Paul Chote
e10b64d62c
Add command bar to D2K.
2017-07-01 00:35:47 +02:00
Paul Chote
f801fc502f
Adjust UI spritesheet to make more usable space.
2017-07-01 00:35:47 +02:00
C. Helmig
8a508ecafa
Change concrete radar color to match rock.
...
This is/was problematic, because right now players can spot expansions through the fog-of-war instantly.
This replicates original game behavior, too. Concrete in original dune2k doesn't show up on the radar.
2017-06-27 23:31:09 +02:00
Paul Chote
dbe16bfdb5
Add faction tooltips to TS.
2017-06-27 23:27:53 +02:00
Paul Chote
88ab77ce0f
Polish Random faction tooltips.
2017-06-27 23:27:53 +02:00
Paul Chote
714b24329c
Use standard button tooltip for faction descriptions.
2017-06-27 23:27:53 +02:00
Paul Chote
3996aadcb6
Add description yaml to D2K button tooltip.
2017-06-27 23:27:53 +02:00
reaperrr
d283231d94
Fix TS Cyborg explosion and Tiberium explosion palette
...
Otherwise these would appear darker than the other explosions on maps with darker ambient color and have now translucency.
2017-06-27 23:19:32 +02:00
reaperrr
f7aac24c43
Fix TS Grenade explosion size
...
Now matches original.
2017-06-27 23:19:32 +02:00
reaperrr
266b5d194f
Fix TS visceroid and tib floater weapons
...
They'll need to target closest targetable position to be able to attack larger buildings, which conflicts with the TargetDamage warhead.
2017-06-27 21:07:39 +01:00
ltem
115c72aa4b
Fixed the positioning of the performance graph.
2017-06-26 23:11:32 +01:00
Paul Chote
d81a07931f
Fix D2K units not auto-targeting defenses in Defend stance.
2017-06-25 22:49:37 +02:00
reaperrr
ba1279aa93
Disable some effect warhead victim scans in TS
2017-06-25 22:40:12 +02:00
reaperrr
32e7ab7a30
Disable effect warhead victim scans in TD
...
They are meant to play regardless of whether an actor was hit anyway.
2017-06-25 22:40:12 +02:00
reaperrr
4823d5454d
Disable effect warhead victim scans in D2k
...
They are always displayed unconditionally anyway.
2017-06-25 22:40:12 +02:00
reaperrr
e0abf8ed27
Disable effect WH victim scans in RA where sensible
...
AA missiles, flame weapons and nukes, pretty much, because they always
display the effect regardless of what they hit.
2017-06-25 22:40:12 +02:00
Paul Chote
a755070d76
Fix VisualHeight of RA commandbar buttons.
2017-06-25 22:37:36 +02:00
reaperrr
33e8bf9928
Adapt Attack logic to Weapon.TargetActorCenter
2017-06-24 11:24:17 +01:00
reaperrr
edffaa4987
Introduce Weapon.TargetActorCenter and adapt projectiles
...
This also fixes issues with attackers that don't have their own Attack
trait.
2017-06-24 11:24:17 +01:00
reaperrr
522a29f1e4
Reduce Ornithopter damage vs buildings
...
Especially larger ones.
2017-06-24 11:11:56 +01:00
abcdefg30
c58db84d35
Fix the harvesting sequence being invisible in TS
2017-06-23 12:45:16 +02:00
Paul Chote
300a7222f3
Don't autotarget structures in Defend stance.
2017-06-18 21:07:21 +02:00
Paul Chote
2e2e1cae7f
Fix MSAM/MLRS autotargeting.
2017-06-18 21:07:21 +02:00
Paul Chote
57df34dcbf
Fix auto-targeting vs TD/TS/D2K creeps.
2017-06-18 21:07:21 +02:00
Paul Chote
0a1f2b7275
Fix auto-targeting vs submerged but detected RA submarines.
2017-06-18 21:07:21 +02:00
Paul Chote
0aa84aa5ed
Fix auto-targeting vs RA tanks.
2017-06-18 21:07:21 +02:00
Mustafa Alperen Seki
c4e8af08ec
Implement EliteAbility=VEIN_PROOF and SENSORS on units that need
2017-06-18 16:23:34 +02:00
Forcecore
568d7efdb1
ExternalCaptures Type filter fix up
2017-06-18 12:37:59 +02:00
reaperrr
f98e7656da
Make TS GDI Juggernaut attack the target center
...
Instead of closest targetable position/offset.
2017-06-15 01:32:37 +02:00
reaperrr
c20d02fd2e
Make TD artillery actors attack the target center
...
Instead of closest targetable position/offset.
Applies to:
-Artillery
-Rocket Launcher (MLRS)
2017-06-15 01:32:37 +02:00
reaperrr
26e6d86821
Make RA artillery actors attack the target center
...
Instead of closest targetable position/offset.
Applies to:
-Artillery
-Cruiser
-Missile Sub
2017-06-15 01:32:37 +02:00
Paul Chote
17089f2aee
Rename VoxelSequences to ModelSequences.
2017-06-14 18:56:06 +02:00
Paul Chote
34810756c2
Move Voxel code to Mods.Cnc.
2017-06-14 18:56:06 +02:00
Paul Chote
e1cd00c1dd
Add backend plumbing for model loaders.
2017-06-14 18:56:06 +02:00
reaperrr
086fc88e3e
Increased ZOffset of TD explosions
...
To make sure they always play on top of actors.
2017-06-14 18:28:20 +02:00
reaperrr
35e131bac7
Give TD base buildings custom hit shapes
2017-06-14 18:28:20 +02:00
reaperrr
b219214426
Give TD civilian and tech buildings custom shapes
2017-06-14 18:28:20 +02:00
reaperrr
d1790229a9
Add hit-shape defaults to TD
...
Plus some resulting cleanup of defaults.yaml.
2017-06-14 18:28:20 +02:00
reaperrr
600478603c
Fix TD civ field husk footprint
...
Players should not be able to build on it.
2017-06-14 18:28:20 +02:00
Mustafa Alperen Seki
4187a69904
Remove afld and hpad from Rush AI's Production: list
2017-06-14 18:26:18 +02:00
Paul Chote
242f33c2ba
Implement RA command bar.
2017-06-12 19:38:18 -05:00
Paul Chote
2923c9907f
Fix minor issues with TD command bar.
2017-06-12 19:38:18 -05:00
Paul Chote
2e801a55ce
Update ts AutoTarget definitions.
2017-06-11 17:14:21 -05:00
Paul Chote
52b08a769d
Update d2k AutoTarget definitions.
2017-06-11 17:14:21 -05:00
Paul Chote
d7f9c2f852
Update cnc AutoTarget definitions.
2017-06-11 17:14:21 -05:00
Paul Chote
b613b1b2e0
Update RA AutoTarget definitions.
2017-06-11 17:14:21 -05:00
reaperrr
16e260e69f
Increase ZOffset of RA explosions
...
To make sure they play on top of actors.
2017-06-10 11:38:04 +01:00
reaperrr
7cadbcb8f6
Set custom hit shapes for civilian buildings
2017-06-10 11:38:04 +01:00
reaperrr
07e6708b88
Align RA base building hitshapes with their sprites
2017-06-10 11:38:04 +01:00
reaperrr
7ba276c0c1
Add building hitshape defaults to RA
...
And do some cleanup.
Intentionally omitted uncommon shapes that only appear once or twice.
2017-06-10 11:38:04 +01:00