Commit Graph

1735 Commits

Author SHA1 Message Date
ScottNZ
0cccfa4f8c Adjust some Tournament Island rock positions 2013-06-02 02:52:51 +12:00
Matthias Mailänder
10acb115da Merge pull request #3358 from ScottNZ/maps
Add Tournament Island map to RA
2013-06-01 03:34:57 -07:00
Chris Forbes
646b94e7cb Merge pull request #3348 from pchote/rendersprites
Renderer refactoring - Traits
2013-05-31 20:05:02 -07:00
Chris Forbes
4552bbf19f Merge pull request #3345 from reaperrr/minorfixes01
Some minor fixes
2013-05-31 18:38:14 -07:00
ScottNZ
81991ffae0 Add Tournament Island map to RA 2013-06-01 12:00:05 +12:00
reaperrr
ec36279ecb changes temp shellmap allied color to same as singleplayer/desert shellmap. 2013-05-28 17:55:59 +02:00
reaperrr
403f3745d9 undo change to desert shellmap allied color 2013-05-28 17:54:47 +02:00
Paul Chote
c149898592 Separate IBodyOrientation from render traits. 2013-05-28 22:37:06 +12:00
reaperrr
f22216aeb5 bring temp shellmap allied color in line with desert shellmap/original RA. 2013-05-27 22:02:34 +02:00
reaperrr
7a4d06efb7 make allied color on desert shellmap slightly more vibrant. 2013-05-27 22:01:50 +02:00
reaperrr
592c76eb6e sequences.yaml split-up
Implementing cjshmyr's suggestions.
2013-05-27 21:03:12 +02:00
reaperrr
5ef3a49485 Splits sequences.yaml into multiple files.
The sequences.yaml is a behemoth, next to impossible to navigate other than through the search function. Splitting it into multiple files named after their category makes navigation easier for everyone.
2013-05-27 19:35:22 +02:00
Chris Forbes
1c6a98ba93 Merge pull request #3337 from Mailaender/auto-target-buildings
Don't auto-target unarmed buildings in RA mod
2013-05-26 13:24:07 -07:00
Matthias Mailänder
90dc755ad4 fixed GPS dot shadow remapping, closes #3319 2013-05-25 19:11:12 +02:00
Matthias Mailänder
c74fa90305 don't auto-target unarmed buildings in ra mod 2013-05-25 15:39:04 +02:00
Chris Forbes
93c89a6ef5 Merge pull request #3286 from pchote/renderable-refactoring
Renderer refactoring - Renderables
2013-05-24 20:26:29 -07:00
Chris Forbes
9d074c6721 Merge pull request #3305 from pchote/mixdatabase
Parse XCC mix databases
2013-05-24 20:25:38 -07:00
Chris Forbes
835dfd0780 Merge pull request #3320 from reaperrr/improved_visuals_v2
several visual improvements
2013-05-24 20:24:18 -07:00
Chris Forbes
bd360dab54 Merge pull request #3330 from ScottNZ/balance
Oil derrick buff
2013-05-24 20:23:22 -07:00
Scott_NZ
81563ee5d6 Add capture bonus to OILB 2013-05-25 03:16:58 +12:00
Paul Chote
437de8e884 Fix FTRK turret position. 2013-05-23 21:39:57 +12:00
reaperrr
e1669ecd70 construction yard with shadow
It always annoyed me that the CY had no shadow at all. This adds some at the edges.
2013-05-20 15:48:59 +02:00
reaperrr
3cc3a7dd65 crates with shadow and wood crate palette fix
- westwood never bothered converting the wood crate to RA's palette. I did.
- shadows added to both wood crate and silver crate.
2013-05-20 02:14:02 +02:00
reaperrr
2abb6421fe gap gen & mgg with shadows 2013-05-20 02:03:53 +02:00
reaperrr
579bafd439 Yak shp fix
Originally, the 2nd frame of yak.shp used greyscale for the tail fins instead of remap.
2013-05-20 02:01:09 +02:00
reaperrr
0719b89cdf adjusting explosion position
- originally, frag1 was not centric and appears to the right of the impact/exploding vehicle.
- fball1 appeared quite a bit below the impact point. This moves it up a little.
2013-05-20 01:58:53 +02:00
reaperrr
e3391d1535 changes light tank bullet to 50cal.shp
a better match for the low damage per shot, imo.
2013-05-20 01:54:54 +02:00
reaperrr
04fd2e6d0f changes civ pistol explosion to single piff
multiple piffs from a civilian pistol shot? Looks a little strange ;)
2013-05-20 01:53:07 +02:00
reaperrr
fbe06df9e6 silo gfx improvements
- fixed some minor errors on the undamaged frames.
- added shadow.
2013-05-20 01:49:28 +02:00
reaperrr
4e7f04da5f airfield gfx improvements
- added separate idle shp to allow using all 8 frames while keeping idle/active separate.
- replaced some empty/background pixels inside tower with shadow.
2013-05-20 01:47:42 +02:00
Matthias Mailänder
be3b18057a replace PackageContent yamls with XCC database 2013-05-18 07:34:49 +02:00
Paul Chote
170e14546a Convert NukeLaunch to world coordinates. 2013-05-17 18:12:29 +12:00
Paul Chote
79cbb7f729 Convert Parachute to world coords. 2013-05-17 18:12:27 +12:00
Chris Forbes
cfcccb590d Merge pull request #3295 from reaperrr/patch-3
adding ImpactSounds to many weapons + other changes
2013-05-16 15:46:30 -07:00
Chris Forbes
8b4814e399 Merge pull request #3233 from ScottNZ/follow
Add unit following/guarding
2013-05-16 14:02:32 -07:00
Chris Forbes
3f1805c1ea Merge pull request #3192 from Mailaender/asset-browser
Created an Asset Browser to view and convert Sprites
2013-05-16 12:57:15 -07:00
reaperrr
7e3f90ee1d sound and explosion changes
Explosion sounds have been noticeably absent from the RA mod, artillery weapons only used the weak kaboom12, most other weapons had no ImpactSound at all, making even larger battles sound 'empty'.

Now, explosive artillery weapons (155m, 8Inch, SubMissile) use art-exp1 as animation and kaboom22 as impact sound. Furthermore, most cannons and rockets now use kaboom12 as ImpactSound. In one or two cases kaboom15 is used instead. Furthermore, for consistency Trail: smokey was disabled on Dragon and ChronoTusk.
2013-05-16 21:10:54 +03:00
reaperrr
c71bdf32e1 adds artillery_explosion
Technically unnecessary, but using self_destruct on regular weapons in weapons.yaml might be a little confusing for modders. artillery_explosion is a more straight-forward label for art-exp1.
2013-05-16 20:52:19 +03:00
Scott_NZ
6e5d58379f Add unit guarding 2013-05-16 21:23:58 +12:00
reaperrr
01e6c14025 Adjusting infantry run animations to speed
I noticed that by default the run and prone-run animations are way too fast for the infantry movement speed. I used Tick values to fix this, taking into account individual speed. I used Tick: 80 for Speed: 5, 100 for speed 4 and 120 for speed 3. Some fine-tuning may be needed, but it already looks much better than before.
2013-05-15 23:43:20 +03:00
Matthias Mailänder
6262aa846f wire up the import from PNG to SHP button
store everything in user directory to not junk up the game
and for file permissions on Mac/Linux when installed
2013-05-15 18:13:39 +02:00
Matthias Mailänder
8f822f6cad game asset browser UI polishing
- display file extension
- show total frame count
- dark background for preview
2013-05-15 18:13:39 +02:00
Matthias Mailänder
0c1b6f21b9 add a dump everything to PNG options for @xanax 2013-05-15 18:13:39 +02:00
Matthias Mailänder
7f40f59d85 added button to extract the selected SHP and convert it to PNG 2013-05-15 18:13:39 +02:00
Matthias Mailänder
6a6776754b added .mix file support for game asset browser 2013-05-15 18:13:39 +02:00
Matthias Mailänder
4a1ebb69c3 remove duplicate ra-desert bridge tiles 2013-05-15 18:13:39 +02:00
Matthias Mailänder
3ae61c5f8c added the game asset viewer to d2k mod 2013-05-15 18:13:38 +02:00
Matthias Mailänder
881fcf1191 added in-game SHP viewer with frame slider 2013-05-15 18:13:33 +02:00
Paul Chote
c91f0dfd2f Merge the 3 turret rendering traits into WithTurret. 2013-05-15 19:17:32 +12:00
Paul Chote
484b726373 Merge pull request #3253 from Mailaender/super-oil-derricks
Cleaned up the Red Alert map directory
2013-05-15 00:06:42 -07:00