Commit Graph

3122 Commits

Author SHA1 Message Date
Paul Chote
c149898592 Separate IBodyOrientation from render traits. 2013-05-28 22:37:06 +12:00
Paul Chote
e029347355 Merge pull request #3344 from reaperrr/sequences
Splits sequences.yaml into multiple files.
2013-05-28 03:25:50 -07:00
Paul Chote
0d6f02abcc Merge pull request #3182 from Mailaender/d2k-font
Added a new d2k title font
2013-05-28 03:14:24 -07:00
Paul Chote
cae9bef807 Merge pull request #3310 from psydev/bleed
new cnc map: deterring democracy (expansion of east vs. west)
2013-05-28 03:12:08 -07:00
psydev
e885e428ae removed debugretaliate and debugautotarget entries 2013-05-27 15:22:22 -07:00
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
psydev
f31912aa42 reduce orca reload time, similar to earlier levels
Orca was over-nerfed with respect to reload time. It was not effective at finishing off vehicles and buildings if it ran out of ammo, because it took way too long to reload.

Its reload time has been set to the old one, but now it reloads 2 pips at a time, so it is slightly slower than originally, but not by much. It's a bit OP when it loads one at a time, it seems.
2013-05-26 18:42:58 -07:00
psydev
84ab4ec854 gave SAM missile a spread, to match MSAM.
To increase power vs. large groups of helis
2013-05-26 18:42:57 -07:00
psydev
beb73befa3 return orca range to 5
Problem: orcas in small groups will sometimes get in each other's way and be stuck outside of range. The old range was 5, but this was to nerf large groups.

Orcas have been nerfed in several ways. One of the ways was to reduce their range from 5 to 4. However, when the range reduction is coupled with all the other nerfs, it seems a bit too much. Orcas are fairly vulnerable now that air defense has improved.
2013-05-26 18:42:56 -07:00
psydev
a0fa99037b increase viceroid sight & scan range
Viceroids are kind of passive. Would like them to be a bit more aggressive when units are nearby.
2013-05-26 18:42:56 -07:00
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
Chris Forbes
5af277d20e Merge pull request #3338 from Mailaender/gps-dots
Added GPS dot shadows again and removed pixelation
2013-05-26 13:21:47 -07:00
reaperrr
547e64724f Changes name of LaserZap Explosion trait to HitAnim.
Additionally sets default HitAnim to null instead of "laserfire", to avoid crashes when neither a custom HitAnim nor laserfire anim are present.
2013-05-26 16:47:23 +02:00
reaperrr
afb67f8595 Replaces BeamRadius with BeamWidth.
Allows for more fine-grained control over laserbeam width.
2013-05-26 16:45:16 +02:00
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
psydev
debfdfbad2 fix bialystok map--removed viceroids. && renamed. 2013-05-20 20:14:52 -07:00
psydev
923df5eafe dd: changed to 1vs1. dd+: added more land 2013-05-20 19:58:37 -07:00
psydev
38fcfe9a83 fixed map: the_hourglass. Creeps & biolab problems. 2013-05-20 19:20:31 -07:00
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
psydev
4e3da1c081 updated & renamed rock_canyon. && Fewer players. 2013-05-19 00:43:27 -07:00
psydev
9067c2c842 updated 2 maps to allow for fewer players 2013-05-18 23:39:21 -07:00
psydev
69ae57b246 removed old version of east vs. west 2013-05-18 23:13:48 -07:00
psydev
6d3cf83052 update & rename east vs. west; made expanded ver. 2013-05-18 23:13:48 -07:00
psydev
e6745f80ce new map: expansion of east vs. west redux 2013-05-18 23:13:47 -07:00
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
9b7aaebcbc Rewrite RenderCargo -> WithCargo.
Now uses world coordinates and properly displays
cargo at all facings.
2013-05-17 18:12:27 +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