added install rules for d2k mod, fixes carryall landing
This commit is contained in:
17
Makefile
17
Makefile
@@ -202,7 +202,7 @@ BIN_INSTALL_DIR = $(DESTDIR)$(bindir)
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INSTALL_DIR = $(DESTDIR)$(datadir)/openra
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INSTALL = install
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INSTALL_PROGRAM = $(INSTALL)
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CORE = fileformats rcg rgl rsdl rnull game editor utility
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CORE = fileformats rcg rgl rsdl rnull game editor utility tsbuild
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install: all
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@-echo "Installing OpenRA to $(INSTALL_DIR)"
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@@ -210,6 +210,10 @@ install: all
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@$(INSTALL_PROGRAM) $(foreach prog,$(CORE),$($(prog)_TARGET)) $(INSTALL_DIR)
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@$(INSTALL_PROGRAM) -d $(INSTALL_DIR)/mods/cnc
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@$(INSTALL_PROGRAM) $(mod_cnc_TARGET) $(INSTALL_DIR)/mods/cnc
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@$(INSTALL_PROGRAM) -d $(INSTALL_DIR)/mods/ra
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@$(INSTALL_PROGRAM) $(mod_ra_TARGET) $(INSTALL_DIR)/mods/ra
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@$(INSTALL_PROGRAM) -d $(INSTALL_DIR)/mods/d2k
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@$(INSTALL_PROGRAM) $(mod_d2k_TARGET) $(INSTALL_DIR)/mods/d2k
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@-cp $(foreach f,$(shell ls mods/cnc --hide=*.dll),mods/cnc/$(f)) $(INSTALL_DIR)/mods/cnc
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@cp -r mods/cnc/maps $(INSTALL_DIR)/mods/cnc
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@@ -219,8 +223,6 @@ install: all
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@cp -r mods/cnc/sequences $(INSTALL_DIR)/mods/cnc
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@cp -r mods/cnc/tilesets $(INSTALL_DIR)/mods/cnc
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@cp -r mods/cnc/uibits $(INSTALL_DIR)/mods/cnc
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@$(INSTALL_PROGRAM) -d $(INSTALL_DIR)/mods/ra
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@$(INSTALL_PROGRAM) $(mod_ra_TARGET) $(INSTALL_DIR)/mods/ra
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@-cp $(foreach f,$(shell ls mods/ra --hide=*.dll),mods/ra/$(f)) $(INSTALL_DIR)/mods/ra
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@cp -r mods/ra/maps $(INSTALL_DIR)/mods/ra
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@@ -229,6 +231,14 @@ install: all
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@cp -r mods/ra/rules $(INSTALL_DIR)/mods/ra
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@cp -r mods/ra/tilesets $(INSTALL_DIR)/mods/ra
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@cp -r mods/ra/uibits $(INSTALL_DIR)/mods/ra
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@-cp $(foreach f,$(shell ls mods/d2k --hide=*.dll),mods/d2k/$(f)) $(INSTALL_DIR)/mods/d2k
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@cp -r mods/d2k/maps $(INSTALL_DIR)/mods/d2k
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@cp -r mods/d2k/bits $(INSTALL_DIR)/mods/d2k
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@cp -r mods/d2k/chrome $(INSTALL_DIR)/mods/d2k
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@cp -r mods/d2k/rules $(INSTALL_DIR)/mods/d2k
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@cp -r mods/d2k/tilesets $(INSTALL_DIR)/mods/d2k
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@cp -r mods/d2k/uibits $(INSTALL_DIR)/mods/d2k
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@cp -r glsl $(INSTALL_DIR)
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@cp -r cg $(INSTALL_DIR)
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@@ -251,3 +261,4 @@ install: all
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uninstall:
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@-rm -r $(INSTALL_DIR)
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@-rm $(DESTDIR)$(bindir)/openra
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@-rm $(DESTDIR)$(bindir)/openra-editor
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@@ -259,7 +259,7 @@ namespace OpenRA.Mods.D2k.Widgets.Logic
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{
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new string[] {"--shp", Path.Combine(PathToImages, "overlay.png"), "32"},
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new string[] {"--shp", Path.Combine(PathToImages, "crates.png"), "32"},
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//new string[] {"--shp", Path.Combine(PathToImages, "shadow.png"), "32
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//new string[] {"--shp", Path.Combine(PathToImages, "shadow.png"), "32"},
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new string[] {"--shp", Path.Combine(PathToImages, "spicebloom.png"), "32"},
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new string[] {"--shp", Path.Combine(PathToImages, "rockcrater1.png"), "32"},
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new string[] {"--shp", Path.Combine(PathToImages, "rockcrater2.png"), "32"},
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@@ -19,16 +19,14 @@
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# add deathhand missile (nuke)
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# add sandworm
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# add thumper which really attracts sandworms
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# add neutral buildings: emperor palace, fremen siech, smugglers house
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# add neutral buildings: emperor palace, fremen siech, smugglers factory
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# allow upgrades
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# allow different EVA voices for each faction (currently Atreides only)
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# add SOUND.TS .wav file extractor to RA.Utility.exe
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# convert .wav to .aud or support .wav files for Dune 2000 sounds
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# add muzzles and explosions with lightning (might need engine update)
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# ingame gamefile extractor at first start when SHPs are not found
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# create a shellmap (currently just a blank placeholder)
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# rework chrome UI, dialoges, tabs
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# add install rules to makefile (once more polished)
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# add sonic tank weapon (currently uses tesla)
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# make deviator change the allegiance of ememy units (currently shoots rockets)
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# allow frigate to deliver 5 units at once to starport
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@@ -1,6 +1,6 @@
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Metadata:
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Title: Dune 2000
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Description: Converting the OpenRA Red Alert Mod one by one to Dune 2000
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Description: early version of the Dune 2000 mod
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Version: {DEV_VERSION}
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Author: The OpenD2k Developers
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@@ -12,7 +12,7 @@ CARRYALL:
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Name: Carryall
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Description: Fast drop ship.\n Unarmed
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Health:
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HP: 90
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HP: 500
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Armor:
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Type: Light
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RevealsShroud:
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@@ -21,7 +21,7 @@ CARRYALL:
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InitialFacing: 0
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ROT: 5
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Speed: 15
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LandableTerrainTypes: Clear,Rough,Road,Ore,Beach
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LandableTerrainTypes: Sand, Rock, Spice, Dune
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RepairBuildings: repaira,repairo,repairh
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RearmBuildings: hightecha
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RenderUnit:
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