Commit Graph

3264 Commits (91cd68d641dfce5a61570f42691f554a1110a050)

Author SHA1 Message Date
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
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