Commit Graph

219 Commits (4e7b396d319956dd3d4e19e04165275da94ba92d)

Author SHA1 Message Date
Sven Eberhardt 61b75f002f Add extra clonk skins to skin selection menu in editor props 2016-08-27 19:04:50 -04:00
Maikel de Vries e18cee3a46 turn musket into blunderbuss
The musket was not a very popular and useful weapon, being inferior to the bow. It now shoots 5 weaker bullets in one shot with less damage per bullet, this might require some further testing and fine-tuning. Also the weaker bullets mean that they can be used in a gatling-gun (WIP) and in the airplane as well.
2016-08-22 16:32:48 +02:00
Maikel de Vries 192ccc0203 prevent hitting self with reverse throw (#1759) 2016-08-15 19:20:08 +02:00
Sven Eberhardt bce903ee04 Merge branch 'master' into qteditor
Conflicts:
	planet/Objects.ocd/Items.ocd/Tools.ocd/Dynamite.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Animal.ocd/CreatureControl.ocd/DefCore.txt
2016-08-13 23:42:59 -04:00
Clonkonaut 825c0653e5 Added a slight helper for corner scaling when just pressing up (#1770, #1630).
The problem occurred as soon as the clonk's leg vertices passed the edge. It seems the engine does not really align the bottom vertex to the material. However, the bottom vertex does have CNAT_Bottom & _Left & _Right, in theory it should be properly attached. Maybe this is a little bit broken engine-wise or maybe assigning both left and right to a vertex isn't supported?
Because the lower vertex (foot vertex) isn't attached, the clonk falls down onto its leg vertex and gets stuck in an endless loop of Scale, Jump, Walk, Scale, ...
When pressing left/right, this is no problem as the clonk will be pushed towards the edge when walking and soon touch it with its foot vertex (I assume at this point regular engine behaviour kicks in).

I added a little helper in the scale effect that sets COMD_UpLeft / UpRight whenever this situation is detected and only Up is pressed. 2 frames (1 is not enough) after the effect ended, the ComDir will reset to COMD_Up. It is then possible to climb an edge and stand still on top of it.

Maybe not a perfect solution (a perfect solution would probably be to fix attachment in the engine but I couldn't pinpoint the exact problem) but it works for now.
2016-08-10 01:19:11 +02:00
Lukas Werling f3b2ff1295 Merge branch 'gamepad-controls' 2016-08-07 18:10:24 +02:00
Sven Eberhardt 5db45c0f47 Merge branch 'master' into qteditor 2016-08-06 21:45:19 -04:00
Clonkonaut cb8086cff7 Try to space out two items on the back better.
Mainly concerns scaling / hangling and it isn't perfect but better than before.
2016-08-07 03:04:04 +02:00
Sven Eberhardt 3eb106dd85 Add SetMaxEnergy function to clonk 2016-08-04 19:14:39 -04:00
Clonkonaut 70b124c9d4 Added carry mode CARRY_Sword. Similar to CARRY_Belt but attached to a bone which doesn't move while running. 2016-08-05 01:08:03 +02:00
Clonkonaut 4bd48242cf Fixed CarrySpear animation.
I deserialised the skeleton file and removed some bone positions that I guess were wrongfully included because they concerned the left (non-carrying) arm. I think I didn't break anything but if so, this patch is to be reverted.
2016-08-04 16:18:26 +02:00
Clonkonaut 74636c11a6 Added CARRY_Belt as a new carrying method for items. 2016-08-04 15:56:44 +02:00
Sven Eberhardt 729489e40d Add user action: Set clonk inventory size 2016-08-03 23:50:35 -04:00
Sven Eberhardt 28d2172b78 Qt Editor: Move editor props from EditorProp_* to an EditorProp proplist 2016-07-13 17:18:08 -04:00
Sven Eberhardt 36685a3119 Add HideInCreator=true to internal/helper/library definitions 2016-07-10 22:06:48 -04:00
Sven Eberhardt a7aa89f168 Merge branch 'master' into qteditor
Conflicts:
	planet/Objects.ocd/Structures.ocd/StoneDoor.ocd/SpinWheel.ocd/Script.c
	src/platform/C4WindowSDL.cpp
	src/script/C4AulParse.cpp
	src/script/C4Effect.cpp
2016-06-20 22:27:03 -04:00
Clonkonaut 3637e1f072 Fix the clonk sometimes stuck in infinite jump animation when actually scaling with one vertex. 2016-06-18 19:47:39 +02:00
Sven Eberhardt 6aa926bffa Add Clonk EditorProp to set skin 2016-06-18 10:46:19 -04:00
Sven Eberhardt af3e3bb6c8 Add EditorProps for EnemyAI effect
Also remove old object-based editor controls.
2016-06-18 10:45:06 -04:00
Nicolas Hake 8e18a3fc96 Change (int)0 to nil where deprecated 2016-05-13 17:13:34 +02:00
Mark 733d5ccca8 Surrounding: ContentsCount() works with ID now 2016-04-07 17:32:34 +02:00
Mark dd7bf3e89e Merge remote-tracking branch 'origin/master' into liquid_container
Conflicts will be merged in the next commit:
	planet/Objects.ocd/Items.ocd/Tools.ocd/Pipe.ocd/PipeLine.ocd/Script.c
	planet/Objects.ocd/Items.ocd/Tools.ocd/Pipe.ocd/Script.c
2016-03-25 17:15:39 +01:00
Lukas Werling a52da814fa Play short rumble when a Clonk gets hurt 2016-03-22 20:19:08 +01:00
Mark ac8d40418c Refactoring: Stackable: Renamed TryPutInto() to MergeWithStacksIn()
The previous name suggested that the object actually gets put into another object. In fact it merges the stack count with other stacks, and it does not only try to (and reverts the state if it fails), but it actually changes other objects even if the function returns false.
2016-03-16 18:19:55 +01:00
David Dormagen c6dd261d05 Surrounding helper: added ContentsCount overload
..which is a pre-requisite to showing the current / max. contents count in the interaction menu.
2016-03-03 10:46:11 +01:00
Maikel de Vries 9266157a1e clonk: don't play doubt sound when exit command fails 2016-02-19 22:13:09 +01:00
Maikel de Vries 978b236596 clean up shovel script 2016-02-07 10:24:36 +01:00
Sven Eberhardt 1bb78ecd4f Remove some unnecessery animation weights.
These overwrite the animations in their slots while there are no other references to existing animations in the slot.
2016-01-28 23:47:53 -05:00
Sven Eberhardt 38dad0dd9d Prevent jump action during crew creation to avoid command failure sounds in intro sequences with contained clonks. 2016-01-17 23:01:57 -05:00
Sven Eberhardt af5d9903bd Fix Pyrit falling out of plane in some mission sequences. 2016-01-17 22:01:03 -05:00
Sven Eberhardt 729712fa2f Allow use of bucket, pickaxe, bow, club, grenade launcher, javelin and musket during scale/hangle.
Temporarily disables scale/hangle during usage of these items.
2016-01-17 14:31:51 -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 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
Sven Eberhardt 77180efbdd Move dead clonks from interaction tabs to simple boxes in surrounding #1581 2016-01-11 18:19:01 -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
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
Günther Brammer 9911a894df Fix FxRollingTimer parameter type for effect from int to effect 2016-01-03 00:22:36 +01:00
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
David Dormagen d7b2ef9f75 prevent clonk idle animation when in dialogs and reduced frequency of idle sound (#1506)
This doesn't work for intros, though, because they use simple messages. We should unify the systems to only have one dialogue system that uses new-style-menus and implement required features in those menus..
2015-12-20 19:17:34 +01:00
David Dormagen ce0f1498a8 Clonk vocals: use GetSoundSkinName instead of skin_name when checking for available sounds
Previously, PlaySoundShock was defective with the "Adventurer" skin.
2015-12-20 19:17:33 +01:00
David Dormagen 7f4f5fee58 added new vocals for three skins (by ala)
They are played e.g. when being hit by stuff, catching fire, killing teammates, idling, trying to put a shovel into the pump, and much more!
2015-12-16 23:01:29 +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
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 7a0b170075 interaction menu: made menu-rejection errors a callback
Objects that prevent interaction just in some situations (hostility, dead Clonks, ..) should always be shown in the interaction menu (because otherwise players might suspect bugs) and TELL the player WHY they want no interaction.
For that, they might need to specify own error messages.

Known issues:
* The "OnOpen" callback is done even if interaction is disallowed, however just simply removing the callback might not be sufficient, because we might get a callback disbalance if objects change their attitude while the menu is opened and the menu is closed again.
* Some objects (which should) do not include the Library_Ownable. However, we have no base melees atm and since this might introduce new errors, postpone it to 8.0.
2015-12-06 21:28:03 +01:00
David Dormagen c02cce2c0c interaction menu: allow transfer of items only into IsContainer (#1484) 2015-12-06 16:55:48 +01:00
David Dormagen 0fc114c075 prevent rolling against movement direction
Previously, you would roll on landing when you had a movement key pressed. However, you would roll into your current direction even if you had the opposite movement key held down. This was one of the remaining possibilities of rolling into the void and being frustrated afterwards because the controls sucked.
2015-11-22 11:13:18 +01:00