Commit Graph

181 Commits (c00a8cf3c3a33a88c5a8aba152d06d9f483921a5)

Author SHA1 Message Date
Maikel de Vries 5a79eef10a remove airship hitbox in favor of projectile target implementation 2016-01-28 21:53:49 +01:00
Maikel de Vries 2cc59cb336 change catapult aiming: power is such that trajectory goed through the cursor (if possible) 2016-01-26 22:38:25 +01:00
Maikel de Vries 7e1fe57440 catapult: remove trajectory preview when use is cancelled 2016-01-25 23:22:14 +01:00
David Dormagen 9e563e6d8c cannon: fix possible nil pointer access
In boomshire, the cannons are automatically filled with boompacks (and then fired). That means that there is no Clonk to be passed.
2016-01-25 20:13:51 +01:00
Sven Eberhardt 3dad1c6d81 Turn MaxContentsCount and HandObjects into properties instead of callbacks (Possibly fixes #1553) 2016-01-10 10:41:34 -05:00
Sven Eberhardt fc659584e4 Fix catapult projectile priority when shooting clonk while items are placed in the catapult (typically by the scenario designer) #1547 2016-01-09 15:59:43 -04:00
Sven Eberhardt 3b74ac2929 DarkCastle: Fix nil access in intro. 2016-01-09 11:09:11 -04:00
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 659b1d24a7 killtracing: correct cause_plr for burning lorry fragments 2016-01-03 20:18:06 +01:00
Maikel de Vries 309edf4467 killtracing: fix contoller of dumped lorry contents 2016-01-03 13:54:26 +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 7ca791a5b0 fix random choice of object when dumping lorry contents 2016-01-02 21:52:52 +01:00
Günther Brammer 00a4c6c428 Replace BorderBound DefCore value with BorderBound object property 2016-01-01 22:18:41 +01:00
Maikel de Vries 509bdac5bc remove unused Rebuy property from objects 2015-12-28 10:21:49 +01:00
Maikel de Vries 50930fec67 add usage to lorry to dump contents into landscape 2015-12-24 18:29:10 +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 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
Maikel de Vries 1772378fb6 fix self-launching catapult to shoot immediately (#1490) 2015-12-20 22:54:21 +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
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
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
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 54da061196 Airship needs cloth instead of rope. 2015-12-06 15:44:49 -05:00
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
Sven Eberhardt a43103a93f Fix airplane description.
It wasn't to its property.
2015-11-08 17:14:29 -05:00
David Dormagen e4009a683c catapult: cannot shoot yourself into solid material anymore (#1139) 2015-11-03 20:54:11 +01:00
Clonkonaut 1178d8f0ce Prevent dead clonks from sitting upright (#1358).
Also added convenient constants defining the animation slots to use for clonk animation.
2015-10-11 14:08:14 +02:00
Clonkonaut 3c97c25301 Make big vehicles (catapult) control a double elevator but not a single one. 2015-10-11 00:16:14 +02:00
Clonkonaut 48bcdc84f7 Rotate object before firing (for firing boompacks). 2015-10-05 23:46:31 +02:00
Armin Burgmeier b8ed577c0f Rotate the OGRE coordinate frame by 90 degrees in X
Also rotate all meshes backwards so that everything keeps working. This should
make it more convenient for modellers to create new meshes.
See http://forum.openclonk.org/topic_show.pl?pid=29410#pid29410.
2015-10-03 11:39:08 -04:00
Maikel de Vries 17d59de20d fix pilot check in airplane for NPCs 2015-09-11 21:25:45 +02:00
Sven Eberhardt 3b522e86ac Fix script error and broken animations in catapult if left and right direction control is given in the same frame. 2015-09-10 18:35:04 -04:00
Maikel de Vries f3f837f9a8 add trajectory preview to catapult 2015-09-06 13:47:12 +02:00
Maikel de Vries f5b7fe7498 fixed gravity calculation for trajectories 2015-09-06 13:46:45 +02:00
David Dormagen ac738735b2 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Vehicles.ocd/Airplane.ocd/Script.c
	src/game/C4Game.cpp
	src/game/C4GraphicsSystem.cpp
	src/gamescript/C4GameScript.cpp
2015-09-02 08:19:34 +02:00
Armin Burgmeier 0cdafc278b Transform all mesh data to Clonk reference frame on load
Instead of doing the transformation when drawing a mesh. This allows making
the OpenGL normal matrix more consistent, since it does not include the
Ogre-To-Clonk transformation, and so that the transformation does not need
to be inverted in the shader.

As a side effect, all Attach transformations were updated, since before
they were specified in the OGRE reference frame, not the Clonk reference
frame.
2015-08-18 20:30:20 -04:00
Sven Eberhardt 53d1ac8eac Fix angle adjustment for instant-flight command of airplane.
It was wrong for planes flying to the left, which caused planes to fly too low in the Raid.ocs intro.
2015-08-09 23:13:32 -04:00
Sven Eberhardt f873e81bf0 Fade airplane sound pitch when motor is turned on and off. 2015-08-09 19:28:07 -04:00
Sven Eberhardt 042d00c1d2 Fade airship sound pitch when motor is turned on and off. 2015-08-09 19:04:29 -04:00
Maikel de Vries 31e0bdcdac airplane: shoot boompacks on right mouse button 2015-06-28 16:29:29 +02:00
Maikel de Vries 91cd15c40c reimplement alt use on right mouse button
This replaces throwing then controlling or inside a vehicle, throwing items remains on RMB as is.
2015-06-28 09:44:50 +02:00
Maikel de Vries dff9a0d618 fix cannon script: do not allow anything but powder keg to enter 2015-06-20 15:58:18 +02:00
Maikel de Vries 0e4ad1797e improve double elevator vehicle movement by having a single solid mask 2015-06-08 21:20:38 +02:00
Maikel de Vries 18d292e180 lorry: pass controller to objects which are casted on destruction 2015-05-17 13:56:52 +02:00
Maikel de Vries bd9da84fcb allow developers to also let airplane face left 2015-02-23 11:13:02 +01:00
Maikel de Vries e993b0725e lorry ejects contents on destuction from explosion 2015-01-15 18:34:35 +01:00
Mark 850bf1b9d4 CreateObject/CreateObjectAbove (#1214)
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 c6802b8776 increase game content version entries to 6.0 2014-12-12 22:58:16 +01:00
Maikel de Vries add7f23251 moved plane crash sound to plane object
This makes it usable in other scenarios besides DarkCastle
2014-10-24 17:50:55 +02:00
Sven Eberhardt d3ac2789cb DarkCastle intro sequence added. 2014-10-04 22:40:17 +02:00
Sven Eberhardt 57ddbf9fa6 Fix initial speed of airplane on StartInstantFlight call. 2014-10-04 19:39:06 +02:00
Maikel de Vries f5ca7a443b make cannon fit in the elevator 2014-10-03 16:23:19 +02:00
Maikel de Vries d24ae4eb46 allow for infinite gunpowder in the powder keg 2014-09-29 20:10:58 +02:00
Maikel de Vries 6ba0164c5b removed unnecessary defcore Value entries
Completely unneeded for structures and many other objects.
2014-05-26 21:38:32 +02:00
Sven Eberhardt 6040dde80a Cleaned up airship: Extra graphics object and unnecessary timers removed. 2014-05-04 14:16:46 +02:00
Sven Eberhardt 57463b61c4 Rework SolidMasks to be defined in a separate SolidMask.png graphics file instead of the main definition graphics. 2014-01-08 01:55:33 +01:00
Sven Eberhardt f12fe2a24a Call MaxContentsCount using this->MaxContentsCount() to allow runtime overload 2013-12-30 13:46:34 +01:00
Sven Eberhardt 5094cc5c1b Reworked "Save as scenario" option in editor to write a script file instead of Game.txt. 2013-12-27 17:10:09 +01:00
Martin Plicht d699ba80a5 script: Fix some minor nil/0/parameter passing issues, fix some <variable> = <variable> noop issue and convert some while loop into a for loop 2013-12-21 13:23:51 +01:00
David Dormagen a10c9316ef renamed DynamicParticles* to Particles* and CreateParticleEx to CreateParticle 2013-12-17 22:32:01 +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
David Dormagen 0aeb38f137 adapted MuzzleFlash particle and usages to new particle system 2013-11-26 21:25:04 +01:00
David Dormagen 875823644d adapted remaining usages of ExploSmoke* to new particle system 2013-11-26 21:25:04 +01:00
David Dormagen c17ec80039 removed particle "EngineSmoke" (use "Smoke" now) 2013-11-26 21:24:58 +01:00
David Dormagen 2139e950f1 adapted Flash particle and usages to new particle system 2013-11-26 21:24:57 +01:00
David Dormagen a5c8489059 adapted EngineSmoke particle and usages to the new particle system 2013-11-26 21:24:57 +01:00
Maikel de Vries f209d1352c Clean up airship script and use float procedure to move the ship
This removes some functionality which I will implement later, but provides a better basis to build upon.
2013-10-07 19:32:41 +02:00
Maikel de Vries 0c497d2b95 Airplane can be produced at the shipyard 2013-10-04 10:46:31 +02:00
Tobias Zwick 064166d09e make most sound effects mono 2013-05-26 17:42:37 +02:00
Tobias Zwick 8f752d1d9e clean up files, make non-transparent textures high-quality JPEGs 2013-05-26 16:48:12 +02:00
Sven Eberhardt 9bcf7ca725 fix typo in catapult script 2013-01-18 23:12:17 +01:00
Charles Spurrill 1121425eca Airship: modules delete themselves when airship is removed 2012-11-12 18:09:58 -08:00
Maikel de Vries 0bba79a742 Removed cannon debug message 2012-11-04 16:01:46 +01:00
Russell 5782557a34 Clonk. Now with 65% better grammar. 2012-10-22 18:35:06 +01:00
Charles Spurrill 869e2acac0 Cannon: Remove accidentally committed SelfPropellent script for projectiles 2012-08-07 12:32:36 -07:00
Charles Spurrill 5be266549e Airplane: Damage doesn't need to equal < 0 before destructing. Rather, <= 0. 2012-08-07 11:53:39 -07:00
Charles Spurrill 6d9a238e75 Airship fixed so explosives hitting the gondola also do damage 2012-08-07 11:51:48 -07:00
Charles Spurrill b8afe21a89 Much of Cannon script redone in a saner manner. More precision (1000x), no animation jumping while turning. 2012-08-07 11:51:04 -07:00
Charles Spurrill ae3f8156ea thicker airship bottom to avoid lorry clipping through 2012-08-03 14:38:02 -07:00
Charles Spurrill e54673962a Added library allowing solidmasked vehicles to 'rotate' parented objects along the z-axis with their rotation. See airship 2012-08-03 14:22:06 -07:00
Felix Wagner 53298dc089 Shipyard: Added shipyard
Changed the airship to IsShipyardProduct
2012-07-16 14:29:49 +01:00
Felix Wagner 28c77c8074 Armory: Added armory
Changed the following items to IsArmoryProduct:
Cannon, Catapult
2012-07-16 14:23:10 +01:00
Günther Brammer 2510734ad3 Script: Damage callback changed to Damage(Change, Cause, CausedByPlr) 2012-05-06 14:45:35 +02:00
Maikel de Vries 6fcc0f6d2e Removed TimerCall in favour of AddTimer script implementation 2012-05-05 12:09:44 +02:00
Bernhard Bonigl db4ad404b1 Removed wrong written Definition from Cannon 2012-04-08 01:43:29 +02:00
Maikel de Vries 84e5f04cd3 Fixed shooting items with cannon (#733)
Also minor cleanup in code
2012-03-31 12:46:24 +02:00
David Dormagen 182889bfe4 lorry: fixed collection limit when collecting via collection zone 2012-03-24 16:33:15 +01:00
Bernhard Bonigl e8cd3c2871 Fixed Catapult using only the first/second inventory slot instead of the selected ones. 2012-03-12 17:04:57 +01:00
Armin Burgmeier b777c0dd49 Start propellor sound with a small delay
Sound does not work on Linux at all otherwise!?
2012-03-11 01:32:15 +01:00
Maikel de Vries c55660126e Improved Crash intro sequence 2012-03-11 01:20:15 +01:00
Armin Burgmeier cebbacd3f4 Remove "Picture" DefCore entry in objects having mesh graphics 2012-02-25 17:04:00 +01:00
Armin Burgmeier cd8becb577 Remove executable bits of non-executable files 2012-02-10 01:18:15 +01:00
Tobias Zwick 6540aa9efb replaced airplane propeller sound 2012-01-11 19:43:53 +01:00
Felix Wagner cc37156db7 + Library_ElevatorControl, for all vehicle to be snatched by the elevator case 2012-01-11 02:02:59 +00:00
Maikel de Vries b505cf88c7 Lorry can be accessed by content menus now 2011-12-28 19:55:25 +01:00
Maikel de Vries 93481ed972 Remove Library_ItemContainer in favour of content menu (open with E)
It should work sufficiently well to use this from now on, for the next release it still needs some work though.
2011-12-28 19:25:00 +01:00
Maikel de Vries 7371d37325 Content menu opens now for "IsContainer" 2011-12-08 23:26:18 +01:00
Charles Spurrill 3e5a4f46d5 Fixed stupid mistake in airship script I made 2011-10-19 15:35:14 -07:00