Commit Graph

1952 Commits (92ed1537a0e79facded3c81f50f7767962d70d6f)

Author SHA1 Message Date
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
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
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)
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
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
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
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
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.
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
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.)
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).
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
- 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.
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
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)
..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
..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
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
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
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
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
..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
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
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
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
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
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
..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
..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
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"
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
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.
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
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)
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
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)
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
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)
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
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
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