Sven Eberhardt
1b32663999
Fix movement on moving bricks #1530
2016-01-08 00:40:35 -04:00
Maikel de Vries
80ad1a5650
improve lightning strikes
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- changes particle appearance
- add sounds
- change branching behavior
- add light source
2016-01-01 10:51:54 +01:00
Maikel de Vries
64af1e2a8a
stars: fix placement and allow scenarios to change placement
2015-12-30 11:36:30 +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
8e8a66df76
category for non-structures to C4D_None
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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
f6aee9927c
add function to init the time object with a definition call
2015-12-16 20:19:09 +01:00
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
Sven Eberhardt
40f46403ba
Move sound author attribution from Objects.ocd into main Sound.ocg (where the sounds now reside).
2015-12-13 01:09:48 -05:00
Maikel de Vries
2e297b6563
time isday and isnight return true and false if no time object is present
2015-12-12 18:15:55 +01:00
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
973ceed23f
fix volcanoes leaving behind sky ( #1465 )
...
DrawMaterialQuad was probably changed at some point and forgotten here. grep tells me we don't have any other DrawMaterialQuad-calls remaining where a boolean value is passed as the old "fSub" parameter.
2015-12-03 22:13:29 +01:00
Maikel de Vries
9d88a259a2
fix flickering of sky in time object
2015-11-22 09:28:53 +01:00
Maikel de Vries
2be6988829
fix updating of time object when set by script
2015-11-21 21:25:16 +01:00
Maikel de Vries
9a9486d0fe
Do not XOR booleans (Time.ocd)
2015-11-08 22:34:09 +01:00
Armin
1b35755ce4
Fix blinking sky when using the time object.
2015-11-07 11:24:22 +01:00
Armin
41e2bd8d6f
Fix time controller ignoring custom SkyAdjust ( #1311 ).
2015-10-27 22:52:49 +01:00
Clonkonaut
acec73dd51
New global const FIRE_LIGHT_COLOR. Added fire light color to various objects.
2015-10-07 23:26:03 +02:00
David Dormagen
2e977fdf2d
renamed Trunk2 to WalkableTrunk and moved it to Environment.ocd
...
The "Trunk2" had nothing at all to do with the other "Trunk". It's not a tree and can't be chopped. It's not a decorative object either. It's something that the scenario designer most likely has to place on purpose.
The Vegetation.ocd folder should be kept for plants and plant-like stuff that e.g. either grows or can be chopped like a tree and fulfill not another core-role (like being a decorative bridge).
The texture can possibly be scaled down a bit. But because the WalkableTrunk has a width of 264 (x*4 = 1056), I didn't want to change that now without ingame testing.
2015-10-06 18:19:07 +02:00
Clonkonaut
0aab3cf4e6
Added new material textures by Nachtfalter and Matthi.
2015-10-05 02:02:36 +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
8614ce46c4
Create default ambience controller in all scenarios.
...
Can be overloaded by providing a custom function InitializeAmbience either globally or in the Scenario proplist.
2015-09-28 20:20:31 -04:00
Sven Eberhardt
aff87890e7
Fix initial ambience and music setting in sequences without cursor.
2015-09-28 16:53:14 -04:00
Sven Eberhardt
6da62d9220
Enable music resume in ambience music switcher.
2015-09-27 20:58:55 -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
26085a1824
Fix rain change from water to snow (not ice) when it's cold.
...
Also optimize the cloud a bit since it was the top element on the script profiler.
2015-09-19 21:22:56 -04:00
Sven Eberhardt
369be20860
Fix cloud clipping ( #1404 ).
2015-09-19 21:22:55 -04:00
Sven Eberhardt
af5302b949
Fix insect swarm and boiling lava scenario saving.
2015-09-17 21:59:05 -04:00
Sven Eberhardt
de7db461fa
Fix cave reverb in multiplayer ( #1397 ).
2015-09-13 01:03:26 -04:00
Maikel de Vries
ad95a39a1c
prevent bubble from growing infinitely large
2015-09-11 23:15:23 +02:00
David Dormagen
30bb5c15a7
moved Bubble sounds to global Sound.ocg folder and also made their names match our naming convention
2015-09-11 20:21:26 +02:00
Maikel de Vries
9dda8d34dc
fix splitting of lava bubbles
2015-09-11 20:02:09 +02:00
WinExploder
775820fd92
new alien meteor effect and adjusted meteor light
...
squashed:
alien meteor: removed commented out stuff in script
Added new particle effect for AlienMeteor
Added missing particle for Alien Meteor :x
Changed meteor light
2015-09-11 20:00:23 +02:00
WinExploder
f35a46c61f
added BoilingLava and BoilingAcid environmental rules
...
cleaned up boiling lava and boiling acid rule
-Made them adhere to the C4S guidelines, renamed some IDs and made some stuff in scripts more readable.
Prettied up the scripts for the boiling liquid environmental rule
Changed Bubble Behaviour slightly
Und nochmal weil's so schön war
Added BoilingAcid which causes bubbles to rise from Acid on the map
Dark bubbles are explosive
Added boiling Lava environmental rule
2015-09-11 19:08:10 +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
David Dormagen
cc876e01ce
moved LaunchMeteor into more general Objects.ocd/System.ocg folder
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This is to prevent errors on including objects that contain global functions. I believe this will be needed more in the future, thus there is now a new System.ocg folder.
2015-09-01 22:55:00 +02:00
WinExploder
6257d9d6be
added item spawning functionality and better effect for meteor; added alien meteor skin
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squashed:
-Made meteor particle effect awesome
--Slight changes to rotation of Alien meteor and particles
-cleaned up alien meteor and merged item spawning functionality into normal meteor
-Fixed AlienMeteor spawn chance
-Changed AlienMeteor visuals slightly
-Made AlienMeteor Particles even better C:
-WIP: Alien meteor + particles
2015-09-01 22:42:14 +02:00
Sven Eberhardt
05a78138a3
Add sound and music ambience object.
...
Also tagged the existing music as "day". Only enabled in the first three missions for now.
2015-08-29 14:11:00 -04:00
Sven Eberhardt
6ab6a1ac3c
Add script interface for some EFX sound modifiers.
2015-08-27 21:44:23 -04:00
Armin
36c0d84c03
Add stalactite fragments
...
Conflicts:
planet/Objects.ocd/Environment.ocd/Stalactite.ocd/Script.c
2015-08-27 21:42:59 +02:00
David Dormagen
06df6885ce
stalactite: added sound for dropping water and sound/particles for hit
2015-08-27 21:12:27 +02:00
David Dormagen
250a20ccfc
stalactite: updated stalactite model and improved placement & renamed "Stalactite1" to "Stalactite"
2015-08-27 19:25:22 +02:00
Armin
07cc668f46
stalactites: dynamic texture color & fix water sources being out of solid material
2015-08-27 19:24:40 +02:00
WinExploder
b044315526
Added stalactite Object
2015-08-27 19:22:38 +02:00
David Dormagen
36544bd56c
Merge branch 'master' into Controls
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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
Sven Eberhardt
0d48105b46
Added shape library.
...
Also fixed some coconut tree reproduction issues.
2015-07-31 00:42:01 -04:00
Clonkonaut
b8652fa5ba
Fixed IsNight. It never worked.
2015-07-23 12:45:01 +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
Maikel de Vries
73ebce9f9a
remove celestial environment object in favor of scenario callback
2015-04-08 20:18:24 +02:00
Maikel de Vries
fdb007bfb4
clean up moon and star objects
2015-04-08 20:18:24 +02:00
Maikel de Vries
f4324664e7
use ambient brightness for time of day
2015-04-08 20:18:24 +02:00
Maikel de Vries
346d5cd709
another batch of Graphics.png removals
2015-02-15 22:37:08 +01:00
Maikel de Vries
041532505b
reduce lag when night by removing gamma change
...
The cool effect is then gone, but it has to be replaced anyways by shader effects.
2015-01-29 18:04:46 +01:00
Maikel de Vries
d2214de19f
rockfall spawns away from crew members
2015-01-26 20:38:50 +01:00
Maikel de Vries
26aca1abe2
make the lava chunk a small light source
2015-01-18 12:50:53 +01:00
Sven Eberhardt
49c5b22591
Remove some empty graphics files.
2015-01-17 18:22:06 +01:00
David Dormagen
bd04722553
Merge branch 'master' into Controls
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Conflicts:
planet/Objects.ocd/HUD.ocd/Controller.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
src/game/C4GraphicsSystem.cpp
src/game/C4GraphicsSystem.h
src/game/C4Viewport.cpp
src/gui/C4GameMessage.cpp
2015-01-15 19:57:01 +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
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
David Dormagen
f89b8c8319
Merge branch 'master' into Controls
...
Conflicts:
planet/Objects.ocd/Environment.ocd/Cloud.ocd/DefCore.txt
planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/DefCore.txt
planet/Objects.ocd/Libraries.ocd/PowerConsumer.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/PowerProducer.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
planet/System.ocg/ClonkControl.c
src/gui/C4MouseControl.cpp
src/landscape/C4PXS.cpp
2014-12-25 15:24:19 +01:00
Maikel de Vries
c6802b8776
increase game content version entries to 6.0
2014-12-12 22:58:16 +01:00
Sven Eberhardt
0a4b941a97
Rockfall dissolves when hitting the ground in acid.
2014-10-19 20:19:47 +02:00
Maikel de Vries
85646c7a8e
removed cloud vertices
2014-10-18 18:41:56 +02:00
Maikel de Vries
83930ee27f
fixed cloud movement in ironpeak( #1149 )
2014-10-18 12:52:06 +02:00
Sven Eberhardt
0e8e20fa5c
Add explosive mode for rockfall.
...
Makes it a bit more deadly by blasting through rock and granite.
2014-10-18 01:19:18 +02:00
David Dormagen
c09e9880e2
Merge branch 'master' into Controls
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Conflicts:
planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
2014-10-13 18:54:05 +02:00
Maikel de Vries
9e0304cd5a
rockfall as disaster
2014-10-03 14:37:44 +02:00
Maikel de Vries
672b5c2d1f
moved disasters to their own subfolder
2014-10-03 13:36:05 +02:00
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
Maikel de Vries
35c9aa9a78
new goal for Chine.ocs
2014-09-22 19:20:32 +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
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
Nicolas Hake
48c1f387f0
Require semicolon after 'do' loop
...
This makes C4Script consistent with C-based languages, and current usage
on master shows that in the majority of cases, the author expected to have
to place a semicolon after the loop anyway.
2014-05-03 10:07:41 +02:00
Maikel de Vries
dfc4976e8c
Fixed lightning damage for living objects
2014-04-21 19:39:29 +02:00
David Dormagen
06ac00ace8
Merge branch 'master' into Controls
...
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
David Dormagen
4c740e8894
the Cloud is not C4D_Vehicle anymore for obvious reasons
2014-02-15 14:40:08 +01:00
Sven Eberhardt
57463b61c4
Rework SolidMasks to be defined in a separate SolidMask.png graphics file instead of the main definition graphics.
2014-01-08 01:55:33 +01:00
Sven Eberhardt
616945d220
Remove superfluous TODO comment.
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I checked it. It does work :-)
2014-01-03 12:43:58 +01:00
Sven Eberhardt
faeb4efd53
MovingBrick: Ensure only one movement effect is active at a time.
2013-12-30 03:09:44 +01:00
Sven Eberhardt
5094cc5c1b
Reworked "Save as scenario" option in editor to write a script file instead of Game.txt.
2013-12-27 17:10:09 +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
David Dormagen
7ede55eeee
improved the aesthetics of the lightning strike's particle effect
2013-11-30 13:43:46 +01:00
Tobias Zwick
e10f7abe1b
add a fadeout sound for the earthquake ( #884 )
2013-11-29 21:48:09 +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
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
b101a0d756
adapted all magic particles and usages to new particle system
2013-11-26 21:24:58 +01:00
Maikel de Vries
c0f76f691b
Lighning uses new particle system -> no lag
...
It still looks not that good, so an artist is requested!
2013-11-02 13:37:52 +01:00
Maikel de Vries
1118a31752
Fixed a OCScript runtime error for the lightning strike
2013-10-07 19:10:25 +02:00
Maikel de Vries
d280bff611
Fixed cloud raining and lightning in tunnels
2013-10-04 17:16:44 +02:00
Maikel de Vries
1ca9de2f51
Fixed cloud issues: shading, alpha, movement, lightning
2013-10-04 12:48:01 +02:00
Maikel de Vries
ca78cf2554
Fix a bug that made lightning strikes cause elevators to stop working
2013-10-03 18:48:09 +02:00
Tobias Zwick
131ec86b98
refactor pump done. Remaining problem: power system (usage)
2013-05-30 22:11:39 +02:00
Tobias Zwick
064166d09e
make most sound effects mono
2013-05-26 17:42:37 +02:00
Tobias Zwick
d1be5d109c
adjust gamma calculation of time
2013-05-25 22:26:41 +02:00
Pyrit
6b8b386658
Added SetGamma() to the time object, so that the whole game gets dark at night, not just the sky.
...
Signed-off-by: Tobias Zwick <newton@westnordost.de>
2013-05-25 20:55:20 +02:00
David Dormagen
38bdfd296d
FindLocation: added parameters, improved documentation, now uses Par(i)
2013-01-14 10:41:10 +01:00
David Dormagen
00d5ffea03
added LargeCaveMushroom and Cave
...
the Cave-dummy-object has a Place() method which places a cave
2013-01-12 18:15:51 +01:00
Charles Spurrill
2b10141a4e
Waterfall actually uses the mat defined in the CreateWaterfall function
2012-11-06 16:37:19 -08:00
Maikel de Vries
7613277191
Never do this again
...
This really is the last warning, after this I'll just revert!
2012-11-04 15:03:41 +01:00
Maikel de Vries
279ce3b313
Objects: Added a waterfall and drain
2012-11-03 22:07:14 +01:00
Tobias Zwick
2335abcc23
fix hide stars and moon during day
2012-10-30 22:01:57 +01:00
Tobias Zwick
095645a7bb
dont draw stars and moon at all during the day, only fade all celestial objects and cloud on dawn and dusk (performance optimization)
2012-10-30 00:48:50 +01:00
Tobias Zwick
bf7742760d
made the night sky more beautiful with stars
2012-10-30 00:10:00 +01:00
Maikel de Vries
9ad28f470e
Fixed volcano lava chunks
2012-10-30 21:01:04 +01:00
Tobias Zwick
117e9ec90f
make day->night->day fading smoother,
...
add sunset/dawn fade in between,
clouds don't turn invisible in the night
2012-10-28 18:48:02 +01:00
Maikel de Vries
cdee3ea748
Reduce rain in Goldrush
...
Oh and yes Ringwall don't mess up the clean scripts I wrote and read the code style guidelines
2012-10-20 13:54:00 +02:00
Tobias Zwick
f22fe90484
Nachtfalter's new moon
2012-10-14 01:38:09 +02:00
Sven Eberhardt
65b09ca9e2
Skylands: Some minor tweaks
2012-10-14 01:07:32 +02:00
David Dormagen
70f7bf2b48
renamed VisualEnvironment.ocd to Ambience.ocd
2012-07-02 21:34:12 +02:00
David Dormagen
15e29fcfd8
added very simple framework for the creation of purely visual environment objects + not-implemented-zicadas
2012-06-05 22:31:58 +02:00
Charles Spurrill
e1c511311e
Clouds darken at night; variable 'blueness' of night relative to moon phase
2012-05-22 13:16:48 -07:00
Maikel de Vries
e0eca72b50
Implemented volcano
...
Still needs some work though on different areas (sounds)
2012-04-28 13:18:27 +02:00
Felix Wagner
57c0dec3f5
Earthquake sound
2012-04-12 21:49:41 +01:00
Maikel de Vries
e7f770923b
Fixed setting frequency of disasters
2012-04-12 22:15:54 +02:00
Martin Plicht
a4194c22e9
Replace 0 with nil wherever string/object/array is expected
2012-04-12 11:48:23 +02:00
Maikel de Vries
d0e2b08041
Added Meteor
...
Can be used in the same way as earthquakes via definition calls.
2012-04-11 22:41:08 +02:00
Maikel de Vries
3b84fdb582
Earthquake uses definition call in scenarios
...
Somehow I like this method, and I will use it for all disasters and maybe other environment objects as well.
Launching earthquakes is still possible via a global function though. Still needs sound...
2012-04-11 22:32:01 +02:00
Maikel de Vries
21ba812d06
Moved Vegetation from Environment to Objects
2012-04-08 20:55:03 +02:00
Maikel de Vries
32baccea4f
Clouds are created via definition calls in scenarios
...
This to get rid off NoRain.c appendtos, see scenarios for examples. Maybe we should also use this interface for other environment objects.
2012-04-03 19:13:07 +02:00
Maikel de Vries
a977aebac5
Cloud: clean up and fixed lightning strikes
...
This should in the end all depend on scenario settings, but it's okay for now I guess
2012-03-04 10:44:53 +01:00
Maikel de Vries
c3b57957c4
Coniferous tree seeds faster, this is needed in for rounds like Goldmine
...
Also some more trees and gold in goldmine.
2012-02-25 16:15:17 +01:00
Felix Wagner
0051862213
For the sake of Eclipse: fixed various var declarations
2012-02-20 12:04:59 +00:00
Felix Wagner
eb6b7be7ee
Fixed various unused vars
2012-02-20 11:58:58 +00:00
David Dormagen
833d5a6f76
SpoutBerryBush: added Place-function to be called on scenario initialization
2012-02-18 22:48:00 +01:00
Felix Wagner
a1ab572fe4
New wheat graphic from Nachtfalter
2012-02-09 01:29:50 +00:00
David Dormagen
35f0cc6c73
Sprout Berry Bushes now have darker color
2012-01-28 21:43:18 +01:00
David Dormagen
a09a2c55ad
removed unneeded mesh-file from the berry bush
2012-01-22 02:13:30 +01:00
David Dormagen
d6b90bdaa7
Sprout Berry Bush added
2012-01-22 00:20:16 +01:00
Felix Wagner
3da392888c
Moss & Lichen added, Lichen graphic needed
2011-11-05 01:49:15 +00:00
Felix Wagner
1478eaf152
Removed Log
2011-11-05 01:48:13 +00:00
Felix Wagner
cf71fb48b6
Plant library: renamed CanBeHarvested -> IsCrop
2011-10-21 21:14:51 +01:00
Felix Wagner
60f9064d8e
Removed hit sound for mushroom (was a horrible idea)
2011-10-20 00:42:28 +01:00
Felix Wagner
865b91849b
The axe can now chop trees and split them into wood (lossy)
2011-10-14 01:04:33 +01:00
Charles Spurrill
4920f8b693
Added functions to tree for axe interaction
2011-10-12 17:27:58 -07:00
Julius Michaelis
0f12b3485e
Find sounds with all extensions instead of only wav, so Sound() does no longer require .ogg extensions
...
Do not replace * with ? in sound name wildcards anymore, adjust scripts
2011-10-12 23:09:22 +02:00
Felix Wagner
ac416cfb6e
Foodstuff: bread, cooked mushroom, flour (needs graphic)
2011-10-09 01:19:58 +01:00
Felix Wagner
07ad0805a4
Eat(object) for clonk, munch sound!
2011-10-08 20:48:18 +01:00
Felix Wagner
99efb8e2ba
Wheat and seeds (dummy graphics for seeds)
2011-10-08 05:42:49 +01:00
Felix Wagner
2d2cab8227
Rework of the plants, to work with the new lib
2011-10-05 04:55:40 +01:00
Maikel de Vries
59c1aefad9
Objects: All Versions to 5,2,0,1
2011-10-01 10:54:15 +02:00
Charles Spurrill
cd7d0bf5f2
Fix star parallaxity
2011-09-30 22:29:36 -07:00
Maikel de Vries
a7763beb25
Objects: Interactables return true on Interact()
2011-09-29 23:23:06 +02:00
MimmoO
1982b89076
Adjusted Collumn to match the new Brick color
2011-09-13 20:40:06 +02:00
Maikel de Vries
257782265c
Overcast: Added columns and grass as decoration
2011-09-10 23:47:48 +02:00
Maikel de Vries
d8dbb7b41c
Objects: Moved Column from scenarios to Objects.ocd
2011-09-10 21:58:47 +02:00
Maikel de Vries
6b62bacecd
Objects: Fixed moving bricks with zero Speed
...
calling some functions with nil would result in zero action Speed.
2011-09-07 02:14:23 +02:00
Maikel de Vries
77dc931c87
Molten Monarch: Use moving brick from Objects.ocd
2011-09-06 17:06:29 +02:00
Maikel de Vries
7f6006fe83
Objects: Moved MovingBrick from Overcast to objects.ocd
2011-09-05 17:06:02 +02:00
Maikel de Vries
dd0ea8d674
Scenarios: Fixed Ruins and Hideout
2011-09-03 13:55:47 +02:00
Maikel de Vries
8cd1eb6405
Scenarios: Fixed Scorched Garden and Frozen Fortress
2011-09-03 13:06:15 +02:00