Martin Plicht
a0030526e3
Ambience_DeepSeaMining.ocs: Extraneous }
2015-03-23 20:21:22 +01:00
Maikel de Vries
d2988163f5
fix flag marker redrawing on owner change
2015-02-16 17:17:18 +01:00
Maikel de Vries
7f79caade5
flag library: fix on owner change and clean up
2015-02-09 19:32:15 +01:00
Sven Eberhardt
68b1f55a56
Experimental: Fix ambience execution with player counts divisible by three.
2015-02-05 20:50:12 +01:00
Mark
d7a88eea62
Use CreateObject() in scripts ( #1214 )
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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 )
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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
36b29fd32e
adapt scenarios to rank->branch change
2015-01-07 00:04:44 +01:00
Tobias Zwick
f5ecd4776d
new function SetLightRange (replaces SetPlrViewRange)
2015-01-02 01:06:00 +01:00
Maikel de Vries
c6802b8776
increase game content version entries to 6.0
2014-12-12 22:58:16 +01:00
Sven Eberhardt
d17226bbc2
Added ambience test version of DeepSeaMining.
2014-12-09 23:51:40 +01:00
Sven Eberhardt
257840893a
Moved FightForGidl to missions.
2014-10-03 18:33:18 +02:00
Sven Eberhardt
5857be16d5
Deep Sea Mining moved to missions folder
2014-07-10 19:54:36 +02:00
Sven Eberhardt
c51710a1b7
Deep sea mine: Add lorry to construction plans
2014-07-06 21:59:05 +02:00
Sven Eberhardt
6b614e49c9
Deep Sea Mining: Intro and outro dialogs.
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Also make gems unsellable. Selling your only gems is a stupid way to lose.
2014-07-05 16:47:34 +02:00
Sven Eberhardt
5cd9b915b0
Added some dialogue functions and speaker portraits. UpdatedAddMenuItem and CustomMessage to allow more customization for picture graphics.
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I would prefer to render the models for speaker portraits directly. However, it seems like it's not currently possible to clip or render models to offscreen surfaces.
2014-07-05 15:25:30 +02:00
Sven Eberhardt
28ba0ca4c5
DeepSeaMining scenario and game goal reworked.
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* Goal is now construction of a communication structure
* Map size halved
* Do not respawn fish in player view range
Constructor: Added some callbacks for custom construction sites
Rubies: Store used graphics in local variable
ContentsMenuController: Added safety checks when host object is deleted in callback
2014-07-03 21:22:37 +02:00
Sven Eberhardt
48fadf13ce
Experimental Deep see mining scenario tweaks.
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* Horizontal map size halved; gems and goal adjusted accordingly
* Knowledge/BaseMaterial/Wealth updated
* Fish can be eaten when dead to regain energy
* Different piranha munch sound
* Tree respawn ignores chopped trees
* Added hint to preserve coal
2014-06-28 17:35:24 +02:00
Sven Eberhardt
31bcd04063
Added new settlement scenario to experimental folder: Deep sea mining.
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A gem sale scenario using fixed versions of Zapper's fish from the underwater branch.
2014-06-28 13:20:23 +02:00
Sven Eberhardt
8a705cd599
Update fight for Gidl Icon
2014-06-28 13:18:40 +02:00
Maikel de Vries
01d30e5c62
fixed a typo in FightForGidl goal message
2014-06-27 20:55:37 +02:00
Sven Eberhardt
6d19569963
Added experimental scenario: Fight for Gidl
2014-06-22 16:47:21 +02:00
Sven Eberhardt
ba23c6e022
TreasureHunt moved from experimental to missions
2014-05-04 19:19:45 +02:00
Sven Eberhardt
bfd16c77e4
Treasure Hunt: Description and better goal explanation. Some map fixes.
2014-04-21 18:44:07 +02:00
Sven Eberhardt
fd3934fd77
TreasureHunt: Goal fix and TopOpen=2.
2014-04-21 02:01:36 +02:00
Sven Eberhardt
f960567f42
TreasureHunt: Add missing script file
2014-04-20 20:10:13 +02:00
Sven Eberhardt
ea11778388
Treasure Hunt: Messages, league adjustments.
2014-04-20 19:37:36 +02:00
Sven Eberhardt
e30e1a1028
Minor map and object fixes to TreasureHunt. Adjust GemOfPower picture rect.
2014-04-19 00:06:08 +02:00
Sven Eberhardt
81dada0c0d
New experimental scenario: Treasure Hunt
2014-04-18 21:16:31 +02:00
Tobias Zwick
f6e98d61e2
replace sulphur material with firestone material
2014-01-11 22:29:19 +07:00
Sven Eberhardt
f12fe2a24a
Call MaxContentsCount using this->MaxContentsCount() to allow runtime overload
2013-12-30 13:46:34 +01:00
David Dormagen
a10c9316ef
renamed DynamicParticles* to Particles* and CreateParticleEx to CreateParticle
2013-12-17 22:32:01 +01:00
David Dormagen
54fdb2cec1
updated some remainers of the old particle system to use the new one
2013-11-28 23:38:26 +01:00
Sven Eberhardt
d3aa2c60ec
Experimental pluto's OCTier: Not quite working yet.
2013-09-07 20:26:10 +02:00
Clonkonaut
d28959a161
Some fixes to the cable cars for possible future development.
2013-05-26 15:25:27 +02:00
Martin Plicht
a915cdb15f
Make Eclipse happy by changing some zeros to nils and stuff
2013-05-26 00:01:08 +02:00
Sven Eberhardt
3937fcd3b1
Sorted all playable scenarios from experimental folder into settlement/parkour/arena folders
2013-05-16 19:33:10 +02:00
Sven Eberhardt
359b5df806
Moved from experimental scenarios to main objects: Wall kit, gems, gem goals, reduced pickaxe strength (can't pick granite)
2013-05-16 16:50:34 +02:00
Sven Eberhardt
225683fbda
Experimental maze: Added paint spray can (with placeholder graphics)
2013-05-10 09:38:09 +02:00
Sven Eberhardt
170d5ab21f
Acid drilling: Goal check fixes and one more hint in the description
2013-05-09 21:59:13 +02:00
Sven Eberhardt
d2509d173e
AcidDrilling map update
2013-05-09 20:09:52 +02:00
Sven Eberhardt
c98ad23ccb
Added some hints to AcidGoldMine and GoldenMountain scenarios
2013-05-09 13:23:54 +02:00
Sven Eberhardt
121ef7d130
Added experimental settlement scenario AcidDrilling
2013-05-09 12:04:02 +02:00
Sven Eberhardt
9e55847021
Experimental Maze: Fix goal rect
2013-04-06 19:58:26 +02:00
Sven Eberhardt
f244efbc86
Experimental maze parkour scenario. Collect a ruby and return it to the start to win.
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Crashes sometimes during map generation. Couldn't reproduce this in a debug build yet :(
2013-04-06 18:02:56 +02:00
Sven Eberhardt
1d68f736a5
Fix Experimental.ocf German name and description.
2013-03-31 16:20:17 +02:00
Sven Eberhardt
1322391f5f
Implemented C4S.Landscape.BottomOpen=2: Bottom is closed iff corresponding map pixel in bottom row has tunnel background.
2013-03-30 14:54:51 +01:00
Sven Eberhardt
749ddb09aa
Updated local scenario material densities
2013-03-30 13:59:04 +01:00
Sven Eberhardt
44e23f78c6
Tree trunks can be chopped down to gain wood ( #939 ).
2013-03-29 17:50:11 +01:00
Sven Eberhardt
92fa6408e7
EvilCastle: Added Dragonclonk's deco objects
2013-03-28 19:10:22 +01:00
Sven Eberhardt
d2da1310f5
GoldenMountain: Rubies/Amethysts give only 5 gold per gem
2013-03-28 00:09:02 +01:00
Sven Eberhardt
84163cefd1
GoldenMountain: More stuff can be bought.
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Gold is still not very useful here, but at least you can get some more stuff now.
2013-03-26 22:28:02 +01:00
Sven Eberhardt
243070ca64
Some GoldenMountain balancing
2013-03-26 22:21:28 +01:00
Sven Eberhardt
d2037caef7
GoldenMountain starting conditions rework
2013-03-26 10:53:20 +01:00
Sven Eberhardt
e387c7cdb9
Added new settlement scenario "Golden Mountain" to Experimental.ocf
2013-03-26 00:48:22 +01:00
Sven Eberhardt
eeb6436f89
FrostySummit: Fixed some scenario properties.
2013-03-22 21:49:01 +01:00
Sven Eberhardt
eeac0f7c98
Fixed MinPlayer in some experimental scenarios
2013-03-22 21:46:09 +01:00
Sven Eberhardt
0801209a34
New experimental scenario: Frosty Summit.
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At the moment, the round is a bit too short I think :)
2013-03-22 21:35:14 +01:00
Armin Burgmeier
e0b977c88d
MineRescue: Goal checks whether elevator can move, not whether it does move
2013-03-16 16:59:18 +01:00
Armin Burgmeier
6d688f8d23
Add new experimental scenario Mine Rescue
2013-03-16 14:11:39 +01:00
Sven Eberhardt
d505c8a760
DeadlyGrotto fix DuroLava and statue head vertices
2013-03-07 22:23:27 +01:00
Sven Eberhardt
44f45a8e06
New settlement scenario in Experimental.ocf: Deadly Grotto.
2013-03-07 01:09:38 +01:00
Sven Eberhardt
e5ecf33455
Experimental ruby cave: Icon and knowledge.
2013-03-07 01:09:37 +01:00
Sven Eberhardt
cc299bd799
New experimental settlement scenario: Ruby cave
2013-03-03 17:09:49 +01:00
Sven Eberhardt
7ddba1e2c2
Experimental WallKit moved to definition folder.
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I need it in another scenario
2013-03-03 14:25:52 +01:00
Sven Eberhardt
6bd3646a35
Experimental BigVolcano: Some gfx+sound effects
2013-02-27 00:21:30 +01:00
Sven Eberhardt
f727c2eca0
New experimental scenario: Volcano Escape EXTREME!
2013-02-25 21:47:55 +01:00
Sven Eberhardt
cae188a5d8
Experimental scenario tweaks [ala]
2013-02-19 00:53:07 +01:00
Sven Eberhardt
2693db2189
Experimental AcidGoldMine landscape tweaks
2013-02-17 18:00:53 +01:00
Sven Eberhardt
2a05f16a73
Experimental AcidGoldMine landscape rework
2013-02-11 21:01:19 +01:00
Sven Eberhardt
8974355760
Experimental acid gold mine: Difficulty tweaked.
2013-02-10 19:15:56 +01:00
Sven Eberhardt
af0b44a5ab
Experimental AcidGoldMine minor stuff
2013-02-10 12:47:38 +01:00
Sven Eberhardt
377d709465
Experimental AcidGoldMine: Made a bit easier.
2013-02-09 16:47:24 +01:00
Sven Eberhardt
5bd634b02a
Experimental AcidGoldMine: Gold mine in hostile environment.
2013-02-09 15:31:41 +01:00
Sven Eberhardt
7d12dff8dc
Experimental: VolcanoEscape. Relatively hard, cooperative race.
2013-02-06 01:18:32 +01:00
Sven Eberhardt
3ee1cbe60b
Experimental EvilCastle+HotIce wip
2013-02-03 22:38:46 +01:00
Sven Eberhardt
7f14d6bdef
Experimental EvilCastle: Message when you enter the mushroom cave + misc landscape/object stuff
2013-01-31 22:42:15 +01:00
Sven Eberhardt
320b0f4672
Experimental: HotIce. A short, new arena scenario.
2013-01-28 22:25:40 +01:00
Sven Eberhardt
3b73955e6f
Experimental EvilCastle Horax moar stronk!
2013-01-27 18:40:45 +01:00
Sven Eberhardt
82cf8a0892
Experimental EvilCastle: Mushroom poison improvement. Upside-down shrooms now work as well!
2013-01-27 18:06:23 +01:00
Sven Eberhardt
237e44034b
Experimental Enemy AI: Evasion and shield usage. EvilCastle: EnergyBars
2013-01-27 17:17:55 +01:00
Sven Eberhardt
b44466729a
Experimental EvilCastle: Some more textures for castle materials
2013-01-26 23:39:14 +01:00
Sven Eberhardt
63a34ab9ba
Experimental: Lots of small improvements on EvilCastle and EnemyAI.
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EnemyAI:
* Try to avoid shooting allies standing between AI and target. Jump to get free path.
* Fix some cases of AI stuck in wall scaling action
* Ranged enemies face their targets when they shoot
* Catapult handling: If catapult is empty, let go and attack with melee weapon
* Change ranged targets if current is unreachable
* Encounter callbacks to game script and ally wakeup
EvilCastle:
* Lock player view (Prohibit mouse scrolling)
* Encounter messages for some enemies
* Enemy aggro ranges tweaked
* Some landscape reworks
* Icon changed
2013-01-26 17:24:48 +01:00
Sven Eberhardt
1ed3e9d648
Experimental EvilCastle now has a goal!
2013-01-20 17:12:07 +01:00
Sven Eberhardt
34831fd821
Experimental EvilCastle: Intro, startup materials, relaunch, enemies. Still no goal :(
2013-01-20 13:26:34 +01:00
Sven Eberhardt
c8edaab426
Experimental: EvilCastle scorching ruins and some enemies
2013-01-20 01:45:00 +01:00
Sven Eberhardt
1f32bce29b
Experimental: EvilCastle now with evil mushroom cave!
2013-01-20 00:45:17 +01:00
Sven Eberhardt
18c7525420
Experimental: EvilCastle
2013-01-19 17:49:08 +01:00
Maikel de Vries
b6b8e559a0
Moved Raiders.ocs to Experimental.ocf
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This is where experimental scenarios belong.
2013-01-14 20:06:27 +01:00
Nicolas Hake
016f626cbe
planet: Normalize line endings
2013-01-13 19:00:12 +01:00
Sven Eberhardt
8c3e78cee4
Skylands: Map update with less rock, so building the double elevator is easier now
2012-12-07 23:21:34 +01:00
Sven Eberhardt
9cc2c0aca1
Skylands loam length tweak
2012-12-07 23:13:18 +01:00
Sven Eberhardt
7cbf11e39d
Skylands
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* Removed lift tower
* Fix scaffolds walls to no longer move Clonks on creation
* Reduce scaffold hit points
* Add flints to home base material and more flints to landscape
* Remodeled landscape and chests a bit
* Made plane parts destructible on damage, so you can destroy them if they get stuck
* Tweaked storm push a bit
2012-12-07 23:11:52 +01:00
Sven Eberhardt
c3ad022a25
Skylands made a bit easier
2012-12-02 21:33:17 +01:00
Sven Eberhardt
fc10ae7b33
Skylands balancing...
2012-12-02 21:19:12 +01:00
Sven Eberhardt
f7bde6706d
Skylands now a bit more playable
2012-12-02 18:53:25 +01:00
Günther Brammer
0f48d92036
Move Minimal.ocs back to Tests.ocf
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Minimal.ocs is not at all experimental. It has two uses: Testing aspects of
the game that do not depend on the scenario in a clean environment, and
checking that the default scenario settings still work.
2012-12-02 17:48:34 +01:00
Maikel de Vries
9489759d3a
Renamed Tests.ocf to Experimental.ocf
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This scenario folder is now intended more towards scenario testing purposes rather than containing random development stuff.
Both Experimental.ocd and Experimental.ocf should never be included in releases.
2012-12-02 16:55:53 +01:00