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
reaperrr
4e7f04da5f
airfield gfx improvements
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- 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
Curtis Shmyr
9772f9b770
Merge pull request #3311 from chrisforbes/placebuilding-resolve
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validate building placement in ResolveOrder as well
2013-05-17 21:14:53 -07:00
Chris Forbes
4d85605cca
fix validation of startgame order
2013-05-18 15:58:16 +12:00
Chris Forbes
96ecb7c232
validate building placement in ResolveOrder as well
2013-05-18 15:47:11 +12:00
Chris Forbes
cfcccb590d
Merge pull request #3295 from reaperrr/patch-3
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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
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Add unit following/guarding
2013-05-16 14:02:32 -07:00
Chris Forbes
3f1805c1ea
Merge pull request #3192 from Mailaender/asset-browser
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Created an Asset Browser to view and convert Sprites
2013-05-16 12:57:15 -07:00
Chris Forbes
56067e4d4f
Merge pull request #3281 from Mailaender/sdl-openal-mirrors
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Added OpenAL and SDL Windows dependency DLLs to mirrors
2013-05-16 12:55:31 -07:00
reaperrr
7e3f90ee1d
sound and explosion changes
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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
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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
Chris Forbes
a2a3def685
Merge pull request #3291 from reaperrr/patch-2
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Adjusting infantry run animations to speed
2013-05-15 13:50:25 -07:00
reaperrr
01e6c14025
Adjusting infantry run animations to speed
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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
2d1bc7bac8
adapt asset browser for R8 files
2013-05-15 18:13:40 +02:00
Matthias Mailänder
6262aa846f
wire up the import from PNG to SHP button
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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
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- display file extension
- show total frame count
- dark background for preview
2013-05-15 18:13:39 +02:00
Matthias Mailänder
f14441d2f4
added MinimumThumbSize to ScrollPanelWidget
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closes #2865
2013-05-15 18:13:39 +02:00
Matthias Mailänder
2762c245ee
fix Makefile
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OpenRA.Mods.RA.dll now depends on the Utility.exe
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
Chris Forbes
ce021a4f62
Merge pull request #3283 from pchote/turret-rendering
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Unify turret rendering traits
2013-05-15 03:30:17 -07:00
Chris Forbes
2207c391d6
Merge pull request #3265 from Mailaender/building-building-building
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Avoid notification spam when the build palette is left-clicked
2013-05-15 03:27:54 -07:00
Chris Forbes
e97638ce86
Merge pull request #3282 from pchote/renderer-refactoring
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Renderer refactoring - SheetBuilder
2013-05-15 03:26:16 -07:00
Paul Chote
f5d59fab22
Fix #2106 .
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The current tilesets only use only ~3% of the
available sheet space, so a future patch may want
to look into decreasing the terrain sheet size to
save some GPU memory.
2013-05-15 20:36:30 +12:00
Paul Chote
4ebe547a05
Allow SheetBuilder to generate 1/2/4 channel sheets.
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This makes the SpriteFont RBGA sprite hack explicit,
and adds a DualIndexed option to be used by the voxel
renderer.
2013-05-15 20:18:41 +12:00
Paul Chote
28d4df355d
Tidy Sprite.
2013-05-15 20:18:41 +12:00
Paul Chote
891158ca44
Allow SheetBuilder to throw an exception on sheet overflow.
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This removes unnecessary checks from TerrainRenderer
and will be used in the voxel renderer.
2013-05-15 20:18:41 +12:00
Paul Chote
c13c989fe8
Allow sheet contents to be exported to bitmap.
2013-05-15 19:24:19 +12:00
Paul Chote
7d543abb92
Always store Sheet data as bytes.
2013-05-15 19:24:19 +12:00
Paul Chote
6dd62d7806
Fix Animation formatting (no code changes).
2013-05-15 19:24:18 +12:00
Paul Chote
d70a5aff6a
Tidy TileSet formatting (no code changes).
2013-05-15 19:24:18 +12:00
Paul Chote
ccbfacec62
Tidy TerrainRenderer formatting (no code changes).
2013-05-15 19:24:18 +12:00
Paul Chote
cca784752b
Make WithSpinner consistent with WithTurret.
2013-05-15 19:17:33 +12:00
Paul Chote
c91f0dfd2f
Merge the 3 turret rendering traits into WithTurret.
2013-05-15 19:17:32 +12:00
Paul Chote
b7ea36b858
Merge pull request #3176 from Mailaender/travis-xbuild
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Added xbuild to Travis configuration
2013-05-15 00:10:54 -07:00
Paul Chote
484b726373
Merge pull request #3253 from Mailaender/super-oil-derricks
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Cleaned up the Red Alert map directory
2013-05-15 00:06:42 -07:00
Paul Chote
44336b1ea5
Merge pull request #3256 from Mailaender/debug-trait-removal
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Removed all Debug traits
2013-05-15 00:05:44 -07:00