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
Maikel de Vries
7b4fe4452f
killtracing: more tests and more precise test descriptions
2016-01-05 18:19:49 +01:00
Maikel de Vries
af4819aa81
killtracing: add additional tests
2016-01-03 20:18:06 +01:00
Maikel de Vries
471470f1fb
killtracing: more tests
2016-01-03 14:39:24 +01:00
Maikel de Vries
d6a16f7ff1
killtracing: more tests and overview table
2016-01-03 13:30:11 +01:00
Maikel de Vries
5ba7519b79
killtracing: add test scenario
2016-01-03 09:57:06 +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The TexMap.txt was outdated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It contained an outdated TexMap.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
Günther Brammer
00a4c6c428
Replace BorderBound DefCore value with BorderBound object property
2016-01-01 22:18:41 +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
Maikel de Vries
42cf57afb6
improve drawing speed of ropebridge (and further clean up)
2015-12-26 15:57:30 +01:00
Maikel de Vries
5ffc97f2f0
rope bridge clean up and cleaner way to create a bridge
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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
e4b1fe94ca
clean up grapple bow scripts
2015-12-25 16:11:17 +01:00
Maikel de Vries
dea3b7f1c3
fix invertion of clonk on top ladder elements ( #775 )
2015-12-17 19:40:15 +01:00
Maikel de Vries
281733a689
remove Snore.wav from SkeletonAppend test
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Not used, no license and it is a test for something unrelated...
2015-12-16 17:41:34 +01:00
David Dormagen
dcfb986e34
moved sounds into subfolders
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This completes http://forum.openclonk.org/topic_show.pl?tid=3215
2015-12-13 22:14:55 +01:00
Maikel de Vries
6065571742
fix rope particles on ladder and clean up rope related scripts
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The ladder only had one of the ropes drawn and the clean up resulted in some small speed up for the rope related objects. See also (#1143 ).
2015-12-11 23:32:33 +01:00
Maikel de Vries
fb5a910d0c
add test scenario for rope and related objects
2015-12-08 16:26:21 +01:00
Maikel de Vries
7a8de4fc55
fix power loss bug when producer moves out of base area ( #1447 )
2015-11-28 18:05:17 +01:00
Maikel de Vries
d5ac4e338f
power system test: move producer outside of energy range
2015-11-26 23:18:20 +01:00
Maikel de Vries
b1228bea2f
additional power system test for bug #1447
2015-11-22 11:34:24 +01:00
David Dormagen
08c51288ad
added smaller variation of the piranha (new Piranha texture by Matthi)
2015-10-22 10:57:14 +02:00
Maikel de Vries
e2c5158275
rename S2AI to AI
...
This in preparation for a more general AI (in the far future).
2015-10-14 20:44:38 +02:00
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
e39dab3d68
Revert accidental extra changes done in 675db52e38
.
2015-10-09 14:52:47 -04:00
Sven Eberhardt
675db52e38
Texture shape coverage fix and mape build fix.
2015-10-09 14:49:31 -04:00
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
David Dormagen
910aa4efaa
squid: updated behavior & added angry squid
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The default squid is still friendly (with a new texture now). Setting friendly=false during Place()ment creates red, angry squids.
Being in an ink blot drains a Clonk's breath faster now (because of the panic and increased heart-rate of course).
The friendly squid texture was created by Matthi as well.
2015-10-02 18:34:48 +02:00
Randrian45
8076075c5b
added firefly and test scenario for it
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squashed:
adjusted fireflies to style guidelines
* fireflys emmit light
+ added firefly and test scenario for it
2015-10-01 18:40:14 +02:00
David Dormagen
a8943f88d5
added squid
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Model and texture by Matthi.
2015-09-30 18:31:44 +02:00
Maikel de Vries
881f2f817e
fixed using two grapple bows
2015-09-05 16:16:38 +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
Maikel de Vries
a63e8f4955
improve the AI testing scenario
2015-08-19 08:11:43 +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
David Dormagen
d5f4805f18
fixed desync
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The desync was caused by PropList->GetProperties returning the properties in an arbitrary order. They are now sorted first.
The debug logs are left in place, because I assume that I will need them again and they prove to be helpful.
2015-08-02 19:12:09 +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
Mark
02fd798631
Colored lights
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The color of object lights can now be changed. This includes the following changes:
- added light test scenario, based on DarkCastle, with some lights,
- new functions SetLightColor() and GetLightColor() with C4Script documentation,
- third drawing pass for rendering the light color, the drawing passes are now referenced by enum,
- the blending of light from multiple colored light sources works correctly with alpha blending,
- light color value affects the intensity of the light,
- alpha blending of the light depends on color value and lightness. This means that brighter (= more value) and lighter (= more whiteish) light will be preferred in blending over other lights,
- the object light color is rendered to the lower half of the fow light texture now,
- the shader accesses the brightness/direction information and color information correctly,
The patch was created from the following commits:
dab898a SetLightColor()
f57286e Color texture experiment
d0702f5 Dynamic color
fa14cdf Light test scenario
f99203d Alternate lights
474bade Bugfixes
3113698 Brightness handled better
516fb21 GetLightColor
1d91ec9 Improvements
3cfbf6c Documentation
95ec185 Improvements: Light Shader
a63bffc Scope of alpha
20c7ca0 Improvement: C4FoWLight
17d9123 Undo code style
d79411b Cleaner code
(cherry picked from commit 36dec610e36860b88417e91ce727250673bc2ec2)
Conflicts:
src/landscape/fow/C4FoWRegion.cpp, merged
2015-06-28 21:28:40 +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
5b12d6c240
deactivate power producers correctly on over production
2015-03-09 21:50:19 +01:00
Maikel de Vries
ca04f00a58
add test for underproduction of power
2015-03-09 18:55:18 +01:00
Maikel de Vries
0ed8c2faa5
fix pumping downwards after source emptyness
2015-03-05 20:40:10 +01:00
Maikel de Vries
de8ee9d840
fix flag removal effect on power network
2015-02-11 22:42:35 +01:00
Maikel de Vries
cba73bafca
implement flag ownership and network change on team switch and hostility change
2015-02-11 00:02:45 +01:00
Maikel de Vries
e47a08aaf7
clean up more flag related libraries
2015-02-08 15:28:13 +01:00
Maikel de Vries
38e0e0d299
add a test for testing power system performance
2015-02-07 18:17:49 +01:00
Maikel de Vries
b59141f905
remove debug logging from power library
2015-02-04 15:56:02 +01:00
Maikel de Vries
a5155f6d88
fixed no power need rule
2015-02-04 12:40:29 +01:00
Maikel de Vries
750945ee1c
add a test for player elimination effects on power network
2015-02-04 10:35:16 +01:00
Maikel de Vries
aea2c7f9d2
fix title for explode container test
2015-02-04 10:35:16 +01:00
Maikel de Vries
5eef390b44
power priorities are updated before network balancing
2015-02-04 10:35:15 +01:00
Maikel de Vries
17c4049563
separate library for power storage
2015-02-04 10:35:15 +01:00
Maikel de Vries
c0ff94eb75
normalize power values to multiples of ten
...
This makes it easier for internal calculations and that value of 10 now represents a single light bulb. It is advisable to only use multiples of 10 for production and consumption values.
2015-02-04 10:35:15 +01:00
Maikel de Vries
e7fa8621e2
fix power consumption of elevator
2015-02-04 10:35:15 +01:00
Maikel de Vries
c5e36d8f1f
fixed object placement in power test after rebase
2015-02-04 10:35:15 +01:00
Maikel de Vries
9d0e079d7d
power library local variables in a single proplist
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This prevents clashes, all libraries could use a single proplist named lib_*
2015-02-04 10:35:15 +01:00
Maikel de Vries
2c317888ca
wind mill is only power producer for itself
2015-02-04 10:35:15 +01:00
Maikel de Vries
86a7728650
add new power test for power producing pumps
2015-02-04 10:35:15 +01:00
Maikel de Vries
eec38a9f17
reimplement power network handling by the flag library
2015-02-04 10:35:14 +01:00
Maikel de Vries
ac5f9dbce7
correctly implement handling of steady power producers
2015-02-04 10:35:14 +01:00
Maikel de Vries
2d00588dff
new power system (work in progress)
2015-02-04 10:35:14 +01:00
David Dormagen
4c69e19219
custom guis: correctly respect margins in grid layout and vertical layout
2015-01-20 20:44:13 +01:00
Sven Eberhardt
3286095755
AI can use grenade launcher.
2015-01-18 19:13:10 +01:00
Maikel de Vries
8b5a1f7e18
fix AI test scenario
2015-01-18 12:47:00 +01:00
David Dormagen
bd04722553
Merge branch 'master' into Controls
...
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
Maikel de Vries
75cb5ce800
more tests for exploding containers
2015-01-15 18:31:23 +01:00
Maikel de Vries
a0faaf9082
add Test scenario for explosions in containers
2015-01-15 17:46:54 +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
Mark
10b343dba9
Append and include skeletons ( #1180 )
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Appending and including skeletons works now. Documentation updated.
Skins such as appendto.Clonk.Farmer.skeleton are handled as if the skin name were not included: appendto.Clonk.skeleton
This also changes a bit the structure of how meshes are reloaded in general,
in particular mesh materials are only reloaded once and not once per
C4DefGraphics instance. (Fix crash on reload with included skeletons, cherry picked from commit 2f69aa4850ab7a4b621e5f30cbc537d40f32c0df)
Fix linking of C4Script standalone tool (cherry picked from commit b03a332b73463b378c94e4e92b66d45b923b3b9c)
2015-01-06 18:25:08 +01:00
David Dormagen
f89b8c8319
Merge branch 'master' into Controls
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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
2d1647ea77
improved prioritizing of power consumers
2014-12-19 21:47:08 +01:00
Maikel de Vries
22dfab63aa
clean up scripts of power library
2014-12-19 14:56:01 +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
d72338f167
add test scenario for power system
2014-10-18 15:41:49 +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
David Dormagen
6a875a1b29
CustomGuis: renamed several script functions to be more consistent; removed Gui_AddMargin as it is obsolete
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All calls that reference an existing Gui window now start with "GuiUpdate" (exception: GuiClose). All other functions are always to be called DURING menu creation and layouting.
The "Margin" property replaces Gui_AddMargin.
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/CustomGuiOpen/GuiOpen/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/CustomGuiClose/GuiClose/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/CustomGuiSetTag/GuiUpdateTag/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/CustomGuiUpdate/GuiUpdate/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/Gui_AddCloseButton/GuiAddCloseButton/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/Gui_UpdateText/GuiUpdateText/g'
find . -type f -name "*.c" -print0 | xargs -0 sed -i 's/Gui_AddSubwindow/GuiAddSubwindow/g'
2014-10-11 11:51:26 +02:00
David Dormagen
049088be78
CustomGUIs: major rework of layouting & controls; better integration of C4GUI
2014-10-11 11:29:02 +02:00
Armin Burgmeier
af6163b797
Add test scenario for many lava PXS and smoke particles
2014-10-08 18:33:46 -04:00
Sven Eberhardt
d4eb45f6b2
Set titles for a few scenarios in Tests.ocf.
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So you can distinguish between them in the startup menu.
2014-10-03 21:58:33 +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
Sven Eberhardt
3308503381
Improve parameter test scenario
2014-09-26 22:11:11 +02:00
Sven Eberhardt
abab7be591
Added scenario achievements displayed as small symbols beside the scenario name in the startup selection screen.
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They can be used e.g. to show that you have finished a scenario on different difficulty levels.
2014-09-24 23:08:40 +02:00
Sven Eberhardt
378bda5546
Added custom scenario parameters (SCENPAR_*).
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Can currently only be set in network games in the lobby. In the future, maybe we can find a place somewhere in the scenario selection dialogue.
2014-09-23 23:02:52 +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
220617655b
Merge branch 'underwater'
2014-07-10 23:13:55 +02:00
David Dormagen
75e776cb04
custom GUIs: added "Margin" property
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The property can be used to give GUI windows a margin. Either the same margin in all directions (Margin = "1em") or different margins (Margin = ["1em", "2em", "10$", "0.5em"] - [left, top, right, bottom]).
2014-02-26 22:37:12 +01:00
David Dormagen
4346da8e4e
custom GUIs: replace position properties X/Y/Wdt/Hgt with Left/Right/Top/Bottom that take strings instead of arrays, also change absolute unit from pixels to em
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Before you'd define the X coordinate of the top-left corner of a window with X = [500, -40], now you do Left = "50%-4em". The em values currently do not scale with font-size yet, but it is important to do the formal change as early as possible to not have to do all work twice. Scaling of font and thus menus can be implemented later.
2014-02-17 15:46:36 +01:00
David Dormagen
fa4638d6c0
custom GUIs: change order of arguments of GuiAction_SetTag from (target, id, tag) to (tag, id, target)
2014-02-16 17:18:34 +01:00
David Dormagen
a0a76c051d
custom GUI: removed "CreateCustomMenu" which was only a wrapper for "CreateObject" - use "CreateObject" now
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This should reduce the confusion about why the function behaves so differently from Gui_Open: the style objects only provide an interface for those easy GUIs, they are not really part of the GUI system.
2014-02-15 18:59:33 +01:00
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
David Dormagen
5fa7c54842
MenuTest scenario: minor visual tweaks
2014-02-15 14:40:51 +01:00
David Dormagen
410a0ff5cb
made the user-data parameter of a GUI_Call-action-callback the first (before player number, menuID etc.) to be more intuitive
2014-02-15 14:39:56 +01:00
David Dormagen
a10c9316ef
renamed DynamicParticles* to Particles* and CreateParticleEx to CreateParticle
2013-12-17 22:32:01 +01:00
Tobias Zwick
a54eed6b9b
add name to One Million Particles so it can be found from ingame gui
2013-12-05 10:39:45 +07:00
David Dormagen
3c34857c0f
added particle test scenario that spawns a million particles (and heavy effects afterwards)
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The honorable goal of the particle system should be that this scenario always runs fluently. Even though optimizing the drawing will not be possible after a certain point, the particle system should scale down the drawing automatically to allow for a fluent game.
2013-12-01 23:50:54 +01:00
Sven Eberhardt
af52ef8dca
GrappleBow test: Sandbox scenario for using the grapple bow on various landscape shapes.
2013-09-08 13:00:37 +02:00
David Dormagen
7b0e614564
added (first) Coral
2013-07-11 21:11:55 +02:00
David Dormagen
d5fbb5f17d
the water in the underwater-testscenario does not freeze anymore, killing all the fishes gruesomely
2013-07-07 15:53:28 +02:00
David Dormagen
fde942790e
added Fish, Piranha, Testscenario and FuzzyLogic library
2013-07-02 21:33:57 +02:00
David Dormagen
337126fcb9
renamed MenuWindow to GuiWindow
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added HP-Bar-test to MenuTest.ocs
bugfix
2013-05-09 13:28:45 +02:00
David Dormagen
dd851fbea2
Merge branch 'master' into Menus
2013-04-28 17:07:56 +02:00
David Dormagen
792ea0809c
draw Decoration border outside of window rectangle (this is probably what the user would expect)
2013-04-28 17:03:32 +02:00
Sven Eberhardt
24264a04e1
Tests: Pumps
2013-04-28 14:03:24 +02:00
David Dormagen
9ad9a67939
Merge branch 'master' into Menus
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Conflicts:
src/script/C4StringTable.cpp
src/script/C4StringTable.h
2013-04-07 23:02:36 +02:00
David Dormagen
1c05f22d41
added OnClose callback
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more tests
minor fixes
2013-04-07 22:52:45 +02:00
David Dormagen
c2ba7e65d7
improved menu functionality; added test scenario and helper objects
2013-04-04 18:36:27 +02:00
Sven Eberhardt
5101147b5f
Test scenario: Local defs only
2013-03-19 19:29:50 +01:00
Günther Brammer
1cf1be1c6d
Hold a reference to the temporary proplist used in case of script errors
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The parser does not know whether the constant proplist it is about to fill
is missing because it was overwritten by a later local/constant, or because
the preparser was interrupted by a script error and didn't store its
proplist. Thus, the parser cannot simply give up at that point, and in
order to keep things simple it creates a throwaway proplist. This proplist
was thrown away too soon, though.
Thanks to Zapper for the testcase.
2013-02-12 01:11:31 +01:00
Sven Eberhardt
0b5e5cd020
AI test scenario
2013-01-27 17:21:30 +01:00
Günther Brammer
ce87faaf9e
Fix #including a definition that has local variables with proplists
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The missing break meant that the freshly created copy of the proplist would
get overwritten by the original, which was thankfully caught and announced
with "internal error: constant proplist has the wrong parent".
Thanks to Zapper for the testcase.
2013-01-18 01:45:06 +01:00
Günther Brammer
0f48d92036
Move Minimal.ocs back to Tests.ocf
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Minimal.ocs is not at all experimental. It has two uses: Testing aspects of
the game that do not depend on the scenario in a clean environment, and
checking that the default scenario settings still work.
2012-12-02 17:48:34 +01:00
Maikel de Vries
9489759d3a
Renamed Tests.ocf to Experimental.ocf
...
This scenario folder is now intended more towards scenario testing purposes rather than containing random development stuff.
Both Experimental.ocd and Experimental.ocf should never be included in releases.
2012-12-02 16:55:53 +01:00
Maikel de Vries
365c6e94c6
Moved Experimental.ocd out of Tests.ocs to planet
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This is necessary such that these objects are not automatically loaded for scenarios inside Tests.ocs
2012-12-02 16:42:37 +01:00
Maikel de Vries
db9093c2d5
Renamed Lines.ocs to Playground.ocs
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This is supposed to be a scenario where the player has access to all objects and can try them to his liking.
2012-12-02 16:39:17 +01:00
Maikel de Vries
016c616d1e
Fixed a script error in Lines.ocs
2012-12-02 16:21:17 +01:00
Maikel de Vries
6a0e920879
Removed Settlement.ocs from Tests.ocf
...
And again, this is nowhere near releasing.
2012-12-02 16:20:52 +01:00
Maikel de Vries
529aef6941
Removed Materials.ocs from Tests.ocf
...
What was this even used for? I think a single material can be tested locally.
2012-12-02 16:13:19 +01:00
Maikel de Vries
50eabaf952
Removed MeleeMoutain.ocs from Tests.ocf
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This scenario is not release material currently and has not been maintained in a long time.
2012-12-02 16:13:19 +01:00
Maikel de Vries
3224f4bf85
Removed MossTest.ocs from Tests.ocf and moved Moss.ocd to Experimental.ocd
2012-11-27 23:24:42 +01:00
Maikel de Vries
ed30e35c30
Removed GrappleRace.ocs from Tests.ocf
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Not maintained, nor near releasable.
2012-11-27 23:19:31 +01:00
Maikel de Vries
65acfd0867
Removed AirRace.ocs from Tests.ocf
...
Not maintained anymore and not close to publishing.
2012-11-27 20:24:26 +01:00
Maikel de Vries
e14680de87
Removed PoT.ocs from Tests.ocf
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This scenario is not used any more and outdated.
2012-11-27 20:21:38 +01:00
Maikel de Vries
6b53e21ea8
Removed Pyramid.ocs from Tests.ocf
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This scenario is not maintained and outdated.
2012-11-27 20:20:15 +01:00
Sven Eberhardt
8fcd8e9fac
Stormy Skylands: Added some missing files
2012-11-27 20:03:59 +01:00
Sven Eberhardt
555caffabd
Stormy times in Skylands!
2012-11-26 23:15:26 +01:00
Charles Spurrill
3bc2b3474a
Added Hatch.ocd to Tests
2012-11-15 15:20:13 +01:00
Tobias Zwick
c57fa4f013
adapt cycle speed to new meaning
2012-10-30 00:08:01 +01:00
Felix Wagner
20b704ffe1
Removed lift tower copy from Experimental.ocd
2012-10-21 16:23:43 +02:00
Felix Wagner
7a1a63a40d
LiftTower changed to Touchable = 2; ( #748 )
2012-10-21 15:41:47 +02:00
Sven Eberhardt
65b09ca9e2
Skylands: Some minor tweaks
2012-10-14 01:07:32 +02:00
Sven Eberhardt
3ee51eaf8e
Skylands: Fixed LiftTower (for now....)
2012-10-14 00:00:09 +02:00
Maikel de Vries
67589cf86a
Refactor scenarios: Others
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blabla hg
2012-10-09 21:05:50 +02:00
Günther Brammer
2510734ad3
Script: Damage callback changed to Damage(Change, Cause, CausedByPlr)
2012-05-06 14:45:35 +02:00
Maikel de Vries
c567e6c9a4
Fixed some errors in Tests.ocf
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CableLorries.ocs remains for the diehard.
2012-05-05 19:50:51 +02:00
Maikel de Vries
6fcc0f6d2e
Removed TimerCall in favour of AddTimer script implementation
2012-05-05 12:09:44 +02:00
Maikel de Vries
4a56f8d7c1
Replaced defcore values related to fire with properties
2012-04-28 16:17:38 +02:00
David Dormagen
6517b230e6
added NoPowerNeed rule, made requesting 0 power possible
2012-04-15 17:02:47 +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
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
32baccea4f
Clouds are created via definition calls in scenarios
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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
Armin Burgmeier
9d94b1da6e
For scaled sprite graphics, don't interpret Picture coordinates as scaled
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Otherwise an object with a scale of 5 and a picture of 64x64 (such as the
Metal and the GoldBar objects) cannot properly set the picture rectangle.
2012-02-25 17:35:24 +01:00
Felix Wagner
b61a44d7fa
last fixes to make Eclipse happy
2012-02-20 12:27:14 +00:00
Felix Wagner
eb6b7be7ee
Fixed various unused vars
2012-02-20 11:58:58 +00:00
Felix Wagner
67efb5c7e1
Fixed undefined field [Physicals]
2012-02-20 11:29:01 +00:00
Felix Wagner
1c4deede8c
Fixed Code never reached warnings
2012-02-20 11:25:43 +00:00
Maikel de Vries
4d1b10a23a
Removed Cable reel and power line
2012-02-19 00:45:10 +01:00
Felix Wagner
3211605f40
Tweaks for the lift tower.
2012-02-08 01:28:22 +00:00
Felix Wagner
0aefa9cdb0
bugfix
2012-01-17 22:39:10 +00:00
Felix Wagner
cc37156db7
+ Library_ElevatorControl, for all vehicle to be snatched by the elevator case
2012-01-11 02:02:59 +00:00
Felix Wagner
2078e47558
Elevator in cable lorries, testing purpose
2012-01-10 16:50:16 +00:00
Felix Wagner
3f85fac869
Old changes to the lift tower, I played around trying to make it work (still not satisfying)
2011-12-29 16:53:36 +00:00
Maikel de Vries
93481ed972
Remove Library_ItemContainer in favour of content menu (open with E)
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It should work sufficiently well to use this from now on, for the next release it still needs some work though.
2011-12-28 19:25:00 +01:00
Maikel de Vries
4f6ee17884
Objects: Weapons are armory products
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Also boolean functions should return booleans
2011-10-14 00:03:55 +02:00
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
5762344f0b
Lift Tower, very experimental. Pulls C4D_Vehicle with a rope but rope fails(?)
2011-10-10 01:46:13 +01:00
Felix Wagner
ac416cfb6e
Foodstuff: bread, cooked mushroom, flour (needs graphic)
2011-10-09 01:19:58 +01:00
Günther Brammer
9bfd8097ae
Minimal.ocs can rely on Definition1 default
2011-06-07 01:13:35 +02:00
Maikel de Vries
59c1aefad9
Objects: All Versions to 5,2,0,1
2011-10-01 10:54:15 +02:00
Felix Wagner
72ee751a20
Just some minor edits, nothing specially important. Want to clean up my repos
2011-09-17 13:50:03 +01:00
Maikel de Vries
fe8e2cdfe2
Materials: Brick uses Smoother Shape, adapted scenarios accordingly.
...
This implies removing a lot of brickedges. Still BrickSoft needs to be moved between liquids and earth in the TexMap for best convenience.
2011-09-07 16:19:19 +02:00
Maikel de Vries
ca1fc50b52
Engine: MapZoom defaults to 8
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This goes better with 512x512 textures(brick), we still need to adapt some scenarios. In the future we should release only scenarios with MapZoom = 8
2011-09-02 14:35:43 +02:00
Felix Wagner
550409166d
Backed out everything concerning Railways from Objects.ocd
2011-08-31 01:24:57 +02:00
Tobias Zwick
5a2096a393
replaced some textures
2011-08-28 23:19:03 +02:00
Tobias Zwick
480ff384f8
refactored most effects to use meaningful names for their variables
2011-07-31 17:59:51 +02:00
Tobias Zwick
24f2b12c79
crlf
2011-07-26 00:38:44 +02:00
Tobias Zwick
9089694052
power of two test scenario
2011-07-26 00:37:19 +02:00
Richard Gerum
2a0ddd34f9
added graphic rotation during scaling and animation for scaling top corners
2011-07-20 17:09:41 +02:00
Sven Eberhardt
90240f21ae
Test scenario for shape texture
2011-07-17 13:17:13 +02:00
David Dormagen
53e743b4d0
first version of flagpole and flag-libraries added
2011-06-18 15:22:34 +02:00
Richard Gerum
c9039a4655
added some deco (see lines.ocf for test)
2011-06-17 12:37:44 +02:00
Richard Gerum
2f68cc6e64
ropebridge planks can fall out on explosion (or it the bridge is set to fragile)
2011-06-13 15:33:32 +02:00
Richard Gerum
501ab13b11
the front line of the ropebridge is now foreground
2011-06-13 11:00:32 +02:00
Richard Gerum
4aeed96f89
added ropebridge
2011-06-12 13:29:15 +02:00
Charles Spurrill
7b7c1f5e89
Removed Clonk50.ocs, removed that damn wolf, and cleanup in tests
2011-05-31 09:36:58 -07:00
MimmoO
ea6c0944d9
Improved Moss: can be harvested with sword.
2011-05-24 21:32:13 +02:00
MimmoO
1a436f3248
MIMMO_MOSS_FAIL
2011-05-24 19:08:46 +02:00
MimmoO
53cf29ce5e
Added test scenario for Moss
2011-05-24 17:55:43 +02:00
Maikel de Vries
cbbee52179
Objects: Fixed a few warnings
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Removed some MaxUserSelects and another superfluous function parameter.
2011-05-13 12:45:26 +02:00
Maikel de Vries
7fe24131c7
Objects: Cable network producers now request other producers for objects
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Foundry does not produce automatically anymore.
2011-04-22 16:48:35 +02:00
Maikel de Vries
09cc74e91c
CableLorries: Changed scenario to provide for a good test environment
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Should be extended in the future whenever production lines and buildings become available.
2011-04-17 13:58:50 +02:00
Günther Brammer
426f8b0816
Add a Test scenario demonstrating the engine defaults
2011-04-14 16:23:26 +02:00
Maikel de Vries
d515df6055
Objects: Some fixes to cable network
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Removed some erroring code from the libraries.
2011-04-11 18:08:57 +02:00
Maikel de Vries
5da93528c6
Objects: Introduced delivery system for the cable network
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Based on the concept of automatic production in buildings, and the current network capacities. Cable cars receive requests from producers and try to fulfill these request by transporting objects in the network.
2011-04-07 16:04:29 +02:00
Felix Wagner
b425cf71da
Reworked the pathfinding data assembly, various name changings in the variables
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I did not made some benchmarks...old system still exists
Removing of cables missing but working on that
2011-04-11 13:43:46 +02:00
Felix Wagner
f45799fd16
Removed some crossing specific code from the lib, more shifting to come
2011-04-05 17:56:53 +02:00
Felix Wagner
8e92f1904c
Cables break on bending and when reaching max range (200 pixels so far), presumably unoptimised stuff
2011-03-30 01:37:13 +02:00
Maikel de Vries
b1c7096132
Objects: Code from crossing to library_cablestation
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This is only the movement, many implementation details are still missing in the library.
2011-03-29 18:51:30 +02:00
Maikel de Vries
7474031691
Objects: Moved cable car library from tests to libraries
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Needed to create cable station library.
2011-03-29 18:48:14 +02:00
Maikel de Vries
84411c3106
Tests.ocf: Moved scenario local objects to Experimental.ocd
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This to assure that general purpose objects can be tested throughout different scenarios and in combination with different objects.
2011-03-23 15:16:52 +01:00
Felix Wagner
a36470c558
You can now manually engage the lorry to the cable, grab the lorry, push it to a station, interact while grabbing
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You can then select a destination, select with left/right, start with leftclick/space, cancel with rightclick
2011-03-23 03:09:09 +01:00
Felix Wagner
c8bc3f8621
Fixed station overlay, now working
2011-03-21 21:38:10 +01:00
Felix Wagner
64f1f88b8d
Code cleaning, sourced the lorry stuff out into its own library, comments added
2011-03-21 18:49:49 +01:00
Armin Burgmeier
675c077ed2
Change .c4d extension to .ocd
2011-03-13 16:55:00 +01:00
Armin Burgmeier
eaf62f71f9
Change .c4f extension to .ocf
2011-03-13 16:38:33 +01:00