Maikel de Vries
17c4049563
separate library for power storage
2015-02-04 10:35:15 +01:00
Maikel de Vries
c0ff94eb75
normalize power values to multiples of ten
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This makes it easier for internal calculations and that value of 10 now represents a single light bulb. It is advisable to only use multiples of 10 for production and consumption values.
2015-02-04 10:35:15 +01:00
Maikel de Vries
e7fa8621e2
fix power consumption of elevator
2015-02-04 10:35:15 +01:00
Maikel de Vries
2c317888ca
wind mill is only power producer for itself
2015-02-04 10:35:15 +01:00
Maikel de Vries
f9f790cbd6
fixed callbacks from the power library to producers and consumers
2015-02-04 10:35:15 +01:00
Maikel de Vries
fbe937b3e4
improve sawmill tree collection speed
2015-02-04 10:35:15 +01:00
Maikel de Vries
eec38a9f17
reimplement power network handling by the flag library
2015-02-04 10:35:14 +01:00
Maikel de Vries
2d00588dff
new power system (work in progress)
2015-02-04 10:35:14 +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
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
4ea0cb0ca6
make ContainBlast a property instead of DefCore entry
2015-01-15 17:46:53 +01:00
Mark
850bf1b9d4
CreateObject/CreateObjectAbove ( #1214 )
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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
2d1647ea77
improved prioritizing of power consumers
2014-12-19 21:47:08 +01:00
Maikel de Vries
c6802b8776
increase game content version entries to 6.0
2014-12-12 22:58:16 +01:00
Armin Burgmeier
a1d653415d
Fix typo in elevator description (github #3 )
2014-11-07 20:25:16 -05:00
Maikel de Vries
0c883b0948
balance structure costs
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This reduces the time to construct a basic settlement, which should improve game play.
2014-10-27 19:30:45 +01:00
Maikel de Vries
b2daf0453d
power producers which include flag library are not staticback any more
2014-10-20 18:56:13 +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
13ab324603
improved smoke for some structures
2014-10-18 15:49:44 +02:00
Maikel de Vries
18ee7b0496
increased chest content count and make cabin non-enterable ( #1159 )
2014-10-18 11:47:23 +02:00
Sven Eberhardt
1f3c53cec1
New world: Acid Rift.
2014-10-18 01:19:21 +02:00
Sven Eberhardt
e7ac00de4b
Added BaseRespawn rule and neutral flagpoles to be used for consistent respawn handling in all missions.
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Also changed clonk destruction process to always kill player clonks before removal. This simplifies handling of death e.g. when clonks are contained in an object that falls out of the map.
BaseRespawn adapted from Maikel's base melee repository.
2014-09-22 19:21:28 +02:00
Sven Eberhardt
f530badbe2
Fix scenario saving of flipped elevator
2014-07-13 14:37:29 +02:00
Maikel de Vries
288f3904c3
allow for setting the width of a basement after construction
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This allows other structures to add the basement after construction and resize it.
2014-06-08 18:39:35 +02:00
Sven Eberhardt
c3237e5310
Objects bought at flagpole do not fade out until first collection if fade out rule is active.
2014-05-31 18:33:18 +02:00
Maikel de Vries
febc25990a
added hitpoints to flagpole
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We need a way to destroy enemy bases after all.
2014-05-30 16:32:40 +02:00
Maikel de Vries
09a2033ec0
possibility to attach basement to existing structures
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TODO: increased preview size and costs.
2014-05-30 15:18:25 +02:00
Maikel de Vries
0426ae7872
added basement as a structure
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A feature to be added is that it automatically attaches to existing structures.
2014-05-26 22:23:47 +02:00
Maikel de Vries
6ba0164c5b
removed unnecessary defcore Value entries
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Completely unneeded for structures and many other objects.
2014-05-26 21:38:32 +02:00
Clonkonaut
7d85fa410d
Made the elevator sound audible again ( #1052 ).
2014-04-27 16:44:35 +02:00
Sven Eberhardt
639650ef73
SpinWheel sets view to controlled door on open/close command.
2014-04-18 23:34:55 +02:00
Maikel de Vries
9b96ab2305
Cleaned up base material in library and engine
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* rename to cleaner *Base* instead of *HomeBase*
* fixed library implementation
* engine code is now obsolete
2014-04-16 14:07:01 +02:00
David Dormagen
7ab65f8618
the compensator's charge-indicator-helper is no vehicle anymore
2014-03-22 19:52:27 +01:00
Lorenz Schwittmann
7678ad8f17
fixed compensator charged indicator ( #1056 )
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- correct y offset
- show indicator in front of compensator
2014-03-21 22:22:06 +01:00
Sven Eberhardt
085ec9de27
Fix DarkCatle null pointers and intro ( #1034 )
2014-02-16 13:55:46 +01:00
Tobias Zwick
f541ab9075
add placeholder graphic for loom
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+ the previous unfinished loom model export seems to be corrupt, there was a loading error
2014-01-26 01:54:16 +07:00
David Dormagen
425a221aff
adjusted some particles (f.e. smoke slightly brighter, foundry more subtle)
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see http://forum.openclonk.org/topic_show.pl?pid=25749#pid25749 for further information
2014-01-25 15:51:05 +01:00
Tobias Zwick
f6e98d61e2
replace sulphur material with firestone material
2014-01-11 22:29:19 +07:00
Sven Eberhardt
57463b61c4
Rework SolidMasks to be defined in a separate SolidMask.png graphics file instead of the main definition graphics.
2014-01-08 01:55:33 +01:00
Sven Eberhardt
f12fe2a24a
Call MaxContentsCount using this->MaxContentsCount() to allow runtime overload
2013-12-30 13:46:34 +01:00
Sven Eberhardt
5094cc5c1b
Reworked "Save as scenario" option in editor to write a script file instead of Game.txt.
2013-12-27 17:10:09 +01:00
David Dormagen
a10c9316ef
renamed DynamicParticles* to Particles* and CreateParticleEx to CreateParticle
2013-12-17 22:32:01 +01:00
Tobias Zwick
ceca8b8fc7
add SoundAt function in C4Script (part of #238 ), document
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also, extend the documentation for Sound with previously undocumented parameters; threw out undocumented and also unused "multiple" parameter.
2013-11-29 18:20:36 +07:00
Clonkonaut
d9246b1e6e
Removed engine sounds from the elevator case.
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This very likely caused double sound effects. Also, why does the case make these sounds?
2013-11-27 22:23:27 +01:00
Clonkonaut
ba6de2a258
Rapidly decreased volume of elevator sounds, also restricting them to 100 fall off distance.
2013-11-27 22:23:25 +01:00
Clonkonaut
c02c62636a
Replaced the sawmill's sound.
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This one hopefully won't shatter any eardrums.
2013-11-27 22:23:23 +01:00
Clonkonaut
57eb53e298
Sound added to the pump.
2013-11-27 22:23:21 +01:00
Clonkonaut
9a706eddcc
Sound effect for the working steam engine.
2013-11-27 22:23:12 +01:00
Clonkonaut
91cb3c9aa4
Sound effects for the working ChemLab
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Boiling is loopable and will play during production. Blowout is supposed to be a harsh stopping effect that's played when power is cut off.
2013-11-27 22:23:10 +01:00
Clonkonaut
98a054a478
Wind generator / Wind mill occasionally make creaking sounds.
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Sounds added: WoodCreak?, HingeCreak?
Supposed to be very gentle creaking noises. Wood creak 1-3 is wood turning in wood. Hinge creak 1-3 is a metal hinge.
2013-11-27 22:22:49 +01:00
David Dormagen
875823644d
adapted remaining usages of ExploSmoke* to new particle system
2013-11-26 21:25:04 +01:00
David Dormagen
28f2aa85ff
renamed Particle_WoodChip to Particles_WoodChip for consistency
2013-11-26 21:25:02 +01:00
David Dormagen
913f746ffe
adjusted WoodChip particle and usages to new particle system and moved WoodChip particle to proper place (not only used by the axe..)
2013-11-26 21:25:00 +01:00
David Dormagen
3ffa87dd02
adapted StarSpark particle and occurences to new particle system
2013-11-26 21:24:59 +01:00
David Dormagen
defc8f4f3b
adapted Fire particle and usaged to the new particle system
2013-11-26 21:24:57 +01:00
Maikel de Vries
ca78cf2554
Fix a bug that made lightning strikes cause elevators to stop working
2013-10-03 18:48:09 +02:00
Sven Eberhardt
e1b972f960
Added energy radius to power producing buildings.
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See forum discussion on flags / energy distribution.
2013-09-16 22:39:56 +02:00
Tobias Zwick
ddd2db94e0
remove debug log and messages
2013-06-04 20:11:09 +02:00
Tobias Zwick
e30d5b9ec5
final fixes and refactorings for the pump
2013-06-04 20:10:51 +02:00
Tobias Zwick
416d49db99
adapt pump to use CanInsertMaterial to determine pump height
2013-06-04 20:09:09 +02:00
David Dormagen
81629cd691
the pump now behaves correctly in regards to the power usage
2013-05-31 22:34:17 +02:00
Tobias Zwick
131ec86b98
refactor pump done. Remaining problem: power system (usage)
2013-05-30 22:11:39 +02:00
Tobias Zwick
c4a957a6b1
Merge branch 'master' into pumpstuff
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Conflicts:
planet/Objects.ocd/Structures.ocd/Pump.ocd/Script.c
2013-05-28 22:47:37 +02:00
Tobias Zwick
855ba27d6f
tried to refactor pump
2013-05-27 21:51:26 +02:00
Matthias
de75275f61
Changed pump to use mesh and script animations
2013-05-27 13:24:42 +02:00
Tobias Zwick
064166d09e
make most sound effects mono
2013-05-26 17:42:37 +02:00
Tobias Zwick
8f752d1d9e
clean up files, make non-transparent textures high-quality JPEGs
2013-05-26 16:48:12 +02:00
David Dormagen
4d7ff01c3b
modified loom-material-script to not use unsupported options
2013-05-26 15:20:53 +02:00
Tobias Zwick
d4db0008f7
git is weird
2013-05-23 18:37:01 +02:00
Tobias Zwick
fbcd419af2
adapt zoom defaults, set default view lock to true
2013-05-23 18:35:23 +02:00
Tobias Zwick
18975576ce
fix steam engine object collection
2013-05-23 18:35:22 +02:00
Clonkonaut
0709351ffd
Play & Stop icons (used by the pump). GRAPHICS MISSING
2013-05-23 17:50:15 +02:00
Tobias Zwick
2c7c97e9f1
chest can contain more stuff
2013-05-23 16:23:30 +02:00
Sven Eberhardt
c944935563
Pump: Fix update of vertical pump distance after each 200 material pixels pumped
2013-04-28 14:02:57 +02:00
Sven Eberhardt
53b38165ee
Pump produces power when pumping downwards.
2013-04-28 13:57:53 +02:00
Sven Eberhardt
b8753d64f6
Fix flag ownership change to allies when original owner dies.
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Change OnOwnerRemoved engine callback to also pass the ally selected as successor for the dead player.
The flag had a callback OnOwnerChange implemented. However, we already have OnOwnerChanged in the engine to do the same thing.
2013-03-02 23:38:29 +01:00
Sven Eberhardt
11438f7e02
Pump cannot destroy materials any more.
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Before this patch, you could destroy materials by pumping them into earth (like you could in CR). This made scenario with acid/lava obstacles rather easy.
2013-03-02 22:33:56 +01:00
Sven Eberhardt
4cdbd8641c
Rebalanced wood usage so you need fewer trees to get a settlement started.
...
* Wind generator down to 3 wood, 1 metal
* Flagpole down to 3 wood, 1 metal
* Sawmill down to 1 wood, 4 rock
* Trees give 5 wood (that's still 2 wood with direct chopping) to make the sawmill even more efficient
* Reduce maximum number of trees by ~20%, because trees tend to cause so much lag
* Reduce amount of power needed by sawmill to make sure one wind generator is enough even with moderate wind conditions
2012-12-17 13:52:53 +01:00
Maikel de Vries
1e76bbd969
Adapted stone door to open for all players if set team == 0
2012-11-23 23:07:40 +01:00
Matthias Rottländer
bf72b5aa3e
New model for loom
2012-11-15 15:19:30 +01:00
Charles Spurrill
4be8e1f97b
Shipyard texture
2012-11-13 20:18:46 -08:00
Charles Spurrill
f70a66ceae
Nicer smoke for chemlab
2012-11-11 16:51:22 -08:00
Günther Brammer
c613c86c37
Move the elevator case behind airships
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Mostly so that moves them, and so that the airship doesn't appear to be
between the elevator and the elevator case. To prevent other objects from
doing that in the future, move the elevator itself to just behind the
elevator case.
2012-11-10 18:38:50 +01:00
Sven Eberhardt
eb1256b855
Fix elevator case to properly carry lorries ( #844 )
2012-11-10 17:46:38 +01:00
David Dormagen
f0536d4b4f
the elevator forcefully takes pushable objects with it now until the SolidMask bug is fixed
2012-11-10 13:31:21 +01:00
David Dormagen
9896106707
elevator now catches fire when case is destroyed ( #822 )
2012-11-10 13:06:26 +01:00
Andriel
487c71807e
Improved chemlab's graphics
2012-11-08 19:33:24 -08:00
Charles Spurrill
cc771a8baa
Added untextured Inventor's Lab 3D graphics (uv-map ready to paint)
2012-11-07 23:04:41 -08:00
David Dormagen
df3caac0ac
rewritten elevator case to be less hacky and adjusted its power-consumption-behavior
2012-11-03 16:17:30 +01:00
Armin Burgmeier
8cd4086a97
Drop all but first texture coordinate set from mesh files
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The second set is not used in any mesh, and it is not implemented engine-wise
anyway. This gets rid of the FIXMEs message when a mesh with more than one
texture coordinate set is being loaded.
2012-10-28 12:18:18 +01:00
Charles Spurrill
ba2cc878c8
Fixed wooden cabin collecting objects dropped from a contained clonk
2012-10-27 21:27:11 -07:00
David Dormagen
7c1a1cef25
fixed the pump's irritating power consumption
2012-10-25 20:14:13 +02:00
Russell
5782557a34
Clonk. Now with 65% better grammar.
2012-10-22 18:35:06 +01:00
David Dormagen
4b3b56ff22
added new model for armory with texture
2012-10-14 16:56:49 +02:00
Maikel de Vries
89b0d5472c
Sawmill only takes on tree at a time
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The sawmill is not a storage for trees
2012-10-13 17:41:13 +02:00
Felix Wagner
c76a93965b
Loom script, Cloth and Cotton items added
2012-10-13 12:31:38 +02:00
Maikel de Vries
192bc4a03d
Fixed endless sawmill, is not meant for interacting with ( #806 )
2012-10-12 18:21:32 +02:00
Charles Spurrill
33e6f93653
elevator: cable texture is separate, to allow scroll animation (not implemented)
2012-10-11 18:36:51 -07:00
Charles Spurrill
ad86c278c9
Elevator has winch turn animation
2012-10-11 04:42:16 -07:00
David Dormagen
e6d89b078d
added model for the armory
2012-09-28 13:28:47 +02:00
David Dormagen
0953646175
added a Loom building with makeshift model (no script functionality yet)
2012-09-26 16:03:45 +02:00
David Dormagen
2593d66273
added chemical lab model from Heyub to the game
2012-09-25 21:01:45 +02:00
Charles Spurrill
f07e0c7a14
Removed :) from pump
2012-08-16 13:54:22 -07:00
Charles Spurrill
905847a4ab
Shipyard: Added animated 3D model. All done except for texture (blank wires uv-map included)
2012-08-07 11:57:01 -07:00
Charles Spurrill
bf8aa9241e
Pump: Implemented Matthi's new graphics (pre-rendered)
2012-08-07 11:54:47 -07:00
Charles Spurrill
c33bf65be8
Kitchen 3D graphic added
2012-07-26 11:20:45 -07:00
Felix Wagner
c713f9a91a
Inventor's lab: Added inventor's lab
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Changed the following items to IsInventorProduct:
Grapple bow, Jar of winds, Teleglove
2012-07-16 14:35:29 +01:00
Felix Wagner
53298dc089
Shipyard: Added shipyard
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Changed the airship to IsShipyardProduct
2012-07-16 14:29:49 +01:00
Felix Wagner
28c77c8074
Armory: Added armory
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Changed the following items to IsArmoryProduct:
Cannon, Catapult
2012-07-16 14:23:10 +01:00
Felix Wagner
e53d8e492c
Kitchen: Added kitchen
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Changed the following items to IsKitchenProduct:
Bread, CookedMushroom
2012-07-16 14:14:00 +01:00
Felix Wagner
7dd8519e86
Chemical Lab: Split firestone has now IsChemicalProduct
2012-07-16 14:08:25 +01:00
Felix Wagner
732bee449c
Chemical Lab: Added Chemical Lab
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Changed the following items to IsChemicalProduct:
Boompack, Dynamite, DynamiteBox, PowderKeg
2012-07-16 13:57:42 +01:00
Felix Wagner
5a1d9ef9c3
Corrected function call to case.
2012-07-07 20:46:16 +01:00
Charles Spurrill
67b59b8a2f
Added 'Picture' graphic for the elevator case (seen in action-bar)
2012-05-22 12:04:50 -07:00
Maikel de Vries
821155b11c
Fixed numbering of ringmenu, applied to buying at flag and weapon selector
2012-05-22 20:34:10 +02:00
Maikel de Vries
199272ef25
Pump is turned on by default as intended
2012-05-14 23:11:26 +02:00
Felix Wagner
061bcf836f
Added split firestone option to ToolsWorkshop.
2012-05-13 22:20:02 +01:00
Felix Wagner
86acb50ece
Corrected position of elevator case.
2012-05-13 22:19:04 +01:00
Maikel de Vries
5aa45484ce
Fixed horizontal movement of stone door ( #781 )
2012-05-13 02:29:28 +02:00
Felix Wagner
3be0bf374a
Added elevator case model.
2012-05-12 22:34:50 +01:00
Maikel de Vries
eff20344d8
Moved construction direction to stucture library
2012-05-12 10:16:33 +02:00
Maikel de Vries
80e1abc808
Implemented a simple Damage>HitPoints -> Destruction mechanism for structures
2012-05-10 21:20:06 +02:00
Maikel de Vries
1e65c14ec2
Removed obsolete Collection zones
2012-05-12 13:17:22 +02:00
Felix Wagner
8e745134f2
New furnace sounds.
2012-05-11 18:14:43 +01:00
Felix Wagner
8828754fcc
Removed furnace sounds (Sampling+)
2012-05-11 17:58:54 +01:00
Maikel de Vries
0d77daba4f
Fixed opening and closing the chest
2012-05-07 20:27:46 +02:00
Maikel de Vries
6fcc0f6d2e
Removed TimerCall in favour of AddTimer script implementation
2012-05-05 12:09:44 +02:00
Bernhard Bonigl
8c9536c197
Chests are interactable now
2012-04-29 15:29:10 +02:00
Maikel de Vries
4a56f8d7c1
Replaced defcore values related to fire with properties
2012-04-28 16:17:38 +02:00
Felix Wagner
e9010b81e9
Construction preview: combining, Elevator: combine two for SUPER elevator
2012-04-22 00:00:41 +01:00
Armin Burgmeier
8c49c3a7f7
Use Anim_R to synchronize rotation and animation of the windgenerator
2012-04-22 00:55:44 +02:00
David Dormagen
f1be189aa9
windmill now works without creator too
2012-04-22 00:07:02 +02:00
David Dormagen
7179d2635b
removed unused callbacks in the wind generator
2012-04-21 21:22:32 +02:00
David Dormagen
2cecc74e48
wind generator checks more than one point for wind, added invisible helper object so that the wings can get obstructed
2012-04-21 21:09:16 +02:00
Bernhard Bonigl
4c38caaf27
Merged default into Controls
2012-04-17 17:37:52 +02:00
Felix Wagner
366d96680a
Rotate your buildings in the construction preview using Space!
2012-04-16 16:31:38 +01:00
Bernhard Bonigl
0bec0179e1
Fixed ProductionTime-Callback for real.
2012-04-15 18:45:43 +02:00
Bernhard Bonigl
98b67b1cdc
Fixed Warnings in Producers
2012-04-15 17:14:43 +02:00
David Dormagen
6517b230e6
added NoPowerNeed rule, made requesting 0 power possible
2012-04-15 17:02:47 +02:00
Tobias Zwick
038ef1b4b6
descriptions for structures
2012-04-15 13:13:14 +02:00
Felix Wagner
237091cbaa
Resolved unused var
2012-04-03 14:51:46 +01:00
Felix Wagner
bf795164f2
Resolved all warnings due to global function in included scripts.
2012-04-03 02:12:44 +01:00
Bernhard Bonigl
0ea2f7e46d
Lowered Rock needed for foundry to 4 from 6
2012-03-30 00:11:52 +02:00
Maikel de Vries
78fd5fd166
Implemented Callbacks to containers when content menus are opened and closed
...
The chest now also plays its animation and sound again.
2012-03-31 17:34:03 +02:00
David Dormagen
cc715ae682
the sawmill now checks whether the tree will actually produce wood before sawing it
2012-03-24 16:09:11 +01:00
Maikel de Vries
3e705cf500
Toolsworkshop needs 100 power now
...
This was a decision "we" testers made already weeks ago but forgot to implement.
2012-03-23 22:50:40 +01:00
Charles Spurrill
3c2c6303b8
Low-res flag-banner to reduce moire effect
2012-03-18 06:25:22 -07:00
Richard Gerum
471f9dee3f
fixed elevator rotation and scale
2012-03-13 23:52:34 +01:00
Sven Eberhardt
f6725b720f
Flagpole buying: Update amounts when items are bought
2012-03-11 17:52:42 +01:00
Sven Eberhardt
151fed2348
New rule: Rule_BuyAtFlagpole
...
Allows you to buy objects directly at flagpole
2012-03-11 00:55:45 +01:00