Paul Chote
e7aa6ce998
Change traits to use RenderSprites directly.
2013-05-28 22:34:58 +12:00
Paul Chote
07f3c0171d
Allow turret recoil to be disabled.
2013-05-28 22:34:58 +12:00
Paul Chote
1d5f67cb6a
Allow turrets to have a different facing count to the actor body.
2013-05-28 22:34:58 +12:00
Paul Chote
13f8d944d2
Split RenderSprites out of RenderSimple.
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RenderSprites handles sprite drawing independently
from the extra bits needed by actors that only use
sprites.
2013-05-28 22:34:57 +12:00
Paul Chote
e029347355
Merge pull request #3344 from reaperrr/sequences
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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
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Added a new d2k title font
2013-05-28 03:14:24 -07:00
Paul Chote
cae9bef807
Merge pull request #3310 from psydev/bleed
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new cnc map: deterring democracy (expansion of east vs. west)
2013-05-28 03:12:08 -07:00
Paul Chote
1a307b45e4
Merge pull request #3323 from psydev/cnc
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cnc balance - orca tweaked (improved), sam fix, viceroid
2013-05-28 03:01:30 -07:00
psydev
e885e428ae
removed debugretaliate and debugautotarget entries
2013-05-27 15:22:22 -07:00
reaperrr
592c76eb6e
sequences.yaml split-up
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Implementing cjshmyr's suggestions.
2013-05-27 21:03:12 +02:00
reaperrr
5ef3a49485
Splits sequences.yaml into multiple files.
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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
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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.
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To increase power vs. large groups of helis
2013-05-26 18:42:57 -07:00
psydev
beb73befa3
return orca range to 5
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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
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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
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Don't auto-target unarmed buildings in RA mod
2013-05-26 13:24:07 -07:00
Chris Forbes
2958c80e51
Merge pull request #3342 from baxtor/setup-z-fix
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Fixes #2216 InstallShield .Z package decompression
2013-05-26 13:23:51 -07:00
Chris Forbes
33376b52bd
Merge pull request #3312 from ScottNZ/forcemove
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Add force-move
2013-05-26 13:23:14 -07:00
Chris Forbes
5af277d20e
Merge pull request #3338 from Mailaender/gps-dots
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Added GPS dot shadows again and removed pixelation
2013-05-26 13:21:47 -07:00
Chris Forbes
a863f556a6
Merge pull request #3339 from reaperrr/laserzap
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LaserZap improvements rev.2
2013-05-26 13:20:15 -07:00
baxtor
629fe95ebd
Fixes issue #2216 InstallShield .Z package decompression
2013-05-26 21:51:37 +02:00
reaperrr
547e64724f
Changes name of LaserZap Explosion trait to HitAnim.
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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.
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Allows for more fine-grained control over laserbeam width.
2013-05-26 16:45:16 +02:00
Matthias Mailänder
413b476c01
this is not the repository for the open-ra.org website
2013-05-25 19:13:03 +02:00
Matthias Mailänder
113968aaa7
PNGs are not artsrc
2013-05-25 19:12:39 +02:00
Matthias Mailänder
770477f7a5
removed hard-coded GPS dot upscaling
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please create a bigger sprite instead
2013-05-25 19:12:22 +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
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Renderer refactoring - Renderables
2013-05-24 20:26:29 -07:00
Chris Forbes
9d074c6721
Merge pull request #3305 from pchote/mixdatabase
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Parse XCC mix databases
2013-05-24 20:25:38 -07:00
Chris Forbes
835dfd0780
Merge pull request #3320 from reaperrr/improved_visuals_v2
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several visual improvements
2013-05-24 20:24:18 -07:00
Chris Forbes
bd360dab54
Merge pull request #3330 from ScottNZ/balance
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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
0dd8d7f7b6
Distinguish between classic and crc file hashes. Fixes #3306 , #3328 .
2013-05-24 21:10:41 +12:00
Paul Chote
a11e403084
Draw turrets, spinners, rotors at ZOffset +1 relative to the body.
2013-05-24 18:18:47 +12:00
Paul Chote
d048d083c4
Convert px z offsets to world coords.
2013-05-24 17:41:55 +12:00
Paul Chote
437de8e884
Fix FTRK turret position.
2013-05-23 21:39:57 +12:00
Paul Chote
25dd8d9fa7
Fix aircraft shadow render order.
2013-05-23 21:25:11 +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
f85fce2ed1
adding myself to AUTHORS
2013-05-20 21:34:00 +02:00
reaperrr
e1669ecd70
construction yard with shadow
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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
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- 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
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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
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- 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
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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
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multiple piffs from a civilian pistol shot? Looks a little strange ;)
2013-05-20 01:53:07 +02:00
reaperrr
fbe06df9e6
silo gfx improvements
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- fixed some minor errors on the undamaged frames.
- added shadow.
2013-05-20 01:49:28 +02:00