Commit Graph

4355 Commits (6530cba8ebabc3096e008690e59050d7355a33e3)

Author SHA1 Message Date
Maikel de Vries 6530cba8eb killtracing: club set controller when hitting an object 2016-01-03 12:25:38 +01:00
Maikel de Vries 5ba7519b79 killtracing: add test scenario 2016-01-03 09:57:06 +01:00
Maikel de Vries 7f8b4c4bfc killtracing: cannon set controller of projectile to the shooter 2016-01-03 09:57:06 +01:00
Maikel de Vries f607112db4 flame: do not tumble clonks and correct killtracing 2016-01-03 09:57:06 +01:00
Maikel de Vries 21dead533c killtracing: pass owner and controller correctly in CastObjects 2016-01-03 09:57:06 +01:00
Maikel de Vries 869ea063f9 fix author mentioning of bat sounds 2016-01-03 09:57:06 +01:00
Armin Burgmeier 96c8b51eac Use generic vertex attributes for landscape rendering 2016-01-02 17:20:24 -08:00
Clonkonaut b2ecfcfc48 Slight improvements to Guardians.
A single player now receives four times more wave bounty than before, scaling up to four players. It's still challenging but I believe now doable.
Enemies should no longer jump off airships when being shot at.
Fixed a typo in the airship appendto script.
Fixed a possible null pointer when changing weapons.
2016-01-03 01:53:55 +01:00
Günther Brammer 9911a894df Fix FxRollingTimer parameter type for effect from int to effect 2016-01-03 00:22:36 +01:00
Armin Burgmeier 95774e0e8f Use generic vertex attributes for sprites, meshes, particles 2016-01-02 13:10:03 -08:00
Maikel de Vries a6344d0f1a dark mine: add deathmatch option plus some small improvements 2016-01-02 21:54:56 +01:00
Maikel de Vries 97cc3dd901 arena goals: pass whether it is a relaunch to OnPlayerRelaunch callback 2016-01-02 21:53:43 +01:00
Maikel de Vries 7ca791a5b0 fix random choice of object when dumping lorry contents 2016-01-02 21:52:52 +01:00
Maikel de Vries bbdb5d3229 add tutorial 4: explains loam production, lorry, pickaxe, elevator
The outro sequence is not yet finished, and requires quite a lot of work still.
2016-01-02 19:42:23 +01:00
Maikel de Vries 0b61ec4f93 add hanging action to the wipf 2016-01-02 19:42:23 +01:00
Maikel de Vries 06b6d6e85e fix musket bullet trail appearance at top map border 2016-01-02 19:42:23 +01:00
David Dormagen af576e7468 shovel: improved dust particles slightly
A bit more but smaller particles. Now you can't make out a single sprite easily anymore.
The particles also do not spawn in solid material now.
2016-01-02 17:27:49 +01:00
Clonkonaut 0348efa03e Fix propeller not moving in Deep Sea Mining Intro (#1531). 2016-01-02 13:44:23 +01:00
David Dormagen a3e4b620b9 reworked interactions (grabbing etc.)
The player interface is now similar to how picking up works. This should increase acceptance. Also it was pretty fucked up before. The action bar is gone.
The script logic is now outsourced into a new library similar to the other stuff.
Objects can overload the selector for the new interaction (see "call elevator case").

Additional issues hit and resolved when working on this:
Shifting a cursor did not cancel certain actions (and there was no callback for that). This is now solved by adding two new callbacks.

Issues hit and not resolved:
Certain interactions (calling an elevator case, flipping a construction) are in some control library. They should be in the respective objects (and shown via callbacks etc.). Meh.
The internal interface (declaring interactions etc) has a few places where proplists are just translated because the properties are called differently. This is also a fuckup (i.e. a.interaction_object = b.Object) where the properties should just have been called the same in all places from the beginning.
The name "Action Bar" is pretty misleading now as it is no bar. But that's not something visible to the players. todo: cleanup.
2016-01-02 13:02:45 +01:00
David Dormagen 683a6df0c4 Molten Monarch: some performance improvements
Search less often. Search for less. And use the proper inventory interface.

Before (first number is relative to MovingBrick.FxMoveVerticalTimer, because that's relatively constant (I guess?)).
59x 00826ms	Global.FxBlessTheKingTimer
38x 00537ms	Global.FxDeathByFireTimer
 1x 00014ms	MovingBrick.FxMoveVerticalTimer
After
41x 00328ms	Global.FxBlessTheKingTimer
27x 00213ms	Global.FxDeathByFireTimer
 1x 00008ms	MovingBrick.FxMoveVerticalTimer
2016-01-02 10:49:26 +01:00
Armin Burgmeier 0538d1e57f Fix the planet/Tests.ocf/ColorfulLights.ocs test scenario
The TexMap.txt was outdated
2016-01-01 22:28:22 -08:00
Armin Burgmeier 9b9d9e378f Fix PXSAndSmoke.ocs test scenario
It contained an outdated TexMap.
2016-01-01 22:28:21 -08:00
Clonkonaut e31b866e7f Fix animation error when scaling at unfavourably shaped walls (#1317).
The error rarely happened when the clonk was attached to a wall solely with its head vertex. CheckScaleTop (Animations.ocd/Script.c) only checked the shoulders and hip vertices.
I also made sure that this.dist (FxIntScaleTimer, line 616) cannot exceed the animation length of "ScaleTop" although that shouldn't have posed a problem.
2016-01-02 03:58:45 +01:00
Günther Brammer 00a4c6c428 Replace BorderBound DefCore value with BorderBound object property 2016-01-01 22:18:41 +01:00
Maikel de Vries 2269d55801 fix typos in tutorials 2016-01-01 22:18:41 +01:00
David Dormagen 104764b1e4 added ala's "BlastMetal" changes (#1492)
I had to convert it to mono, though. Also it's a .wav now. But that's fine imo.
2016-01-01 17:44:10 +01:00
Maikel de Vries 30d45fcdc3 streamline tutorial guide script interface 2016-01-01 13:45:50 +01:00
Maikel de Vries 80ad1a5650 improve lightning strikes
- changes particle appearance
- add sounds
- change branching behavior
- add light source
2016-01-01 10:51:54 +01:00
Maikel de Vries 53a1a76a90 add sounds for thunder strikes 2016-01-01 10:51:54 +01:00
Armin Burgmeier 8766f5123b Remove other usages of built-in GL matrices
Primarily for the FoW rendering, which now also uses (simple) shaders
without ftransform() everywhere. This also removes all GLU calls.
2015-12-31 17:30:21 -08:00
Maikel de Vries eaf66850b1 tutorial 3: fine-tuning and title image 2015-12-31 15:07:22 +01:00
Clonkonaut fa4512c5ea Guardians, slight improvements.
Removed the windbag from the chest (might also remove it from the buy menu).
The chest below the base will now sometimes contain a gold bar, giving extra money to the player picking it up.
Made sure that no airship remains after fade out.
2015-12-31 12:45:13 +01:00
Maikel de Vries 34fa60feeb dialogue: fix finding by name and public interface to get the target 2015-12-31 12:07:36 +01:00
Maikel de Vries 03ef09135e scenarios: some fine-tuning to clonkomotive 2015-12-31 10:33:27 +01:00
Maikel de Vries b5a00b69af fix whitespaces in tutorial scenario descriptions 2015-12-30 21:44:05 +01:00
Maikel de Vries 64af1e2a8a stars: fix placement and allow scenarios to change placement 2015-12-30 11:36:30 +01:00
Clonkonaut 4a26a7e8ad Increased bounty for several enemies. 2015-12-30 03:25:51 +01:00
Clonkonaut ef48a60b27 Fix possible null pointer. 2015-12-30 03:21:53 +01:00
Clonkonaut 1416887a22 Fix possible null pointer when shooting the balloon.
I suspect that when the clonk gets send tumbling, OnUnmount might get called and nil rider.
2015-12-30 03:21:35 +01:00
Maikel de Vries c8dff941dc worlds descriptions: fix whitespace and typos 2015-12-29 23:14:01 +01:00
Maikel de Vries 568c57900b add new world: Clonkomotive (thanks to Pyrit)
Based on a round made by Pyrit, changed to fit into the worlds folder.
2015-12-29 22:40:52 +01:00
Maikel de Vries ede6078c75 move out of solidmask as structure library function 2015-12-29 22:40:52 +01:00
Maikel de Vries 5a95f215a7 add wooden bridge
Parts of the scripts by Pyrit and graphics by Randrian.
2015-12-29 22:40:52 +01:00
Maikel de Vries 5b1d7d86a5 remove double initialization of wealth HUD in GoldRush 2015-12-29 22:40:52 +01:00
David Dormagen 7fce9071e3 lower interaction priority of dead Clonks 2015-12-29 18:28:23 +01:00
Nicolas Hake ae490dff11 Replace untranslated sentence in Tutorials/DE (#1522)
Translation provided by K-Pone.
2015-12-29 18:03:06 +01:00
Nicolas Hake 2723ef5516 Remove definition-local descriptions
These descriptions wouldn't be displayed anywhere anyway, so we don't
need them.
2015-12-29 17:58:44 +01:00
Nicolas Hake c0befc6ba0 Remove C4RTF
The only use of C4RTF in its final moments was parsing out plain text
from RTF files anyway, so why even go to all the trouble instead of just
storing plain text in the beginning?
2015-12-29 17:51:43 +01:00
Clonkonaut b7b6fcfa3f Guardians of the Windmills: First draft. Unbalanced, untested, unplayable! (please test) 2015-12-28 14:43:21 +01:00
David Dormagen 58aec33841 prevent insects from being hit by projectiles (#1515)
..which is now possible due to IsProjectileTarget being the only criterium (because OCF_Alive is not explicitely checked anymore).
2015-12-28 11:20:58 +01:00