Sven Eberhardt
21d05fa97f
Build fix for 32bit Windows autobuilds (I hope).
...
Note that the code is still broken if timeGetTime() overflows while the engine is running (related to issue #251 ).
2013-12-01 14:49:06 +01:00
Nicolas Hake
77b1da5238
mape: Update StartSoundEffectAt dummy
...
ceca8b8
changed the signature of StartSoundEffectAt, but didn't update
mape's dummy function.
2013-12-01 13:13:56 +01:00
Nicolas Hake
15fcd8c51d
Add missing <time.h> include
2013-12-01 13:09:39 +01:00
David Dormagen
3351ccd9d5
dynamic particles: correctly check for the absence of glPrimitiveRestartIndex
2013-11-30 13:43:46 +01:00
David Dormagen
7ede55eeee
improved the aesthetics of the lightning strike's particle effect
2013-11-30 13:43:46 +01:00
Tobias Zwick
e9853dc493
don't display the death message on graves if the message is empty ( #896 )
2013-11-30 14:42:52 +07:00
Tobias Zwick
17ab2c53a3
update documentation around DefCore, remove some obsolete fields (2)
2013-11-30 14:15:42 +07:00
Tobias Zwick
666a51b3d9
update documentation around DefCore, remove some obsolete fields
2013-11-30 14:14:18 +07:00
Tobias Zwick
5bee448745
update documentation around ActMap (2)
2013-11-30 13:11:36 +07:00
Tobias Zwick
932853d1d8
update documentation around ActMap
2013-11-30 11:45:31 +07:00
David Dormagen
764171d1d8
dynamic particles: reserve keyframes vector memory before assigning (for performance) and minor code cleanups
2013-11-30 01:11:06 +01:00
David Dormagen
bc6daaea22
dynamic particles: retain old model-view matrix (fixes weird effects under certain situations - some code seems to rely on the current matrix being the identity)
2013-11-29 23:05:49 +01:00
David Dormagen
b0bc2d627f
implemented fallback for particle drawing in case glPrimitiveRestartIndex is not supported ( #995 )
2013-11-29 22:43:36 +01:00
Tobias Zwick
b4732f50c3
document properties of definitions, mark the ones missing yet in the source file
2013-11-30 00:39:29 +07:00
Tobias Zwick
133628c656
link the MapScript documentation in the index
2013-11-30 00:38:02 +07:00
Tobias Zwick
e10f7abe1b
add a fadeout sound for the earthquake ( #884 )
2013-11-29 21:48:09 +07:00
Tobias Zwick
009e08edd1
Document the default planes of the categories
2013-11-29 21:07:30 +07:00
Tobias Zwick
270f0406d8
make invaluable materials be displayed behind more important stuff ( #990 )
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In detail: Invaluable materials (450), normal materials (460), valuable materials and processed materials (470), processed valuable materials like ruby, gold (480), all other items (default: 500), ... explosives (530)
2013-11-29 21:07:29 +07:00
Nicolas Hake
52fd2679cd
Fix line endings broken by ecf538c
, 7b9c1d5
, and ceca8b8
2013-11-29 14:18:48 +01:00
Tobias Zwick
ceca8b8fc7
add SoundAt function in C4Script (part of #238 ), document
...
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
Tobias Zwick
7b9c1d5a9e
refactor: consistently use time_t t... variables for times in network system, scheduler, gui
...
The network used to cast GetTime() to int, but GetTime() is an unsigned long. This might cause problems if GetTime() returns big integers (see #251 ). To solve this, the StdSchedulerProc interface had to be extended with another function in order to eliminate the magic return value -1 of GetNextTick for "no scheduled execution".
2013-11-29 17:28:04 +07:00
Tobias Zwick
ecf538cd1f
refactor: consistently use time_t t... variables for times in sound system, stats, application and player controls
2013-11-29 14:16:14 +07:00
David Dormagen
30619ae7fd
removed unused particle definitions & cleaned up Particle.txt of LightningBolt particle
2013-11-28 23:44:24 +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
David Dormagen
8461fb9822
changed dynamite/dynamite box/powder keg fuse effect to use the new particle system
2013-11-28 23:29:25 +01:00
David Dormagen
0b346d67ff
made pretty fireworks (with new particle system)
2013-11-28 23:28:33 +01:00
David Dormagen
6844cbbc71
changed DrawParticleLine to use the new particle system
2013-11-28 23:27:56 +01:00
David Dormagen
defe1f7525
updated Grass particle and usages to new particle system
2013-11-28 23:25:30 +01:00
David Dormagen
4126fa7021
moved Straw particle to Effects.ocd
2013-11-28 23:24:34 +01:00
David Dormagen
4ce1b5b205
updated stuff in Windmills to use the new particle system
2013-11-28 21:35:12 +01:00
David Dormagen
95f4725208
updated stuff in ThunderousSkies to use the new particle system
2013-11-28 21:35:11 +01:00
David Dormagen
08fc85f13c
updated Scorched Garden to use the "normal" Meteor instead of a Firestone with particles; made Scorched Gardens use the new particle system everywhere else, too
2013-11-28 21:35:11 +01:00
David Dormagen
2c4c8c1f61
updated stuff in Overcast to use the new particle system
2013-11-28 21:35:11 +01:00
David Dormagen
eb1a5a3a64
updated stuff in MoltenMonarch to use the new particle system
2013-11-28 21:35:10 +01:00
Clonkonaut
d9246b1e6e
Removed engine sounds from the elevator case.
...
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.
...
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
e07b4cab19
Hard hit sound added to lorry.
2013-11-27 22:23:19 +01:00
Clonkonaut
e36fd68d6a
Turning wheels sound added to lorry.
2013-11-27 22:23:14 +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
...
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.
...
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
f6a3b3e04e
updated stuff in Hideout to use the new particle system
2013-11-27 12:30:52 +01:00
David Dormagen
6752953993
changed stuff in FrozenFortress to use the new particle system
2013-11-27 11:42:02 +01:00
David Dormagen
7f5a2fc891
changed Tutorial03 to use new particle system
2013-11-26 22:51:42 +01:00
David Dormagen
1edd16985d
changed Parkour/VolcanoEscapeEx/BigVolcano to use new particle system
2013-11-26 22:47:44 +01:00
David Dormagen
b7cb5dc74a
adapted remaining usages of old particle system in Missions.ocf to the new one
2013-11-26 22:43:28 +01:00
David Dormagen
6dc707b203
moved ObjectRestorer from Storm/Tutorials into Helpers.ocd
...
It was used by more than one scenario already and the two versions already diverged. We should not do that in our own repository.
2013-11-26 22:42:52 +01:00
David Dormagen
e7e9190fb9
objects now also instantiate their dynamic particle structures when loading from a savegame (fixes crash)
2013-11-26 22:00:03 +01:00