Commit Graph

1952 Commits (92ed1537a0e79facded3c81f50f7767962d70d6f)

Author SHA1 Message Date
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
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 2ca71d061b chippie: made some particle effects a bit nicer
The death-particles match the color of the chippie better (by mixing in some less pre-modulated graphics). The egg particles are also a bit more intense (as the graphics file is already not full white).
2015-12-13 08:20:38 +01:00
Sven Eberhardt 40f46403ba Move sound author attribution from Objects.ocd into main Sound.ocg (where the sounds now reside). 2015-12-13 01:09:48 -05:00
Sven Eberhardt 9f6c45b832 Fix some simple missing sounds. 2015-12-13 00:47:00 -05:00
Clonkonaut 309aa5416b Melee weapons: reset clonk's running speed if thrown (#1487). 2015-12-12 20:37:42 +01:00
Maikel de Vries 2e297b6563 time isday and isnight return true and false if no time object is present 2015-12-12 18:15:55 +01:00
Clonkonaut 461d147859 Fixing my own stupid crap (coconut). 2015-12-12 16:16:24 +01:00
Clonkonaut f9f7d17208 Coconuts grow in the treetops, fall down after some time. 2015-12-12 16:08:34 +01:00
David Dormagen dd3fc7610e sawmill: fix missing info menu
The production menu was used for showing information. Now the sawmill is no producer anymore and thus has no production menu. Instead, the sawmill adds the hint manually now.
2015-12-12 12:06:14 +01:00
Sven Eberhardt 1dca9cf1b5 FightForGidl: No friendly fire and some AI fixes. 2015-12-12 00:02:31 -05:00
Clonkonaut 680505c078 Sawmill now independent from Producer library.
This was hacky to begin with and often caused problems. Lately it made the saw blade spin down after each piece of wood was cut which was something I had fixed before. This won't happen anymore.
I also made the sawing a little bit nicer by adding an engine sound. I WILL MOVE THIS TO SOUND.OCG WHEN ITS DONE
2015-12-12 01:34:08 +01:00
Maikel de Vries 6065571742 fix rope particles on ladder and clean up rope related scripts
The ladder only had one of the ropes drawn and the clean up resulted in some small speed up for the rope related objects. See also (#1143).
2015-12-11 23:32:33 +01:00
David Dormagen 8d9d3a1ef9 producer: use infinity symbol instead of text "always"
After some testing, the text turned out to be the worse solution. At least Sven complained that the text was split into two lines on his resolution from 1997.
2015-12-11 20:42:15 +01:00
Clonkonaut fe4fb2cad7 Restart rule: Don't do anything when crew is enabled, don't remove inventory when base respawn rule is activated. 2015-12-10 23:37:51 +01:00
Maikel de Vries 8d8ecb688c add function to dynamite box to set stick count 2015-12-10 00:11:47 +01:00
Maikel de Vries 8ff9dd655d clean up airship pilot check
Makes it easier to appendto a check for NPC pilots in different layers.
2015-12-10 00:11:47 +01:00
David Dormagen cd0e1ef219 cottons: when a fruit pops without being shot, it doesn't drop CottonSeed but directly spawns a plant
This reduces the amount of cotton seeds that lie all over the map. It also eliminates the possibility of being struck dead by falling cotton.
2015-12-09 20:15:05 +01:00
Sven Eberhardt ab47831ab5 Make GUI_Controller->ShowWealth() static and apply to players joining after the call. 2015-12-09 00:40:18 -05:00
David Dormagen 603dd5fda9 coconut: handle ControlUse correctly
Otherwise, more clicking-logic is executed after eating the coconut (i.e. collecting items).
2015-12-08 21:50:12 +01:00
Maikel de Vries 285288546c allow wall jump from rope ladder 2015-12-08 17:22:13 +01:00
Maikel de Vries 64a4d12683 clean up and small speed gain for rope library
Also clean up for related objects, this is still work in progress to fix some bugs and get more speed up.
2015-12-08 16:43:52 +01:00
Maikel de Vries 69de4e72fd grab ladder while in wall jump 2015-12-08 16:26:20 +01:00
David Dormagen 70b4b6633e sawmill: hide inventory and display remaining wood to be ejected somewhere else (#1481)
The sawmill splits up objects on Collection(). That means you could put trees into the sawmill and even without power could you then take out the wood (that was yet to be ejected).
This is solved by this commit as you cannot take objects out of the sawmill manually anymore. The sawmill still displays the wood that is to be produced (because I found that cool).
2015-12-07 20:55:14 +01:00
David Dormagen 6c5aaecbed interaction menu: allow objects to hide inventory
Some objects need to accept items (be IsContainer) but want a custom way to display their contents (e.g. because you can't take stuff out). For example the sawmill.
2015-12-07 20:52:14 +01:00
David Dormagen 5770466aa9 Coal is not made from Wood anymore (related to #1481)
The sawmill can saw wooden objects back into wood. Since the coal was made from wood, you could refine a coal back into two wood.
I know of nothing that actually produces coal from two wood and thus the components were rather arbitrary anyway.
2015-12-07 20:36:26 +01:00
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
Sven Eberhardt c5f12523aa Fix ruby sale goal counting gems twice (#1489). 2015-12-06 21:45:06 -05:00
Sven Eberhardt 51651b5b87 Add fuel value to cotton seed. 2015-12-06 17:26:16 -05:00
Sven Eberhardt 54da061196 Airship needs cloth instead of rope. 2015-12-06 15:44:49 -05:00
David Dormagen 7a0b170075 interaction menu: made menu-rejection errors a callback
Objects that prevent interaction just in some situations (hostility, dead Clonks, ..) should always be shown in the interaction menu (because otherwise players might suspect bugs) and TELL the player WHY they want no interaction.
For that, they might need to specify own error messages.

Known issues:
* The "OnOpen" callback is done even if interaction is disallowed, however just simply removing the callback might not be sufficient, because we might get a callback disbalance if objects change their attitude while the menu is opened and the menu is closed again.
* Some objects (which should) do not include the Library_Ownable. However, we have no base melees atm and since this might introduce new errors, postpone it to 8.0.
2015-12-06 21:28:03 +01:00
David Dormagen c02cce2c0c interaction menu: allow transfer of items only into IsContainer (#1484) 2015-12-06 16:55:48 +01:00
Sven Eberhardt 6bcb6bb53e Prevent interaction menu on dead clonks (#1483). 2015-12-06 01:50:38 -05:00
Sven Eberhardt 6b5bd38cc8 Fix aim cancellation by spear AI (#1474) 2015-12-05 21:13:37 -05:00
Clonkonaut 6cd2faf582 Disabled wealth display by default (#1425).
Can be shown by using GUI_Controller->ShowWealth(). Did that for GoldRush but see bug #1477.
2015-12-05 12:42:52 +01:00
Maikel de Vries 042ba9a164 speed up finding flagpole for position 2015-12-05 11:45:43 +01:00
David Dormagen 4f4120b22b pickaxe: made blue sparks when hitting hard material stronger
To satisfy Matthi.
2015-12-05 00:23:54 +01:00
David Dormagen 973ceed23f fix volcanoes leaving behind sky (#1465)
DrawMaterialQuad was probably changed at some point and forgotten here. grep tells me we don't have any other DrawMaterialQuad-calls remaining where a boolean value is passed as the old "fSub" parameter.
2015-12-03 22:13:29 +01:00
David Dormagen 34291a0d98 respawn points are called "Respawn" instead of "Flagpole" now
This should give players a hint about what they are used for without actually having to die first.
2015-12-02 22:11:23 +01:00
David Dormagen fb3a1468a0 added texture for gold idol
The idol was once just a temporary placeholder that was to be replaced immediately. But apparently, we won't replace it anytime soon.
So we should at least give it a basic texture for the next release...
2015-12-02 13:55:39 +01:00
David Dormagen 43d10642f1 fix HP bar offset
The HP bar was only centered over the object IFF the object's first vertex was in its center. This was not necessarily true for buildings (e.g. targets in GIDL).
Now the vertex position is taken into account when positioning the bar.
2015-12-02 13:05:19 +01:00
David Dormagen 178a91f338 moved some functions that depend on Object.ocd from the global System.ocg to Objects.ocd/System.ocg (#1473)
The global System.ocg should not cause any errors even if Objects.ocd is not loaded. This means that any functions that depend on certain definitions (e.g. FindLocation) will just not be available.
2015-12-02 12:46:02 +01:00
Clonkonaut df45b58bbd Mushrooms burn (#1362).
Will no longer 'grow' in lava like the bug report stated.
2015-11-30 18:41:19 +01:00
David Dormagen 2e7f44f141 made cotton seed's mesh use transparency (#1456) 2015-11-30 10:18:20 +01:00
David Dormagen 7f5e85a82a interaction menu: do OnClose-callbacks if the Clonk/object moves out of range (#1466) 2015-11-30 10:17:31 +01:00
Maikel de Vries 2280710d39 trajectory takes controller of ranged weapon 2015-11-29 23:35:49 +01:00
David Dormagen 6a6e812a45 smoke bomb: changed smoke effect
It looks more like a smoke screen now and less like little circle-shaped sprites.
2015-11-29 22:30:13 +01:00
David Dormagen af9fe24dac AimManager: catch a nil-pointer
..which could happen if you RemoveObject()'ed an item from the Clonks hands.
2015-11-29 22:25:38 +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 714ad4bc7b elevator case: do not throw error on ControlUp/Down without elevator
Which can hopefully only happen when you spawn the case in the "Playground" scenario. Or maybe as a decoration object.
2015-11-29 18:30:45 +01:00
David Dormagen aec1988722 removed category "vehicle" of several helper objects
Otherwise you can spawn them in the "Playground" scenario.
2015-11-29 18:28:40 +01:00
Maikel de Vries 47ce50d364 status symbol category none instead of vehicle 2015-11-29 11:45:02 +01:00
Maikel de Vries 7a8de4fc55 fix power loss bug when producer moves out of base area (#1447) 2015-11-28 18:05:17 +01:00
Maikel de Vries 004bd3c59e move structure related libraries to separate subfolder 2015-11-28 15:40:25 +01:00
David Dormagen 4f78bf80c6 boompack: hit objects mid-air after rider jumped off (#1449)
This increases the military power and doesn't look as weird: after jumping off, the boompack will explode on IsProjectileTarget or OCF_Alive (like a normal arrow).
OnProjectileHit is called so that e.g. balloons still pop even if the explosion might not damage them.
2015-11-27 20:21:34 +01:00
David Dormagen b7f72085ff stone door: dig free on movement & particles when destroyed (#1443) 2015-11-26 21:08:20 +01:00
David Dormagen 95285c6f9e pump: added info about state to interaction menu
The pump is rather complex. This should allow for (new) players to figure out faster whether e.g. the drain pipe is clogged (as opposed to them doing anything wrong).
2015-11-25 12:05:26 +01:00
David Dormagen ebc9395220 fuzzy logic: added DumpCache debug function
This can be helpful to see why the observed behavior is triggered in some cases (e.g. why a fish swims straight into a wall (hint: because the wall was left AND right)).

DumpCache() can be used like so:
var brain = FuzzyLogic->Init();
// ..do stuff
brain->DumpCache();
2015-11-25 11:02:54 +01:00
David Dormagen a20b9568d9 adjusted fish behavior (#1319)
The main difference is now that the check for walls is only done closer to the fish and, to compensate lacking foresight, walls trigger stronger intention to turn.
Additionally, wall vision works slightly differently now, because it's not one vision set (angle) but two distance sets (left: close/far, right: close/far). This
should enable a wall being both left and right (e.g. when swimming in a tunnel) and hopefully lead to a bit straighter trajectory in such cases.

Also, fishes now don't swim 100% straight when they have no sensory input. That looked rather strange in a huge ocean.
PPS: also reduced slimness of fish. Very slim fish looked stupid.
2015-11-25 11:02:54 +01:00
David Dormagen 8ad1ccf633 compensator: made sparkle prettier 2015-11-24 23:24:09 +01:00
David Dormagen 72f7ea9c1e buy menu: always properly refresh when money becomes available & slight color change of wealth bar (#1457) 2015-11-23 20:07:32 +01:00
David Dormagen 02015cb610 interaction menu: properly call/remove menu entry callbacks when readding/removing items 2015-11-23 20:06:25 +01:00
David Dormagen d3bc228f9b interaction menu: added callback when viewing objects (e.g. for chest opening animation) (#1450)
OnContentMenuOpen is not used anymore.
There is a small issue: the callback is also done when the object can actually not be interacted with (e.g. because it's hostile / unfinished). Gotta think about that. But this should solve all our issues for now.
2015-11-22 22:37:58 +01:00
David Dormagen 2c5d0c6600 producer: stop infinite items jamming the production
When CheckAllComponentsForProduct returned true, but the item could still not be produced (due to missing water etc.), Produce would fail but the queue would not be cycled.
Now CheckAllComponentsForProduct is gone (why was it there anyway?) and if anything happens in Produce, the queue is cycled.
2015-11-22 22:12:13 +01:00
Sven Eberhardt e7a3878406 Fix AI stuck in aiming animation when shooting was cancelled by another AI command. 2015-11-22 14:47:13 -05:00
David Dormagen d21fb63a3b Library_Stackable: properly update stack count in inventory bar
Previously, using a javelin stack would not lower the displayed stack number in the inventory bar.
2015-11-22 11:37:26 +01:00
Maikel de Vries b1228bea2f additional power system test for bug #1447 2015-11-22 11:34:24 +01:00
David Dormagen fb32270106 various foodstuff: handle ControlUse properly
Otherwise other things might happen after consumption. Like, collecting rocks.
2015-11-22 11:18:59 +01:00
David Dormagen 0fc114c075 prevent rolling against movement direction
Previously, you would roll on landing when you had a movement key pressed. However, you would roll into your current direction even if you had the opposite movement key held down. This was one of the remaining possibilities of rolling into the void and being frustrated afterwards because the controls sucked.
2015-11-22 11:13:18 +01:00
David Dormagen 7d6c57c1d2 dynamite box: replace numeric stick count with custom overlay
The box actually does have different images for different stick counts. It's just not very visible there. And the old numbers were obstructed by the stack count anyway.
2015-11-22 11:04:54 +01:00
David Dormagen d7db8a9707 fixed dangling custom overlays
Custom overlays would only be closed when the object was changed. This was not apparent for the loam, because the new overlay would always completely obstruct the old one.
But with the dynamite box displaying the sticks, the old ones never disappeared.

Now the custom overlay is explicitely closed and the update is also done if the slot previously had a custom overlay and no has none.
2015-11-22 11:03:43 +01:00
David Dormagen 601e0e7856 fixed nil access when stacking objects with custom overlay
Line 954 would try to set the stack count text but the structure of the UI windows differed from the normal ones. So things would break.
2015-11-22 11:01:56 +01:00
Maikel de Vries 9d88a259a2 fix flickering of sky in time object 2015-11-22 09:28:53 +01:00
Maikel de Vries 2be6988829 fix updating of time object when set by script 2015-11-21 21:25:16 +01:00
Maikel de Vries 338f3bca9d change airplane id (Plane -> Airplane)
This is for a better distinguising between the Plane property and the airplane
2015-11-21 20:53:19 +01:00
Maikel de Vries d63015065c fix script runtime errors in pipe 2015-11-21 19:32:15 +01:00
Sven Eberhardt b52686a6a7 Fix nil array access when opening interaction menu for unfinished or hostile structures. 2015-11-20 20:59:36 -05:00
Sven Eberhardt 85b739ce1f Fix nil pointer access in basement placement script. 2015-11-20 20:50:26 -05:00
Sven Eberhardt 619cce13ba Fix script error when power levels vary while sawmill (and some other producers) have an active queue but no active production. 2015-11-20 18:36:06 -05:00
David Dormagen c247d6f145 added new chest model + alternative skins
The chest is a pretty important object and something a player sees over and over again. This patch adds some detail to the mesh which should look better with the new lighting we have. Additionally, the texture's resolution has been bumped up a little.
2015-11-20 20:05:53 +01:00
David Dormagen d8ec703f82 dynamite: update description to hint at special use
I just saw a let's play where the player had no clue that the real benefit of the dynamite was accurate mining by sticking it into the ground.
This should make it easier for new players to figure out this specialty. Also, we need to get rid of the notion that "Description" means "Funny Flavour Text". We also need to get rid of having TWO descriptions (aka "UsageHelp").
2015-11-19 18:24:58 +01:00
David Dormagen f7c50ef82d iron bomb: force throw when fused
While not 100% in line with the default behavior (right click = throw), throwing the bomb is basically the ONLY thing you will want to do after fusing it.
So, this change will probably prevent some unecessary suicides especially by new players and thus reduce possible frustration.
2015-11-19 18:21:42 +01:00
David Dormagen a63e53fcd5 zap: randomized pitch of sound 2015-11-14 15:36:27 +01:00
David Dormagen eb2b18457e roll: only roll while direction key is held down
This means that you start a roll currently with walking left/right and tapping [down]. OR falling a great height and just holding left/right when landing. When you let go of left/right, you will instantly walk again. This reduces the possibility of the players rolling into an abyss.
2015-11-14 14:58:02 +01:00
David Dormagen 215c83c79b interaction: allow objects to be at a rect around the Clonk instead of just at the center
This allows to e.g. repair bridge segments on which you stand or interact with other objects that are shorter than half your height.
2015-11-12 10:18:45 +01:00
David Dormagen d82247d86e chippie: fixed German description 2015-11-12 10:17:17 +01:00
David Dormagen a8f7dc6c5e moss: renamed dry moss to "Dry Moss" and fixed stacking dry and wet moss
This gives the player at least SOME feedback about why one can be used as fuel and the other can't.
2015-11-10 19:13:01 +01:00
David Dormagen e29028457e fixed count display of stackable objects
The count was displayed twice in certain situations: in the picture AND as a number.
Now the responsibility for displaying the count is solely on the menus' side. The objects only show an additional overlay when their count is infinite (to not display an arbitrary "50" there).
2015-11-10 17:32:38 +01:00
Sven Eberhardt a43103a93f Fix airplane description.
It wasn't to its property.
2015-11-08 17:14:29 -05:00
Maikel de Vries 9a9486d0fe Do not XOR booleans (Time.ocd) 2015-11-08 22:34:09 +01:00
David Dormagen cb2b189ff9 removed Library_GoldSeller
Valuables are now solely sold by putting them into the flag. This is consistent with everything else now.
2015-11-07 22:56:57 +01:00
David Dormagen 5361e0fe87 loam: indicate remaining loam in inventory menus 2015-11-07 22:40:41 +01:00
David Dormagen ad69cd9293 enabled objects to provide a custom overlay for the inventory bar and the interaction menu
This can e.g. be used for the water barrel to show the fill-level. Or by an adventure scenario to highlight quest items.
Or by third-party packs to do other cool stuff.
2015-11-07 21:20:08 +01:00
David Dormagen 712912f670 sword: fixed freezing Clonk in place when deleted during usage
When the sword was deleted while striking (or on hit), the effect that would reset the Clonk's speed was also deleted. The Clonk responded with a general inability to walk.
2015-11-07 21:20:08 +01:00
Armin 1b35755ce4 Fix blinking sky when using the time object. 2015-11-07 11:24:22 +01:00
David Dormagen 0f42015a24 pickaxe: prevent dug-out objects from hitting the Clonk for 30 frames
This should make pickaxing less frustrating as you are not interrupted EVERY TIME you dig out something.
2015-11-07 11:19:57 +01:00
David Dormagen ac8d5934b2 buffed javelin damage a bit more
Due to request from ala. 15 means that "usually" 4 javelins kill. 18 means that now 3 should be enough in most situations.
2015-11-07 10:59:39 +01:00
David Dormagen c1f183aa33 chippies: resist acid
As requested by ala because it might be beneficial to new scenario like Regeneration from CR.
2015-11-05 18:13:58 +01:00
David Dormagen 89d8c41d22 sproutberry: increased mesh size to better match size when attached 2015-11-04 20:21:59 +01:00
WinExploder 7573df69c8 Added new sprout berry graphics, normals and material
squashed:
Fixed Sprout Berry Sprite
Added new sprout berry graphics, normals and material
2015-11-04 20:15:39 +01:00
David Dormagen 507d5a2fb7 sword: increased hitting range to better match visuals
In at least one Let's Play, the player found it weird that the sword has such a short range even though it was (visually) clearly hitting the enemy. I agree.
Also, this is a (major?) sword buff of course.
2015-11-03 21:19:08 +01:00