternative skin
2016-01-11 18:43:40 +01:00
Maikel de Vries
c8d1cb9a1c
add NPC skins YoungsterBlond and MaleDarkHair
2016-01-11 18:39:24 +01:00
Maikel de Vries
e1e1380659
add title image to tutorial 5
2016-01-11 18:01:33 +01:00
Maikel de Vries
fb3737d056
tutorial 5: fix outro, a typo and zoom ranges
2016-01-11 18:01:11 +01:00
Sven Eberhardt
1a02cce2e0
Add sound Fire::BlastLiquid3.
...
Based on Fire::Blast3 with spectrum adjusted to match Fire::BlastLiquid2.
2016-01-10 23:03:38 -05:00
Sven Eberhardt
84378e0d6a
Add sound UI::Error #1583
2016-01-10 22:56:01 -05:00
Sven Eberhardt
491e0a3b40
Add missing sound UI::Trumpet #1584
...
Adapted from sound "Trumpet2" by Harbour11@freesound.org . http://freesound.org/people/Harbour11/sounds/194624/ (CC-BY 3.0)
2016-01-10 22:49:41 -05:00
Sven Eberhardt
37f774cfb3
Foundry: Do not show power consumer symbol in construction menu #1580
2016-01-10 22:20:48 -05:00
Sven Eberhardt
56fa4c2c5d
DarkMine+Maze: Ensure free spawn position #1578
2016-01-10 22:07:23 -05:00
Sven Eberhardt
7208a3c299
Ignore CarryHeavy for collection limit #1587
...
It was always ignored when picking up the CarryHeavy, but not when collecting another item. Now CarryHeavy consistently gives an extra item slot.
2016-01-10 21:52:44 -05:00
Sven Eberhardt
e8b0b9c16f
WoodenBridge construction plan for some missions.
2016-01-10 21:39:56 -05:00
Sven Eberhardt
a34912d9c2
Individual stacking and name/desc of source and drain pipes.
2016-01-10 21:34:41 -05:00
Sven Eberhardt
e2acb8b9bb
Add missing sounds for Grab/UnGrab #1585
2016-01-10 21:17:06 -05:00
Sven Eberhardt
bdc0274e3d
CommandFailure: Route missing sound effect to failure function playing clonk skin sound.
2016-01-10 21:16:34 -05:00
Maikel de Vries
c35df88ae9
add tutorial 5 explaining melee weapons
2016-01-10 22:53:04 +01:00
David Dormagen
9bca345342
tutorial 2: added German translation
2016-01-10 21:57:20 +01:00
Maikel de Vries
d94b2356b1
add function to tutorial guide to get the amount of messages it has
2016-01-10 20:54:03 +01:00
Maikel de Vries
f1a9db89bf
increase gems in landscape to make sure goal can be completed
2016-01-10 20:54:03 +01:00
Sven Eberhardt
3735b135ac
DarkCastle: Pre-damage last stone doors.
2016-01-10 14:20:46 -05:00
Sven Eberhardt
f54a49d044
Resource goals: Reduce display of available resources by 10% to better match actually mined gems.
...
Some material always gets lost on blasting/pickaxing.
2016-01-10 13:41:04 -05:00
Sven Eberhardt
95ac155f6b
GoldenMountain: Reduce required gem count.
2016-01-10 12:21:14 -05:00
Sven Eberhardt
05b6ee2407
Remove unused library dummy graphics.
2016-01-10 11:59:55 -05:00
Clonkonaut
962b178663
Merge remote-tracking branch 'remotes/origin/revert-opengl-2.1'
2016-01-10 17:27:56 +01:00
Sven Eberhardt
0f2057032f
Retain inventory slot order on respawn #1543
2016-01-10 11:10:45 -05:00
Sven Eberhardt
b8e24b8b62
Windmill: Fix gold bar collection
2016-01-10 10:49:51 -05:00
Sven Eberhardt
3dad1c6d81
Turn MaxContentsCount and HandObjects into properties instead of callbacks (Possibly fixes #1553 )
2016-01-10 10:41:34 -05:00
Sven Eberhardt
b00daed283
GoldenMountain: Add wooden bridge plans #1570
2016-01-10 08:55:04 -05:00
Sven Eberhardt
d56670c7ce
Fix pickaxe killing scaling ability permanently if it is used before any local ActMap modifications #1563
2016-01-10 08:46:20 -05:00
Maikel de Vries
092f9846dc
ensure showing construction materials for sites at the bottom of the map ( #1365 )
2016-01-10 14:18:58 +01:00
Clonkonaut
5fd8bfb140
Projectiles will fade out very fast ( #1555 ).
2016-01-10 13:11:26 +01:00
Clonkonaut
0243a69913
Fix possible reference to deleted object in Boomattack.
2016-01-10 13:10:47 +01:00
Maikel de Vries
2b88578a7c
disallow showing/hiding tutorial guide by player when in a sequence
2016-01-10 10:54:07 +01:00
Sven Eberhardt
2bb8be66ca
Windmill: Downscale sky to match landscape size.
2016-01-09 17:53:44 -04:00
Sven Eberhardt
dd25f85e6d
Warn when assigning duplicate keys #1170
2016-01-09 17:00:21 -04:00
Sven Eberhardt
dcefa516f6
GrappleBow: Pull back in if hook did not stick successfully #1546
2016-01-09 16:33:13 -04:00
Sven Eberhardt
e64ec260bb
Fix infinite air supply through breathing of own bubbles #1545
2016-01-09 16:15:20 -04:00
Sven Eberhardt
fc659584e4
Fix catapult projectile priority when shooting clonk while items are placed in the catapult (typically by the scenario designer) #1547
2016-01-09 15:59:43 -04:00
Sven Eberhardt
1271fd9291
FightForGidl: Reduce screen shake.
2016-01-09 15:32:55 -04:00
Sven Eberhardt
310df9fe13
FightForGidl: Remove hammer for now (no towers yet)
2016-01-09 15:32:55 -04:00
Maikel de Vries
cd30bf8079
fix eating/using the squid and the fish
2016-01-09 20:17:26 +01:00
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
Sven Eberhardt
7f8551bb42
Add wealth display to Crash Landing #1548
2016-01-09 14:26:18 -04:00
Sven Eberhardt
3b74ac2929
DarkCastle: Fix nil access in intro.
2016-01-09 11:09:11 -04:00
Sven Eberhardt
11e73373a6
Use alt skins in storyline missions.
2016-01-09 11:09:11 -04:00
Sven Eberhardt
2e4da5077d
Add dark skinned alt clonk skin [by Marky, CC-BY-3.0]
2016-01-09 11:09:10 -04:00
Sven Eberhardt
dfe81b622a
Alt clonk skins: Fix youngster portrait
2016-01-09 11:09:10 -04:00
Sven Eberhardt
3d98b8355c
Alt clonk skins: hardcode clonk colors
2016-01-09 11:09:09 -04:00
David Dormagen
0ad1cdbf89
loam: made bridges smoother
...
..by continuing the material drawing exactly where it was stopped the last frame. Previously, just some unconnected rectangles were drawn which were often times filled with gaps. Especially on angled bridges.
2016-01-09 13:53:34 +01:00
Maikel de Vries
96344dfc00
disable climbing when swinging pickaxe
2016-01-08 22:43:46 +01:00
David Dormagen
05013563d3
tutorial1: added German translation
2016-01-08 21:25:20 +01:00
David Dormagen
0c73ae29e7
loam: fixed turning while digging and added some particles
...
This were supposed to be two commits. Meh.
Also, I can't really test how the particles looks because everything is black for me - ck? :(
2016-01-08 21:05:09 +01:00
Maikel de Vries
5da08f2720
prevent bat from getting stuck in material
2016-01-08 20:50:11 +01:00
Maikel de Vries
55b077898b
finished outro sequence for tutorial 4
2016-01-08 19:46:28 +01:00
Maikel de Vries
f99db85c97
add more bottom vertices to structures to prevent falling down
2016-01-08 19:46:28 +01:00
Sven Eberhardt
1b32663999
Fix movement on moving bricks #1530
2016-01-08 00:40:35 -04:00
Günther Brammer
7d0990baf9
editor: Don't try to insert manual newlines into error messages
2016-01-08 04:25:26 +01:00
Sven Eberhardt
fbdfcafa43
Fix text error in tutorial 2 #1539
2016-01-07 22:06:35 -04:00
Sven Eberhardt
1933deec44
Fix GUI name and description of interact key #1540
2016-01-07 20:47:18 -04:00
Mark
8719ee8b58
Test scenario for SetGraphics()
...
Scenario that tests SetGraphics() in various ways: Setting graphics of meshes/sprites to other objects, overlaying objects onto other objects.
The scenario is not in the Issues.ocf folder, because it addresses multiple issues #1458 and #1538 and the status of the issues has not been acknowledged yet.
2016-01-07 19:09:18 +01:00
David Dormagen
b6436783bb
loam: disable free turning of Clonk
...
From bug report out of http://forum.openclonk.org/topic_show.pl?tid=3233
2016-01-07 10:09:39 +01:00
Tobias Zwick
0976c02d54
Update the Credits
...
Space is getting scarce , I had to leave out the people who never contributed more than two commits. For 8.0 the credit screen should be reworked to either scroll down or be made for larger resolutions than 800x600.
2016-01-06 19:39:03 +01:00
Maikel de Vries
da6d4a8aa3
Skins for NPCs in the tutorials
2016-01-06 19:03:59 +01:00
Maikel de Vries
09b61246f0
add several clonk skins for NPCs by Marky
2016-01-06 19:03:59 +01:00
David Dormagen
941dc8a95b
Wipf: added Snuff3 sound (by ala)
...
Silence at the beginning and end was trimmed. Only true silence, though.
2016-01-06 12:11:35 +01:00
Maikel de Vries
e0ae612e10
killtracing: fix setting killer when airship is shot down
2016-01-05 18:20:33 +01:00
Maikel de Vries
7b4fe4452f
killtracing: more tests and more precise test descriptions
2016-01-05 18:19:49 +01:00
Armin Burgmeier
4a02d3c77b
Revert "Replace 3D texture in landscape shader by a 2D texture array"
...
This reverts commit 790219ac7e
.
This commit broke support for Mac OS X since Apple only supports OpenGL 3.0
with a core profile, not a compatibility profile. Revert this commit
temporarily for the 7.0 release, until we port all OpenGL usage to the core
profile with 8.0.
This fixes #1495 .
2016-01-04 18:27:44 -08:00
Maikel de Vries
b5b6526c58
killtracing: airplane always gets destroyed when damage too much and with correct killer
2016-01-04 21:17:25 +01:00
Maikel de Vries
ee9c44ac75
boompacks are not projectile targets of boompacks
...
This would be very annoying if you fuse multiple of them at the same time
2016-01-04 21:17:25 +01:00
David Dormagen
075fcca74f
clonk: added "Diving Loop" sound (by ala)
...
It's a bit quiet, but I guess that's not really a problem. It's also out of sync with the arm movement, but it's all I got (and it's so quiet you don't notice it anyway!).
2016-01-04 20:52:11 +01:00
David Dormagen
78f74566af
added alternative "Munch" sound (by ala)
2016-01-04 20:52:11 +01:00
Maikel de Vries
f1c9b042ff
killtracing: boompack gets correct controller when hit or incinerated
...
also add a hitcheck when launched by a projectile hit
2016-01-04 20:43:56 +01:00
Maikel de Vries
af4819aa81
killtracing: add additional tests
2016-01-03 20:18:06 +01:00
Maikel de Vries
7aaa5a6e32
killtracing: pass controller of igniter when fusing dynamite
2016-01-03 20:18:06 +01:00
Maikel de Vries
659b1d24a7
killtracing: correct cause_plr for burning lorry fragments
2016-01-03 20:18:06 +01:00
Maikel de Vries
22d5036e9e
killtracing: set killer of balloon rider if balloon is shot
2016-01-03 20:18:06 +01:00
David Dormagen
14c413028c
interactions: always show action target & use AtRect instead of AtPoint
...
The players have no notion about the midpoint of an object and are thus confused when clearly standing in front of something and not being able to interact with it.
(Yes that happened in a Let's Play and yes, that's why the interaction menu also uses Find_AtRect.)
2016-01-03 17:39:26 +01:00
David Dormagen
22d9a21ff7
carry heavy: remove special treatment of CON_Interact
...
Because it's an interaction. It should use the interaction interface and not some self-made hack. Previously, setting down a carry heavy object would always be executed even if aborted with Space+S.
2016-01-03 17:38:05 +01:00
David Dormagen
4b398f95eb
construction site: fix unstuck check for free objects
...
We are looking for free objects. So for OCF_InFree and not for Not(OCF_InFree). Now Clonks are e.g. unstuck when the landscape adjusts to a construction site.
2016-01-03 17:35:47 +01:00
Maikel de Vries
1eebe15fa1
dark mine: king of the hill as scenario option
2016-01-03 16:01:37 +01:00
Maikel de Vries
471470f1fb
killtracing: more tests
2016-01-03 14:39:24 +01:00
Maikel de Vries
3392921bfe
killtracing: windbag set controller for moved objects
2016-01-03 14:31:20 +01:00
Maikel de Vries
309edf4467
killtracing: fix contoller of dumped lorry contents
2016-01-03 13:54:26 +01:00
Maikel de Vries
d6a16f7ff1
killtracing: more tests and overview table
2016-01-03 13:30:11 +01:00
Maikel de Vries
64af909a49
killtracing: set controller of keg when incinerated
2016-01-03 12:30:47 +01:00
Maikel de Vries
6530cba8eb
killtracing: club set controller when hitting an object
2016-01-03 12:25:38 +01:00
Maikel de Vries
5ba7519b79
killtracing: add test scenario
2016-01-03 09:57:06 +01:00
Maikel de Vries
7f8b4c4bfc
killtracing: cannon set controller of projectile to the shooter
2016-01-03 09:57:06 +01:00
Maikel de Vries
f607112db4
flame: do not tumble clonks and correct killtracing
2016-01-03 09:57:06 +01:00
Maikel de Vries
21dead533c
killtracing: pass owner and controller correctly in CastObjects
2016-01-03 09:57:06 +01:00
Maikel de Vries
869ea063f9
fix author mentioning of bat sounds
2016-01-03 09:57:06 +01:00
Armin Burgmeier
96c8b51eac
Use generic vertex attributes for landscape rendering
2016-01-02 17:20:24 -08:00
Clonkonaut
b2ecfcfc48
Slight improvements to Guardians.
...
A single player now receives four times more wave bounty than before, scaling up to four players. It's still challenging but I believe now doable.
Enemies should no longer jump off airships when being shot at.
Fixed a typo in the airship appendto script.
Fixed a possible null pointer when changing weapons.
2016-01-03 01:53:55 +01:00
Günther Brammer
9911a894df
Fix FxRollingTimer parameter type for effect from int to effect
2016-01-03 00:22:36 +01:00
Armin Burgmeier
95774e0e8f
Use generic vertex attributes for sprites, meshes, particles
2016-01-02 13:10:03 -08:00
Maikel de Vries
a6344d0f1a
dark mine: add deathmatch option plus some small improvements
2016-01-02 21:54:56 +01:00
Maikel de Vries
97cc3dd901
arena goals: pass whether it is a relaunch to OnPlayerRelaunch callback
2016-01-02 21:53:43 +01:00
Maikel de Vries
7ca791a5b0
fix random choice of object when dumping lorry contents
2016-01-02 21:52:52 +01:00
Maikel de Vries
bbdb5d3229
add tutorial 4: explains loam production, lorry, pickaxe, elevator
...
The outro sequence is not yet finished, and requires quite a lot of work still.
2016-01-02 19:42:23 +01:00
Maikel de Vries
0b61ec4f93
add hanging action to the wipf
2016-01-02 19:42:23 +01:00
Maikel de Vries
06b6d6e85e
fix musket bullet trail appearance at top map border
2016-01-02 19:42:23 +01:00
David Dormagen
af576e7468
shovel: improved dust particles slightly
...
A bit more but smaller particles. Now you can't make out a single sprite easily anymore.
The particles also do not spawn in solid material now.
2016-01-02 17:27:49 +01:00
Clonkonaut
0348efa03e
Fix propeller not moving in Deep Sea Mining Intro ( #1531 ).
2016-01-02 13:44:23 +01:00
David Dormagen
a3e4b620b9
reworked interactions (grabbing etc.)
...
The player interface is now similar to how picking up works. This should increase acceptance. Also it was pretty fucked up before. The action bar is gone.
The script logic is now outsourced into a new library similar to the other stuff.
Objects can overload the selector for the new interaction (see "call elevator case").
Additional issues hit and resolved when working on this:
Shifting a cursor did not cancel certain actions (and there was no callback for that). This is now solved by adding two new callbacks.
Issues hit and not resolved:
Certain interactions (calling an elevator case, flipping a construction) are in some control library. They should be in the respective objects (and shown via callbacks etc.). Meh.
The internal interface (declaring interactions etc) has a few places where proplists are just translated because the properties are called differently. This is also a fuckup (i.e. a.interaction_object = b.Object) where the properties should just have been called the same in all places from the beginning.
The name "Action Bar" is pretty misleading now as it is no bar. But that's not something visible to the players. todo: cleanup.
2016-01-02 13:02:45 +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
Armin Burgmeier
0538d1e57f
Fix the planet/Tests.ocf/ColorfulLights.ocs test scenario
...
The TexMap.txt was outdated
2016-01-01 22:28:22 -08:00
Armin Burgmeier
9b9d9e378f
Fix PXSAndSmoke.ocs test scenario
...
It contained an outdated TexMap.
2016-01-01 22:28:21 -08:00
Clonkonaut
e31b866e7f
Fix animation error when scaling at unfavourably shaped walls ( #1317 ).
...
The error rarely happened when the clonk was attached to a wall solely with its head vertex. CheckScaleTop (Animations.ocd/Script.c) only checked the shoulders and hip vertices.
I also made sure that this.dist (FxIntScaleTimer, line 616) cannot exceed the animation length of "ScaleTop" although that shouldn't have posed a problem.
2016-01-02 03:58:45 +01:00
Günther Brammer
00a4c6c428
Replace BorderBound DefCore value with BorderBound object property
2016-01-01 22:18:41 +01:00
Maikel de Vries
2269d55801
fix typos in tutorials
2016-01-01 22:18:41 +01:00
David Dormagen
104764b1e4
added ala's "BlastMetal" changes ( #1492 )
...
I had to convert it to mono, though. Also it's a .wav now. But that's fine imo.
2016-01-01 17:44:10 +01:00
Maikel de Vries
30d45fcdc3
streamline tutorial guide script interface
2016-01-01 13:45:50 +01:00
Maikel de Vries
80ad1a5650
improve lightning strikes
...
- changes particle appearance
- add sounds
- change branching behavior
- add light source
2016-01-01 10:51:54 +01:00
Maikel de Vries
53a1a76a90
add sounds for thunder strikes
2016-01-01 10:51:54 +01:00
Armin Burgmeier
8766f5123b
Remove other usages of built-in GL matrices
...
Primarily for the FoW rendering, which now also uses (simple) shaders
without ftransform() everywhere. This also removes all GLU calls.
2015-12-31 17:30:21 -08:00
Maikel de Vries
eaf66850b1
tutorial 3: fine-tuning and title image
2015-12-31 15:07:22 +01:00
Clonkonaut
fa4512c5ea
Guardians, slight improvements.
...
Removed the windbag from the chest (might also remove it from the buy menu).
The chest below the base will now sometimes contain a gold bar, giving extra money to the player picking it up.
Made sure that no airship remains after fade out.
2015-12-31 12:45:13 +01:00
Maikel de Vries
34fa60feeb
dialogue: fix finding by name and public interface to get the target
2015-12-31 12:07:36 +01:00
Maikel de Vries
03ef09135e
scenarios: some fine-tuning to clonkomotive
2015-12-31 10:33:27 +01:00
Maikel de Vries
b5a00b69af
fix whitespaces in tutorial scenario descriptions
2015-12-30 21:44:05 +01:00
Maikel de Vries
64af1e2a8a
stars: fix placement and allow scenarios to change placement
2015-12-30 11:36:30 +01:00
Clonkonaut
4a26a7e8ad
Increased bounty for several enemies.
2015-12-30 03:25:51 +01:00
Clonkonaut
ef48a60b27
Fix possible null pointer.
2015-12-30 03:21:53 +01:00
Clonkonaut
1416887a22
Fix possible null pointer when shooting the balloon.
...
I suspect that when the clonk gets send tumbling, OnUnmount might get called and nil rider.
2015-12-30 03:21:35 +01:00
Maikel de Vries
c8dff941dc
worlds descriptions: fix whitespace and typos
2015-12-29 23:14:01 +01:00
Maikel de Vries
568c57900b
add new world: Clonkomotive (thanks to Pyrit)
...
Based on a round made by Pyrit, changed to fit into the worlds folder.
2015-12-29 22:40:52 +01:00
Maikel de Vries
ede6078c75
move out of solidmask as structure library function
2015-12-29 22:40:52 +01:00
Maikel de Vries
5a95f215a7
add wooden bridge
...
Parts of the scripts by Pyrit and graphics by Randrian.
2015-12-29 22:40:52 +01:00
Maikel de Vries
5b1d7d86a5
remove double initialization of wealth HUD in GoldRush
2015-12-29 22:40:52 +01:00
David Dormagen
7fce9071e3
lower interaction priority of dead Clonks
2015-12-29 18:28:23 +01:00
Nicolas Hake
ae490dff11
Replace untranslated sentence in Tutorials/DE ( #1522 )
...
Translation provided by K-Pone.
2015-12-29 18:03:06 +01:00
Nicolas Hake
2723ef5516
Remove definition-local descriptions
...
These descriptions wouldn't be displayed anywhere anyway, so we don't
need them.
2015-12-29 17:58:44 +01:00
Nicolas Hake
c0befc6ba0
Remove C4RTF
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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
Clonkonaut
b7b6fcfa3f
Guardians of the Windmills: First draft. Unbalanced, untested, unplayable! (please test)
2015-12-28 14:43:21 +01:00
David Dormagen
58aec33841
prevent insects from being hit by projectiles ( #1515 )
...
..which is now possible due to IsProjectileTarget being the only criterium (because OCF_Alive is not explicitely checked anymore).
2015-12-28 11:20:58 +01:00
David Dormagen
9d947c7fb2
make IsProjectileTarget default to true for living beings
...
..which eliminates the || GetOCF() & OCF_Alive everywhere. It also allows living things to explicitely disable being projectile targets.
This is a lot cleaner imo.
2015-12-28 11:20:11 +01:00
Maikel de Vries
5a9a851ec9
remove BrickEdge object
...
This was a huge pain since its existence and completely useless in its functionality...
2015-12-28 10:21:50 +01:00
Maikel de Vries
5a02cd049f
replace BrickEdge object with triangle drawing function
2015-12-28 10:21:50 +01:00
Maikel de Vries
3f7e05caa6
add a global function to draw material triangles
2015-12-28 10:21:49 +01:00
Maikel de Vries
69cf94127a
removed unused Sulphur object
...
Material is gone, object has no use, therefore removed. Can be added again if there is a need for it.
2015-12-28 10:21:49 +01:00
Maikel de Vries
509bdac5bc
remove unused Rebuy property from objects
2015-12-28 10:21:49 +01:00
David Dormagen
4a2643d432
elevator: make ropes match when flipped ( #1517 )
2015-12-28 10:21:19 +01:00
Maikel de Vries
8e8a66df76
category for non-structures to C4D_None
...
These objects are not intended to be constructed as structures (the hammer menu) and should therefore not be structures.
2015-12-28 00:31:15 +01:00
Maikel de Vries
2a4b92fbab
igniter not producible in chemical lab
2015-12-27 23:24:27 +01:00
Maikel de Vries
c4e9d84556
fix missing bat sound
2015-12-27 23:17:25 +01:00
Maikel de Vries
537f7c5f82
tutorial 3: fix wind and fine-tune intro
2015-12-27 17:05:36 +01:00
Clonkonaut
092b0ed540
Fixed speed upgrade for javelin.
2015-12-27 16:20:38 +01:00
Clonkonaut
2d96697a97
Fix animation error when switching to a new item.
2015-12-27 16:12:10 +01:00
Maikel de Vries
b2f299cc9d
tutorial 3: add description and another NPC
2015-12-27 15:13:16 +01:00
Maikel de Vries
21ffb18c4d
show wealth in HUD for all worlds
2015-12-27 00:18:17 +01:00
Maikel de Vries
d4a6c50d4d
rope bridge can now be placed by a clonk
...
There are still some things to fix/implement: breaking of bridge ropes when the posts move to far apart, animations for placement and retraction.
2015-12-27 00:18:17 +01:00
David Dormagen
124337a5b5
boompack: fix PictureTransformation
...
..too not leak out of bounding box.
2015-12-26 18:21:51 +01:00
Maikel de Vries
42cf57afb6
improve drawing speed of ropebridge (and further clean up)
2015-12-26 15:57:30 +01:00
David Dormagen
802c85c8f8
grenade launcher, crate: fix PictureTransformation
...
For the first, loading and shooting would reset it..
2015-12-25 20:19:48 +01:00
Maikel de Vries
5ffc97f2f0
rope bridge clean up and cleaner way to create a bridge
...
Now use Ropebridge->Create(x1, y1, x2, y2) to make a bridge, this allows for some more clean up in a commit to follow.
2015-12-25 19:27:00 +01:00
Maikel de Vries
c3fba77ecf
remove playgrounds scenario (experimental)
...
This has no use and is just a burden to keep.
2015-12-25 19:27:00 +01:00
David Dormagen
9f2c60c94e
adjusted some more PictureTransformation properties
...
To either increase the size of the item, center it, or prevent it from going out of the bounding box.
2015-12-25 19:14:52 +01:00
Maikel de Vries
e4b1fe94ca
clean up grapple bow scripts
2015-12-25 16:11:17 +01:00
Armin Burgmeier
de3ed60aa8
Avoid built-in GL matrices for mesh rendering
...
Instead, compute the projection, modelview and normal matrices explictly
and upload them as shader uniforms.
2015-12-24 23:02:03 -08:00
Maikel de Vries
50930fec67
add usage to lorry to dump contents into landscape
2015-12-24 18:29:10 +01:00
Maikel de Vries
1bd37eb5c1
moved bat sounds to Sound.ocg folder
2015-12-24 18:01:34 +01:00
Maikel de Vries
ab90c48171
title image for tutorial 8
2015-12-24 18:01:34 +01:00
David Dormagen
fd53d017d9
smoke bomb: reduced amount of particles (but hopefully kept total cover by increasing size & alpha)
2015-12-24 15:14:34 +01:00