Commit Graph

3394 Commits (569e0d0cb322a0930d09b9d3b6eaaf2d0fef5d2a)

Author SHA1 Message Date
Maikel de Vries d2214de19f rockfall spawns away from crew members 2015-01-26 20:38:50 +01:00
Maikel de Vries c92a5b5652 make dynamite box explode in lava 2015-01-26 18:50:47 +01:00
Günther Brammer a92c22a7b3 Merge various build system fixes and cleanups 2015-01-25 18:50:29 +01:00
Sven Eberhardt c5415aa330 DarkCastle: Fix cannoneer grabbing cannon in intro. (#1248) 2015-01-22 20:44:01 +01:00
Maikel de Vries 4311ea9aac no FoW for Overcast and Thunderous Skies 2015-01-20 19:35:05 +01:00
Maikel de Vries 4e9f054ca5 don't incinerate clonk with fire arrow when blocked by shield 2015-01-19 21:29:38 +01:00
Pyrit 576922dd5e Fix holes in landscapes that used the Granite-rock entry before.
Added Granite-granite with index 42 to the TEXMAP.TXT
2015-01-19 20:03:11 +01:00
Sven Eberhardt 9ac3bd6c1b Some new weapons for DarkCastle enemies. 2015-01-18 19:21:48 +01:00
Sven Eberhardt 3286095755 AI can use grenade launcher. 2015-01-18 19:13:10 +01:00
Sven Eberhardt 282b937a60 Fix null pointer when coniferous burns down. 2015-01-18 15:20:25 +01:00
Sven Eberhardt 4c4d4233bf Fix non-free BaseRespawn on neutral flagpoles.
It would try to buy clonks from player -1, which never worked.
2015-01-18 15:19:46 +01:00
Sven Eberhardt caec5939b0 Fix right-click buying when many items are available. 2015-01-18 15:18:39 +01:00
Sven Eberhardt 7e45475cbe Scenario saving: Concatenate multiple equal calls to CreateContents. 2015-01-18 14:28:10 +01:00
Sven Eberhardt c5af9bc7f2 Fix bomb arrow name. 2015-01-18 13:45:28 +01:00
Maikel de Vries 26aca1abe2 make the lava chunk a small light source 2015-01-18 12:50:53 +01:00
Maikel de Vries 8b5a1f7e18 fix AI test scenario 2015-01-18 12:47:00 +01:00
Sven Eberhardt 763f9de0ec Fix player knowledge in DeepSeaMining (#1239)
The section is switched when the first player joins, so the second player will initialize from the Scenario.txt of the intro section.
2015-01-17 23:10:55 +01:00
Sven Eberhardt f815d7ea6c Fix EditCursor selection and deselection callbacks when duplicating objects. 2015-01-17 22:53:21 +01:00
Sven Eberhardt 6fac0f0567 Clip AI guard range to landscape size. 2015-01-17 22:39:09 +01:00
Sven Eberhardt 4d1d869760 Add editor commands to clonks to enable enemy AI. 2015-01-17 22:36:19 +01:00
Sven Eberhardt f69872c401 AI guard range can be adjusted via drag+drop in editor.
Just select the clonk and move the corner markers.
2015-01-17 21:22:29 +01:00
Sven Eberhardt 7c19f0e0c3 Elevator adjusts case and rope position when moved in editor. 2015-01-17 21:21:27 +01:00
Sven Eberhardt 49c5b22591 Remove some empty graphics files. 2015-01-17 18:22:06 +01:00
Sven Eberhardt d33dfd6c55 Scenario Saving: Select between CreateObject/CreateObjectAbove and fix some unnecessery property saving issues.
* CreateObject for goals/rules/environment, rotated, contained and earth objects
* Allow properties to overwrite default behavior of CreateObject vs CreateObjectAbove
* Random initialization of seaweed phase instead of saving it
* Do not save color of ColorByOwner objects that have their owner color
* Fix block spacing between objects of same type if objects of different type occur inbetween but are not saved
2015-01-17 17:00:58 +01:00
Pyrit 742390fe92 Change default granite texture from rock to granite. 2015-01-16 01:03:11 +01:00
Pyrit e2f50324ee Add normal maps to landscape materials. 2015-01-16 01:02:21 +01:00
Sven Eberhardt 6e99843fec Add editor helper functions to open and close stone doors and connect spin wheels. 2015-01-15 22:06:05 +01:00
Maikel de Vries e993b0725e lorry ejects contents on destuction from explosion 2015-01-15 18:34:35 +01:00
Maikel de Vries 75cb5ce800 more tests for exploding containers 2015-01-15 18:31:23 +01:00
Maikel de Vries 91cd68d641 improve explosions propagating inside containers
This fixes the double damage done to containers and iterates through all parent containers until one is found which contains the blast
2015-01-15 17:46:54 +01:00
Maikel de Vries a0faaf9082 add Test scenario for explosions in containers 2015-01-15 17:46:54 +01:00
Maikel de Vries 4ea0cb0ca6 make ContainBlast a property instead of DefCore entry 2015-01-15 17:46:53 +01:00
Peter Wortmann 1aa8585fa1 Cosmetic light improvements
- Increase light fade-in/fade-out quite a bit (4 times stronger)
- Fixed normal jump when multiple lights intersect (will make things a
  little less nice with only one light, but this takes priority)
- Don't draw objects without light in light-debug mode
2015-01-15 12:30:50 +01:00
Mark f9369f9eb4 Different implementation of CreateObject() (#1214)
CreateObject() now does not reposition an object after it has been created, but rather grows it around the center of said object.
To that end a new parameter has been added to DoCon() and SetCon() and the documentation has been updated.
2015-01-13 21:03:27 +01:00
Sven Eberhardt 92ce539b69 DarkCastle: Add FireArrow, BombArrow, GrenadeLauncher and Torch to construction plans.
Also removed a bogus line from DarkCastle scenario script.
2015-01-13 00:07:57 +01:00
Sven Eberhardt ebd55cabe8 Improve enemy AI behavior when dropping out of guard range.
When taking damage, clonks will now search and attack enemies even if outside their dedicated guard range. This should help for clonks that fell down from their guarding post.
2015-01-11 23:10:04 +01:00
Mark d7a88eea62 Use CreateObject() in scripts (#1214)
Objects with id Rule_*, Goal_*, and Environment_* are created with CreateObject() now.
2015-01-11 19:04:42 +01:00
Mark 850bf1b9d4 CreateObject/CreateObjectAbove (#1214)
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
Maikel de Vries d977d913ce fixed interaction image for coconut tree 2015-01-11 09:17:14 +01:00
Maikel de Vries 79e2d8d822 add relaunches option to Dark Mine 2015-01-10 10:04:55 +01:00
Maikel de Vries e9513218bf add relaunch count to relaunch callback in last man standing goal 2015-01-10 10:04:26 +01:00
Maikel de Vries 3cc644f6fc reduced fire and explosive arrow strength 2015-01-09 23:37:04 +01:00
Maikel de Vries 9c0263faef add title image to Acid Rift 2015-01-09 20:00:41 +01:00
Maikel de Vries 14123b0325 Use fixed array manipulation in Dark Mine again 2015-01-09 19:49:36 +01:00
Sven Eberhardt 1213a2eef5 Torch knowledge for Golden Mountain. 2015-01-09 00:03:28 +01:00
Maikel de Vries 85bbf5c595 improved Dark Mine vegetation and item locations 2015-01-07 21:55:15 +01:00
Maikel de Vries 872a64ff89 add Place() functionality to Trunk 2015-01-07 21:55:15 +01:00
Maikel de Vries 0ecd30ad9e dynamite after fusing not collectible, but can be put into containers 2015-01-07 20:05:25 +01:00
Julius Michaelis 8ff7d7c520 Torches for settlement tutorial 2015-01-07 12:14:58 +09:00
Maikel de Vries 36b29fd32e adapt scenarios to rank->branch change 2015-01-07 00:04:44 +01:00
Maikel de Vries 6ae4e71e6e Rank -> Branch, rename and Place() functionality 2015-01-07 00:04:44 +01:00
Maikel de Vries 2d741dfb70 fixed mixed up variables in Loc_Wall() 2015-01-07 00:04:44 +01:00
Maikel de Vries 6f3518d733 fixed lights in Rock Bottom 2015-01-07 00:04:44 +01:00
Maikel de Vries a3bb831b33 add torch to basic knowledge for all worlds 2015-01-07 00:04:44 +01:00
Mark 10b343dba9 Append and include skeletons (#1180)
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
Maikel de Vries ab52803a4f Rock Bottom: add more weapons and clean up script 2015-01-05 20:31:46 +01:00
Maikel de Vries 8f6c8ae141 Cool Cavern: add torch 2015-01-05 19:55:39 +01:00
Maikel de Vries c92fb8b2fe Shiver Peak: add torch and fix chest placement 2015-01-05 19:54:19 +01:00
Tobias Zwick 7e570c05b4 improve the smoke trail and fireworks with the new particle system a bit 2015-01-04 22:09:02 +01:00
Sven Eberhardt 9092a42c65 Added missing Maze.ocs/ParameterDefs.txt file. 2015-01-04 15:56:28 +01:00
Sven Eberhardt 89c3f79398 Maze (Heart of the Mountain) parameters for map size and coop/race mode added.
Medium (default) size is a bit smaller than the previous default, because the map got a lot harder due to fog anyway.

Also removed superfluous Landscape.txt.
2015-01-04 15:55:23 +01:00
Maikel de Vries d610be43b6 new scenario: Dark Mine, a melee using the lights system 2015-01-04 13:29:13 +01:00
Maikel de Vries 6c4db47f43 added torch with basic functionality 2015-01-04 13:29:13 +01:00
Sven Eberhardt 2696dd04a2 HotIce weapons reworked and fog of war disabled.
All chests now contain the same stuff, including bomb and fire arrows. Also gave a wind bag to everyone from the start.

With the wind bag, you can hop between islands and usually reach the chests early. This should add more action to the scenario and prevent stalemates due to people not being able to get to each other.
2015-01-04 12:23:32 +01:00
Maikel de Vries 32754c8a4e add bomb arrow 2015-01-04 09:18:40 +01:00
Maikel de Vries 8e54a567c4 add fire arrow 2015-01-04 09:17:59 +01:00
Maikel de Vries 629b4ee3d2 clean up arrow script and reduce its mass 2015-01-04 09:16:43 +01:00
Tobias Zwick 0993b3e2a2 change shake strength by distance calculation the same as for audibility 2015-01-03 23:25:28 +01:00
Tobias Zwick b64d379579 tweak fadeoff of the shake effect 2015-01-03 22:53:01 +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
Sven Eberhardt 98093961ec Add packet logging option.
This should reduce log spam in network games.
2015-01-03 18:15:41 +01:00
Armin Burgmeier 1e77de1044 Merge branch 'lights'
Conflicts:
	src/c4group/C4Components.h
2015-01-03 16:00:20 +01:00
Sven Eberhardt 59fe944e15 Make light effect static.
Otherwise, it would fall down [Maikel].
2015-01-03 13:03:52 +01:00
Tobias Zwick f5ecd4776d new function SetLightRange (replaces SetPlrViewRange) 2015-01-02 01:06:00 +01:00
Günther Brammer 3bb75fabf1 Remove unused language strings from Language*.txt 2015-01-01 22:13:56 +01:00
Tobias Zwick 2e6e6e341c turn off light debug 2015-01-01 21:40:14 +01:00
Sven Eberhardt 369262f423 Ignore fog of war on parkour checkpoints (#1203). 2015-01-01 21:04:51 +01:00
Tobias Zwick b94f1f5bd7 fix debug view of light normals 2015-01-01 21:01:59 +01:00
Sven Eberhardt cc17194a2b Ignore fog of war for parkour goal direction arrow. 2015-01-01 20:46:47 +01:00
Sven Eberhardt 019b618623 Change DuroLava in VolcanoEscapeExtreme to always be overground.
This makes it more visible.
2015-01-01 17:38:53 +01:00
Tobias Zwick 196c62fbe8 slightly elevate the lights in z direction from the landscape (making the light throw less shadows on visible materials and objects) 2015-01-01 16:07:24 +01:00
Tobias Zwick 12f127b4bd weaken the effect the material normal map has on the total landscape normal calculation 2015-01-01 16:07:23 +01:00
Sven Eberhardt 2b997b994a Add light effect to explosions.
Currently, all players see the light. In the future, we may want limit it to the controller of the explosion.
2014-12-31 13:36:22 +01:00
Maikel de Vries 588b75955f correct bottom open for Chine.ocs 2014-12-30 14:13:34 +01:00
Armin Burgmeier 4c3235bbc9 Ifdef-out unused shader code in ObjectLightShader.glsl 2014-12-29 22:26:18 +01:00
Armin Burgmeier be92651219 Make the clonk a bit brighter
This compenates for the fact that the ambient and emissive part of
mesh materials are not taken into account anymore.
2014-12-28 17:22:32 +01:00
Armin Burgmeier a3049207c9 Use full ambient lighting in global viewports
This allows to see the whole landscape without any areas covered by FoW
in the global viewport. Basically the ambient lighting is set to 1.0
independent of the ambient light map. In the course of this, a second
shader for the landscape has been introduced.
2014-12-28 15:07:42 +01:00
Armin Burgmeier 8686441d45 Make mesh shaders use the C4Shader slice machinery 2014-12-22 22:56:30 +01:00
Armin Burgmeier 8c42704181 Rename some shader files and add basic shader for meshes 2014-12-22 22:56:30 +01:00
Armin Burgmeier 7f1cf15274 Change slice syntax such that positions appear in parentheses
This allows to ignore slice declarations using `#define slice(x)`, which
mill be useful for custom mesh material shaders, allowing to write them
such that they can be used standalone in a mesh viewer but also as slices
for OpenClonk, in which case lighting and color modulation will be applied
automatically.
2014-12-22 22:56:30 +01:00
Maikel de Vries 1e5d5b56da fix IsPowerAvailable function in power library 2014-12-21 20:20:25 +01:00
Maikel de Vries 2d1647ea77 improved prioritizing of power consumers 2014-12-19 21:47:08 +01:00
Maikel de Vries 289f59a872 moved consumer and producer library into power library folder 2014-12-19 14:59:46 +01:00
Maikel de Vries 22dfab63aa clean up scripts of power library 2014-12-19 14:56:01 +01:00
Tobias Zwick 4981182cf8 Merge remote-tracking branch '_origin/master' into lights
Conflicts:
	src/c4group/C4Components.h
2014-12-15 21:16:40 +01:00
Nicolas Hake 6c2995fe41 Squelch varargs warnings in System.ocg
The engine (extra)warns whenever you use Par() or ... inside of a
function that is not declared as taking a variable number of arguments.
Change the declaration of all System.ocg varargs functions so it is
immediately obvious.
2014-12-12 23:27:17 +01:00
Maikel de Vries c6802b8776 increase game content version entries to 6.0 2014-12-12 22:58:16 +01:00
Sven Eberhardt d17226bbc2 Added ambience test version of DeepSeaMining. 2014-12-09 23:51:40 +01:00
Sven Eberhardt 2808a3983b Move FlightlessBird from Objects.ocd to Experimental.ocd.
Moved because it causes annoying errors on startup. It's not even a full definition and the material doesn't seem to be used anywhere.
2014-12-09 23:37:38 +01:00
Sven Eberhardt bb3203ff63 Added new ambience object to Experimental.ocd.
Controls the music playlist according to the situation the player's clonk is currently in.
2014-12-07 19:54:17 +01:00
Armin Burgmeier 89f8fb9fef Add (auto-generated) normal maps for most resources 2014-11-26 17:58:52 -05:00
Armin Burgmeier 254e1e4631 Apply drawtransform on sprite normal map
This makes the normals point into the correct direction for transformed
objects, which is for example the case when they are rotated with SetR.
2014-11-26 17:56:43 -05:00
Armin Burgmeier e58b62920c Change extension of shader files from .c to .glsl 2014-11-25 11:54:36 -05:00
Armin Burgmeier 192dddec6f Use the new shader system for rendering sprites
This now also avoids the use of conditionals in shaders by using different
shaders instead.
2014-11-24 14:51:08 -05:00
Armin Burgmeier a7f9ba1e91 Compute ambient texture coordinate based on fragment coordinate
This will allow to use the same shader slice also for the sprite and mesh
shaders.
2014-11-24 14:51:08 -05:00
Peter Wortmann e0ce489587 Treat light values below a certain threshold as darkness
This is the "lazy" fix for the problem that lightness never returned to
full zero. On the other hand, it probably is also the right one - after
all, with smoothing the last 8 or so light intensity values are lost to
us anyway.
2014-11-23 20:03:57 +01:00
Armin Burgmeier db6df15377 Add SetAmbientBrightness and GetAmbientBrightness script functions 2014-11-20 17:07:31 -05:00
Peter Wortmann 7fea618221 Collected trivial bug-fixes
Turns out we actually can't optimise out the second texture normal
lookup - it makes a noticeable difference in-game. Also there was
possible slice collision, it might be worth warning about this kind
of stuff.

Also removed unused variable, and made error messages more consistent
in terms of whitespace.
2014-11-20 21:44:11 +01:00
Peter Wortmann 72289713f9 Modular shader system
The idea here is that we compose shaders out of "slices", which can
come from the engine ("built-in"), from files or possibly even from
models. This should allow us to more easily share the code between
different rendering shaders (e.g. for lights / normals).

TODO: Workarounds not yet implemented, so this might degrade less
gracefully.
2014-11-20 11:52:14 +01:00
Armin Burgmeier 48456f5f99 Fix transparency in regions with no ambient and low dynamic light 2014-11-18 16:33:27 -05:00
Armin Burgmeier ee33c58cfe Don't apply the dot product to transparency in lighting calculation
This fixes the transparency issue with the coconut tree.
2014-11-17 20:51:18 -05:00
Armin Burgmeier 88f8f75441 Add ambient lighting
This introduces a new texture, an ambient light map, that is generated
automatically at the beginning of the round by the sky portion of the
landscape. This basically makes everything that is close to sky visible
by default.

The shaders have been adapted so that they deploy direction-independent
lighting for the ambient component, and the current (diffuse) behaviour
for the diffuse component. This makes the shaders use an additional
texture unit that represents the ambient light. We can think about merging
this information into the light texture, but the coordinate systems are
different at the moment, so this could be performed at the stage of light
texture generation.

For meshes, the ambient material is not actually used, but instead a
diffuse light from the front is used. This makes many meshes look more
interesting, maybe also because the ambient material setting of most
meshes are not set correctly at the moment.
2014-11-17 09:35:50 -05:00
Armin Burgmeier 00447dd524 Merge branch 'master' into lights 2014-11-12 08:47:43 -05:00
Maikel de Vries fb707a8634 fixed tutorial 3 flint drop (#1171) 2014-11-09 14:38:30 +01:00
Armin Burgmeier a1d653415d Fix typo in elevator description (github #3) 2014-11-07 20:25:16 -05:00
Armin Burgmeier 53f4185958 Add auto-generated normal maps for the firestone graphics 2014-11-07 15:29:32 -05:00
Armin Burgmeier 219fa8597c Implement light calculations for meshes 2014-11-06 15:56:19 -05:00
Armin Burgmeier a6d949d313 Merge branch 'master' into lights 2014-11-04 11:26:45 -05:00
Armin Burgmeier e9b4ddc426 Fix texture name in normal map shader 2014-11-03 14:38:17 -05:00
Maikel de Vries 856e37a360 fix c4script error in clonkcontrol library 2014-10-28 18:01:59 +01:00
Maikel de Vries dd239b97a5 fix c4script error when producer creates object that deletes itself 2014-10-28 18:01:12 +01:00
Maikel de Vries 0c883b0948 balance structure costs
This reduces the time to construct a basic settlement, which should improve game play.
2014-10-27 19:30:45 +01:00
Armin Burgmeier d09651ab1b Add base mesh material for normal maps
This can be derived from by other materials to actually use a normal map
with a single base texture.
2014-10-26 21:32:08 -04:00
Maikel de Vries 8c16a9b4d7 moved all particle definition into separate folder Particles.ocd
This adds a bit more structure to Objects.ocd and particles could be further organized into different subfolders.
2014-10-26 19:49:22 +01:00
Maikel de Vries 868b17b6d7 improved difficulties for Krakatoa 2014-10-26 15:58:48 +01:00
Maikel de Vries 399524330d new title image for Krakatoa 2014-10-26 11:27:25 +01:00
Maikel de Vries e715fd4e70 Krakatoa: new goal and intro sequence 2014-10-24 21:57:05 +02:00
Maikel de Vries 3e48809c20 removed unused var effect in expansion goal 2014-10-24 20:24:13 +02:00
Maikel de Vries 1fa2cffe4b moved crashed airplane skin to Decoration.ocd
This allows other scenarios to use the skin besides DarkCastle
2014-10-24 18:05:03 +02:00
Maikel de Vries add7f23251 moved plane crash sound to plane object
This makes it usable in other scenarios besides DarkCastle
2014-10-24 17:50:55 +02:00
Maikel de Vries 6c1e45519d fixed player spawning in Krakatoa 2014-10-22 16:32:22 +02:00
Maikel de Vries 717ea1a031 reworked Krakatoa landscape, is now map script 2014-10-22 16:23:32 +02:00
Sven Eberhardt aadd8176cb AcidRift: Fix scale precipitation, meteorites and rockfall by map size. 2014-10-21 21:18:10 +02:00
Sven Eberhardt 516cd46c37 AcidRift: Scale precipitation, meteorites and rockfall by map size.
(in addition to scaling on difficulty)
2014-10-21 20:48:09 +02:00
Maikel de Vries f05c5a3439 move ownership radius on movement of the flag 2014-10-20 20:27:14 +02:00
Maikel de Vries b2daf0453d power producers which include flag library are not staticback any more 2014-10-20 18:56:13 +02:00
Sven Eberhardt 0a4b941a97 Rockfall dissolves when hitting the ground in acid. 2014-10-19 20:19:47 +02:00
Sven Eberhardt 257cbf1a9f Insane difficulty of Acid Rift tweaked. 2014-10-19 20:01:55 +02:00
Sven Eberhardt 8a7a96a453 More rain in Acid Rift. 2014-10-19 17:12:17 +02:00
Sven Eberhardt 896ea0a875 Make acid a bit less corrosive.
It currently eats through everything and destroys itself in the process. Maybe this change makes it actually a bit more deadly than before.
2014-10-19 17:03:19 +02:00
Maikel de Vries b5a84eba87 move TransposeArray to System.ocg functions 2014-10-19 10:49:12 +02:00
Maikel de Vries c6d87151d4 allow to cut the pump's source and drain (#1144) 2014-10-18 19:12:55 +02:00
Maikel de Vries 406821f92a correct difficulty for acid rift 2014-10-18 18:42:30 +02:00
Maikel de Vries 85646c7a8e removed cloud vertices 2014-10-18 18:41:56 +02:00
Maikel de Vries 13ab324603 improved smoke for some structures 2014-10-18 15:49:44 +02:00
Maikel de Vries d72338f167 add test scenario for power system 2014-10-18 15:41:49 +02:00
Maikel de Vries 83930ee27f fixed cloud movement in ironpeak(#1149) 2014-10-18 12:52:06 +02:00
Maikel de Vries 1d34c12431 fixed underwater dropping of second hand item (#1155) 2014-10-18 12:00:49 +02:00
Maikel de Vries 18ee7b0496 increased chest content count and make cabin non-enterable (#1159) 2014-10-18 11:47:23 +02:00
Maikel de Vries 46c4b8df5c added object name to menu item tooltips (#1146) 2014-10-18 09:57:49 +02:00