fix passable edges in Cliff terrain tiles

made all special units equally expensive, found harvester unload
This commit is contained in:
Matthias Mailänder
2012-06-16 21:19:46 +02:00
parent 959875c709
commit c804be6f01
9 changed files with 136 additions and 103 deletions

View File

@@ -1,21 +1,19 @@
# make structures appear earlier when errecting from ground
# harvester harvest and unload frames missing (too few DATA.R8 frames in general)
# too few DATA.R8 frames?
# carryalls should automatically transport harvesters (needs complex logic)
# windtrap animations missing
# outpost animations missing
# construction yard crane animations missing
# welding animation (factories) missing
# chimney animation (refinery) missing
# harvester unload and harvest animation missing
# add more spice tiles and make them fit
# add game logic for concrete plates (use terrain overlay from bridges/ressources)
# allow placing turrets on walls
# RenderBuildingTurreted does not support separate turret sequence
# ornithocopter should flap (might need new RenderOrni code for proper animation)
# R8 converter needs infantry frame resorter
# add fremen (stealthed)
# add saboteur (stealthed with C4)
# add grenade thrower
# add sadukar (heavy infantry)
# add sandworm (behave like a moving anti-vehicle mine)
# add thumper which deploys and really attracts sandworms
# add neutral buildings: emperor palace, fremen siech, smugglers factory
@@ -38,4 +36,4 @@
# mouse cursor has no transparency and is a little pixelish
# infantry-only areas (Rough) do not show the dark-green mouse cursor
# put TilesetBuilder.Export into OpenRA.Utility to call the functions directly when extracting game-files (instead of opening a GUI)
# create a minimal Freeware auto-download version from patch 1.06 files
# replace RA sounds by Dune 2000 ones