Commit Graph

145 Commits (8a5dbdc73fd972d6af8f3e79874b851c88cb2efe)

Author SHA1 Message Date
Clonkonaut fb761fbd58 Removed parentheses after 'this'. 2016-03-29 18:17:05 +02:00
Lukas Werling b50a059350 Hot Ice: Add a countdown before the round begins 2016-03-18 18:11:17 +01:00
Lukas Werling 2236d4fa4a Hot Ice: Allow scrolling while waiting for the next round 2016-03-09 21:29:42 +01:00
Lukas Werling 3b039f8342 Hot Ice: Add scoreboard 2016-03-09 21:08:14 +01:00
Lukas Werling d2836bb70a Hot Ice: Add option for multiple rounds 2016-03-09 00:32:02 +01:00
Sven Eberhardt 65d6dd76a3 Meltign Castle: Fix item spawn after 4 minutes; add restart rule. 2016-02-21 17:36:29 -05:00
Sven Eberhardt e87ad1ecc1 MeltingCastle: Rebalance for slightly less rushing. 2016-02-21 16:31:20 -05:00
Sven Eberhardt a69958554f Melting Castle: Add IceWallKit spawn
To promote more waling attacks and walling defenses.
2016-02-13 10:43:42 -05:00
Nicolas Hake 5f895c14fc Materials: Fix misspelling of "Incendiary" (#1680)
The wrong spelling will still be accepted as a material value, as long
as no value with the correct spelling exists.
2016-02-09 23:45:02 +01:00
Sven Eberhardt c9d3cd7417 Add MeltingCastle team melee 2016-02-07 17:21:14 -05:00
Sven Eberhardt 43451a4242 HotIce: Lower spawn position on explosive mode with small islands 2016-02-06 20:40:44 -05:00
Sven Eberhardt beaf214a8f Hot Ice: Add grenade launcher mode 2016-01-31 16:52:01 -05:00
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 f2e99ced16 HotIce: Reduce Fire arrow stack count in chests
Fire arrows were dominating the game too much. This should put more emphasize on the other weapons.
2016-01-23 23:27:08 -05:00
Sven Eberhardt 79e26a3f64 HotIce: Fix division by zero when starting with one player. 2016-01-23 23:25:48 -05:00
Sven Eberhardt 7b7b791442 Add [Game] Mode to parkour and arena scenarios to fix league evaluation. 2016-01-23 21:26:13 -05:00
Sven Eberhardt 418964f6e8 Hot Ice: Spawn and map improvements in "small islands" mode #1623 2016-01-17 12:22:20 -05:00
Tobias Zwick a0f3bed4d1 add new shape and normal textures to hideout.ocs 2016-01-16 16:57:15 +01:00
Tobias Zwick b5e1afec3c add shape textures to Amethyst, Ruby, Firestone, Gold, Everrock, Ore and enhance shape textures of Granite and Rock.
* move ruby texture phase by 50% so ruby and amethyst do not look like the same material with a different color when next to each other so much
2016-01-16 16:57:15 +01:00
Sven Eberhardt 56fa4c2c5d DarkMine+Maze: Ensure free spawn position #1578 2016-01-10 22:07:23 -05:00
Maikel de Vries 1ba1164d8e fix typo in dark mine string table request 2016-01-09 20:17:26 +01:00
Sven Eberhardt fd1c58db0d Hot Ice: Clonks have lower energy; iron bombs instead of swords in chests. 2016-01-09 15:09:12 -04:00
Maikel de Vries 1eebe15fa1 dark mine: king of the hill as scenario option 2016-01-03 16:01:37 +01:00
Maikel de Vries a6344d0f1a dark mine: add deathmatch option plus some small improvements 2016-01-02 21:54:56 +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
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
Maikel de Vries 5a02cd049f replace BrickEdge object with triangle drawing function 2015-12-28 10:21:50 +01:00
Clonkonaut 5d6773b656 Adjusted firing power for weapons.
Bow, Grenade Launcher and Javelin use a local variable shooting_strength to determine range. No change here but I need this.
2015-12-21 21:08:15 +01:00
Sven Eberhardt 915c3b13af Thunderous Skies: Play "Pop" sound when target balloon is hit. 2015-12-20 19:02:11 -05:00
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
David Dormagen 278584578f scorched gardens: tune down meteor effects (and increase BAM)
Because otherwise the map is completely smoked all the time.
2015-12-13 20:48:02 +01:00
David Dormagen cfae622ba7 scorched gardens: eliminate obvious camping locations for players 2015-12-13 20:48:02 +01:00
David Dormagen 848471502f scorched gardens: disallow "Deathmatch" goal (in favour of Last Man Standing)
Most kills do not count in this map or are suicides or environment-kills. The round is currently nearly unplayable as Deathmatch as it takes an eternity (also due to penalty points).
2015-12-13 20:48:01 +01:00
Sven Eberhardt b40fb83268 Move Breathing.wav and sound credits from Arena.ocf to main sounds file. 2015-12-13 09:31:31 -05:00
Sven Eberhardt bf63f2ef17 Gidl+Windmill moved to new "Defense.ocf" (title picture missing)
They aren't quite fitting at the moment and Clonko wants to share the buy menu.
2015-12-12 12:06:25 -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 2bc40963c0 Hideout: added spawning effect
The Clonks' positions are now a bit random, too. I doubt that will have a noticable tactical influence on the game.
Buut it probably looks cooler when the effects are not all in one place.
2015-12-02 22:43:56 +01:00
David Dormagen 987d13bcae hideout: moved flag bases 4px higher
They were in the ground. Now the aren't.
2015-11-29 19:40:30 +01:00
David Dormagen ccb9783e43 made capture-the-flag flags brighter
They are the most important item of their respective rounds. They need to stand out from the background as well as possible.
2015-11-29 19:39:57 +01:00
David Dormagen 8669bd1cb2 thunderous skies: wind channels accelerate objects only into one direction
This prevents tumbling Clonks from remaining "stuck" in the wind channel for a long time with some bad luck (which probably happened at least once per round).
The change also increases the speed that objects receive when being thrown into the channel - but from short testing it didn't look bad.
2015-11-27 20:21:35 +01:00
David Dormagen 8db90a341b moved Windmills.ocs from Arena.ocf into Missions.ocf
Being in "Arena" was a relic we had from 2009 where we only had arenas.
2015-11-13 18:54:11 +01:00
Clonkonaut 2b904cc3c9 Enabled teams in Hot Ice. 2015-11-02 18:46:34 +01:00
Clonkonaut 27b19fe70e Fixed some scenario descriptions. 2015-11-02 18:41:09 +01:00
Clonkonaut 6560b282a0 Fixed map issues in Molten Monarch.
Removed granite at the lower right spawn point so clonk won't get stuck.
Because there was no background map, the moving platforms removed the material if earth pixels landed on them.
2015-11-02 18:27:30 +01:00
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 d136dc22c0 Implement landscape inflammation.
It used to create the non-existent FLAM objects from the engine. Use a script callback to a global function that creates Flame objects instead.
2015-10-09 16:24:16 -04:00
David Dormagen 1354c0fd91 split ProjectileHit up into three functions
This better reflects what the function does. "ProjectileHit" was never used solely for projectiles. Neither was everything of that callback ever needed in all places, which resulted in weird flag-parameter hacking and OnStrike-callbacks. Splitting this up also allows customizing different parts of the behavior further (i.e. tumbling) without adding a hundred parameters or flags to the original function.
2015-10-07 07:25:24 +02:00
Armin Burgmeier f84e251ad9 Windmill.ocs: remove sky Y offset (#1417) 2015-10-05 19:47:05 -04:00
Armin Burgmeier 651dadccb2 Convert hat and windmill rocket meshes to new coordinate space
Also, convert them from XML to binary meshes.
2015-10-05 18:55:12 -04:00
Clonkonaut 445147a0f3 Fixed typo in TEXMAP 2015-10-05 23:53:17 +02:00