Sven Eberhardt
1b32663999
Fix movement on moving bricks #1530
2016-01-08 00:40:35 -04:00
David Dormagen
b6436783bb
loam: disable free turning of Clonk
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From bug report out of http://forum.openclonk.org/topic_show.pl?tid=3233
2016-01-07 10:09:39 +01:00
Maikel de Vries
e0ae612e10
killtracing: fix setting killer when airship is shot down
2016-01-05 18:20:33 +01:00
Maikel de Vries
b5b6526c58
killtracing: airplane always gets destroyed when damage too much and with correct killer
2016-01-04 21:17:25 +01:00
Maikel de Vries
ee9c44ac75
boompacks are not projectile targets of boompacks
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This would be very annoying if you fuse multiple of them at the same time
2016-01-04 21:17:25 +01:00
David Dormagen
075fcca74f
clonk: added "Diving Loop" sound (by ala)
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It's a bit quiet, but I guess that's not really a problem. It's also out of sync with the arm movement, but it's all I got (and it's so quiet you don't notice it anyway!).
2016-01-04 20:52:11 +01:00
Maikel de Vries
f1c9b042ff
killtracing: boompack gets correct controller when hit or incinerated
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also add a hitcheck when launched by a projectile hit
2016-01-04 20:43:56 +01:00
Maikel de Vries
7aaa5a6e32
killtracing: pass controller of igniter when fusing dynamite
2016-01-03 20:18:06 +01:00
Maikel de Vries
659b1d24a7
killtracing: correct cause_plr for burning lorry fragments
2016-01-03 20:18:06 +01:00
Maikel de Vries
22d5036e9e
killtracing: set killer of balloon rider if balloon is shot
2016-01-03 20:18:06 +01:00
David Dormagen
14c413028c
interactions: always show action target & use AtRect instead of AtPoint
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The players have no notion about the midpoint of an object and are thus confused when clearly standing in front of something and not being able to interact with it.
(Yes that happened in a Let's Play and yes, that's why the interaction menu also uses Find_AtRect.)
2016-01-03 17:39:26 +01:00
David Dormagen
22d9a21ff7
carry heavy: remove special treatment of CON_Interact
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Because it's an interaction. It should use the interaction interface and not some self-made hack. Previously, setting down a carry heavy object would always be executed even if aborted with Space+S.
2016-01-03 17:38:05 +01:00
David Dormagen
4b398f95eb
construction site: fix unstuck check for free objects
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We are looking for free objects. So for OCF_InFree and not for Not(OCF_InFree). Now Clonks are e.g. unstuck when the landscape adjusts to a construction site.
2016-01-03 17:35:47 +01:00
Maikel de Vries
3392921bfe
killtracing: windbag set controller for moved objects
2016-01-03 14:31:20 +01:00
Maikel de Vries
309edf4467
killtracing: fix contoller of dumped lorry contents
2016-01-03 13:54:26 +01:00
Maikel de Vries
64af909a49
killtracing: set controller of keg when incinerated
2016-01-03 12:30:47 +01:00
Maikel de Vries
6530cba8eb
killtracing: club set controller when hitting an object
2016-01-03 12:25:38 +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
869ea063f9
fix author mentioning of bat sounds
2016-01-03 09:57:06 +01:00
Clonkonaut
b2ecfcfc48
Slight improvements to Guardians.
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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
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
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
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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
David Dormagen
a3e4b620b9
reworked interactions (grabbing etc.)
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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
Clonkonaut
e31b866e7f
Fix animation error when scaling at unfavourably shaped walls ( #1317 ).
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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
80ad1a5650
improve lightning strikes
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- changes particle appearance
- add sounds
- change branching behavior
- add light source
2016-01-01 10:51:54 +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
64af1e2a8a
stars: fix placement and allow scenarios to change placement
2015-12-30 11:36:30 +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.
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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
ede6078c75
move out of solidmask as structure library function
2015-12-29 22:40:52 +01:00
Maikel de Vries
5a95f215a7
add wooden bridge
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Parts of the scripts by Pyrit and graphics by Randrian.
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
David Dormagen
58aec33841
prevent insects from being hit by projectiles ( #1515 )
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..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
David Dormagen
9d947c7fb2
make IsProjectileTarget default to true for living beings
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..which eliminates the || GetOCF() & OCF_Alive everywhere. It also allows living things to explicitely disable being projectile targets.
This is a lot cleaner imo.
2015-12-28 11:20:11 +01:00
Maikel de Vries
5a9a851ec9
remove BrickEdge object
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This was a huge pain since its existence and completely useless in its functionality...
2015-12-28 10:21:50 +01:00
Maikel de Vries
69cf94127a
removed unused Sulphur object
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Material is gone, object has no use, therefore removed. Can be added again if there is a need for it.
2015-12-28 10:21:49 +01:00
Maikel de Vries
509bdac5bc
remove unused Rebuy property from objects
2015-12-28 10:21:49 +01:00
David Dormagen
4a2643d432
elevator: make ropes match when flipped ( #1517 )
2015-12-28 10:21:19 +01:00
Maikel de Vries
8e8a66df76
category for non-structures to C4D_None
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These objects are not intended to be constructed as structures (the hammer menu) and should therefore not be structures.
2015-12-28 00:31:15 +01:00
Maikel de Vries
2a4b92fbab
igniter not producible in chemical lab
2015-12-27 23:24:27 +01:00
Maikel de Vries
c4e9d84556
fix missing bat sound
2015-12-27 23:17:25 +01:00
Maikel de Vries
d4a6c50d4d
rope bridge can now be placed by a clonk
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There are still some things to fix/implement: breaking of bridge ropes when the posts move to far apart, animations for placement and retraction.
2015-12-27 00:18:17 +01:00
David Dormagen
124337a5b5
boompack: fix PictureTransformation
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..too not leak out of bounding box.
2015-12-26 18:21:51 +01:00
Maikel de Vries
42cf57afb6
improve drawing speed of ropebridge (and further clean up)
2015-12-26 15:57:30 +01:00
David Dormagen
802c85c8f8
grenade launcher, crate: fix PictureTransformation
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For the first, loading and shooting would reset it..
2015-12-25 20:19:48 +01:00
Maikel de Vries
5ffc97f2f0
rope bridge clean up and cleaner way to create a bridge
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Now use Ropebridge->Create(x1, y1, x2, y2) to make a bridge, this allows for some more clean up in a commit to follow.
2015-12-25 19:27:00 +01:00
David Dormagen
9f2c60c94e
adjusted some more PictureTransformation properties
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To either increase the size of the item, center it, or prevent it from going out of the bounding box.
2015-12-25 19:14:52 +01:00
Maikel de Vries
e4b1fe94ca
clean up grapple bow scripts
2015-12-25 16:11:17 +01:00
Armin Burgmeier
de3ed60aa8
Avoid built-in GL matrices for mesh rendering
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Instead, compute the projection, modelview and normal matrices explictly
and upload them as shader uniforms.
2015-12-24 23:02:03 -08:00
Maikel de Vries
50930fec67
add usage to lorry to dump contents into landscape
2015-12-24 18:29:10 +01:00
Maikel de Vries
1bd37eb5c1
moved bat sounds to Sound.ocg folder
2015-12-24 18:01:34 +01:00
David Dormagen
fd53d017d9
smoke bomb: reduced amount of particles (but hopefully kept total cover by increasing size & alpha)
2015-12-24 15:14:34 +01:00
David Dormagen
b278886921
catapult: fix PictureTransformation
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So that the mesh does not go outside the bounding box anymore.
2015-12-24 15:06:23 +01:00
David Dormagen
9c3b437059
armory: add PictureTransformation
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..so that the mesh is not clipped in the production menu anymore.
2015-12-24 14:58:31 +01:00
David Dormagen
25eb673b4c
insect swarm library: slightly improved performance of MoveToTarget
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..by not using proplist access too much. I noticed the Playground would start lagging (debug build) and the profiler told me it was the mosquitos.
Before, 83% of the time in Mosquito::Activity was spent in MoveToTarget. After the change, only around 70% (multiple runs).
Is this a sensible way to measure the change?
Previous:
[14:30:22] 00186ms Mosquito.Activity
[14:30:22] 00155ms Mosquito.MoveToTarget
Afterwards:
[14:37:37] 00238ms Mosquito.Activity
[14:37:37] 00172ms Mosquito.MoveToTarget
2015-12-24 14:44:57 +01:00
David Dormagen
8d410f1c18
burned airship: added name and description
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You can spawn the airship in the "Playground". Thus a player could notice that.
2015-12-24 14:41:23 +01:00
David Dormagen
3899add001
wind generator: changed word "efficacy" to "efficiency"
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See Maikel here http://forum.openclonk.org/topic_show.pl?pid=30564#pid30564 .
2015-12-23 13:42:08 +01:00
David Dormagen
2b92a4aeef
wind generator: show current efficacy in interaction menu
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See http://forum.openclonk.org/topic_show.pl?tid=3222
2015-12-22 13:59:59 +01:00
Clonkonaut
9f645e3a83
Removed the 2 diamond components for now (see discussion at #1505 ).
2015-12-22 13:48:35 +01:00
Clonkonaut
7f2f0f2749
Teleglove needs 2 diamonds for production ( #1505 ).
2015-12-22 11:54:38 +01:00
Maikel de Vries
4c37584ea2
fix ladder grabbing when at the top of the ladder
2015-12-22 09:57:35 +01:00
Maikel de Vries
32bc68fdab
fix letting go of wall when pulling in grappler rope (1219)
2015-12-21 22:21:32 +01:00
Clonkonaut
5d6773b656
Adjusted firing power for weapons.
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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
David Dormagen
9da914dd22
musket: added dry fire ("click") sounds (by ala, originally "NoAmmunition*")
2015-12-21 12:33:34 +01:00
Maikel de Vries
1772378fb6
fix self-launching catapult to shoot immediately ( #1490 )
2015-12-20 22:54:21 +01:00
David Dormagen
26250d1a30
club: introduced some sensible limits to the speed calculation
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This means that ice, melted down to 10%, does not become a 9mm bullet anymore. It also means that all objects are at least visibly moved - e.g. when deflecting arrows.
2015-12-20 19:17:35 +01:00
David Dormagen
df5a9ebb26
axe: increase damage (against livings)
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The axe could always be used as a weapon. It dealt such a low amount of damage that it was basically useless, though. Hits required to kill a Clonk are now 9 (down from 17). The axe is still a lot weaker and slower than the sword.
It's just not ridiculously stupid anymore to try to use the axe as a weapon now.
We are now not trying to deceive the players anymore (who might have actually THOUGHT that the axe was usable as a weapon, because it is used just like the sword).
The alternative would be to disable the weapon-use completely.
2015-12-20 19:17:35 +01:00
David Dormagen
abf578ec71
axe: fixed striking time and added "swing" sound
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The usage of the wrong constant for the striking time was fixed in https://git.openclonk.org/openclonk.git/commit/65b5c4bef683f6cb1ff4b5732946a803a7c69d94 .
This broke striking with the axe completely, though, because it was just soo annoyingly slow - slow-mo. axe, anyone? And it doesn't even deal damage, wow.
2015-12-20 19:17:35 +01:00
David Dormagen
d7b2ef9f75
prevent clonk idle animation when in dialogs and reduced frequency of idle sound ( #1506 )
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This doesn't work for intros, though, because they use simple messages. We should unify the systems to only have one dialogue system that uses new-style-menus and implement required features in those menus..
2015-12-20 19:17:34 +01:00
David Dormagen
ce0f1498a8
Clonk vocals: use GetSoundSkinName instead of skin_name when checking for available sounds
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Previously, PlaySoundShock was defective with the "Adventurer" skin.
2015-12-20 19:17:33 +01:00
Maikel de Vries
414d1c4e3a
elevator add function to get case
2015-12-20 16:40:47 +01:00
Maikel de Vries
9a9b7fe8be
butterflies are not attracted to underwater plants
2015-12-20 10:35:26 +01:00
David Dormagen
11927659a0
added new sound when pickaxe hits hard material (by K-Pone, originally "SwordHit1")
2015-12-19 10:17:55 +01:00
David Dormagen
d5221656c3
added spark sounds for slow flints hitting (by ala)
2015-12-18 08:18:14 +01:00
Clonkonaut
a8dd4cac89
Make AI clonks select their shield when defending.
2015-12-17 19:44:00 +01:00
Clonkonaut
65b5c4bef6
Fixed axe striking length using the correct const (now Axe_Standard_StrikingLength, was Sword_Standard_StrikingLength).
2015-12-17 19:43:14 +01:00
Maikel de Vries
dea3b7f1c3
fix invertion of clonk on top ladder elements ( #775 )
2015-12-17 19:40:15 +01:00
Maikel de Vries
7e193e1345
make teleglove reach overloadable
2015-12-17 15:55:21 +01:00
David Dormagen
87a03b75e2
added swing (and hit) sounds for sickle and club
2015-12-17 10:58:54 +01:00
Clonkonaut
0e19014740
Renamed the please-don't-windbag-me callback from NoWindbagForce to RejectWindbagForce.
2015-12-16 23:13:08 +01:00
Maikel de Vries
a631bc83e8
add licensing information for bat sounds
2015-12-16 23:11:26 +01:00
David Dormagen
7f4f5fee58
added new vocals for three skins (by ala)
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They are played e.g. when being hit by stuff, catching fire, killing teammates, idling, trying to put a shovel into the pump, and much more!
2015-12-16 23:01:29 +01:00
Maikel de Vries
1a15b83b4c
added bat
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Basic functionality is done, but can be improved, especially flight animations and AI.
2015-12-16 21:49:18 +01:00
Maikel de Vries
b98ab3e699
lantern and torch have call back to indicate them as light sources
2015-12-16 21:06:33 +01:00
Maikel de Vries
79e84e9515
make the wipf a prey
2015-12-16 21:05:33 +01:00
Maikel de Vries
f6aee9927c
add function to init the time object with a definition call
2015-12-16 20:19:09 +01:00
Clonkonaut
f0a3213a82
Fix possible nullpointer in DetachObjects.
2015-12-16 01:27:33 +01:00
David Dormagen
c767ad6931
added sounds for constructing and repairing (by ala)
2015-12-15 22:16:36 +01:00
David Dormagen
ba880386b7
chippie added new egg crack sounds (provided by ala)
2015-12-15 20:40:27 +01:00
David Dormagen
d81e82a7b4
large cave mushroom: fixed possible use-after-deletion
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The inherited Damage() can remove the object.
2015-12-14 20:25:37 +01:00
David Dormagen
30524f3e98
large cave mushroom: fixed reproduction
2015-12-14 20:23:12 +01:00
Maikel de Vries
f28029923c
improve the moving out of basement of objects on construction
2015-12-14 18:13:18 +01:00
Maikel de Vries
1523c3f012
add growth to animal library
2015-12-14 18:13:18 +01:00