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SVN changelog
993 by VorteX
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25-01-2010
add monsters to crypt2aadd special animations to gravedigerminor tweaksseveral bugfixes
Read more: 993 by VorteX
992 by VorteX
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24-01-2010
Add all items/tokens/spells to editor. Let green skel explosion damage and knock player.Lots of cleanups & bugfixes.
Read more: 992 by VorteX
990 by VorteX
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19-01-2010
Big cumulative patch:Blood explosion effect for green skeleton.General blood explosion for several blood types.Paletted particles (palettes extracted as text files and loaded by CSQC).Rewritten shared entities stuff, optimized, more clean and ready for hud stuff implementation (inventory, spells etc.).Updated particles texture.New engine version.This version meybe hardly bugged.Rerun testinstallscript.bat!
Read more: 990 by VorteX
989 by VorteX
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15-01-2010
Blood pill/installer patches:Basic nearest neighbor 2x scaler for sprites (planed to add 2xSaI and SuperEagle in future).Support for per-model scaling using NetherScript for legacy models (to support normal and 2x sprites).Added PK3 generator in testinstallationscript.bat (need to supply winrarexe to get working). Note that PK3 works a WAY faster than unpacked files novadays, because HDD is slower than CPU zip decoder.- several other fixesrerun testinstallationscript.bat
Read more: 989 by VorteX
988 by VorteX
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15-01-2010
Blood Pill: Automatic sprite frame cropping when save SPR32, this cuts down sprite sizes by 50%+ (in current state 54mb -> 21mb). Dont break in -replacecolormap if file not found, just warn and use default palette.
Read more: 988 by VorteX
987 by VorteX
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15-01-2010
Cumulative patch:Update engine with several bugfixes.Fix monster movement.Fix push animation to apply only when player directly aimed to object.Monsters now slightly turn to player when in attack animation.Fix double damage calls and instant hits (with no stun state) on melee attacks (caused by 2 or more trace hits).Added "neutral" monsters ai (used on skeleton for now).Tweaked blood parms.CSQC lights now lit up sprites.Many other fixes in monster animation & code.
Read more: 987 by VorteX
986 by VorteX
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14-01-2010
lowered stepheight to be 12 units (was 18)fixed spike zones in all levels to be at least 14 units heightmaked spikezones solid, so layer/monsters/pushables can't enter it+several other fixes
Read more: 986 by VorteX
985 by VorteX
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14-01-2010
add monster/startpoint models to editor, tweaked legacy animationsadded gravedigger to crypt1
Read more: 985 by VorteX
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