| Revision |
Alter |
Autor |
Pfad |
Logeintrag |
Diff |
| 891 |
6907 t 3 h |
lars |
/trunk/ |
These files were only needed for the betaversions of the mod; work on the final version continues |
|
| 887 |
6957 t 16 h |
lars |
/trunk/maps/ |
Illia is now seen in her cell, when she says, that things took a turn for the worse |
|
| 886 |
6957 t 19 h |
lars |
/trunk/maps/ |
changes made by chrissstrahl and avenger |
|
| 880 |
7024 t 15 h |
lars |
/trunk/maps/ |
* Added the "svn:keywords" property
* made the cinematics in map2 abortable
* fixed some minor errors |
|
| 871 |
7078 t 14 h |
Avenger |
/trunk/maps/ |
map3: resized attack trigger, to make sure securities open fire, removed redundant script entry.
map4: added screen showing ad for colony 7 |
|
| 868 |
7079 t 13 h |
Avenger |
/trunk/maps/ |
changed engineering console to make it fit with map5. made attack trigger untriggerable from beginning. otherwise trigger_once has already been fired and is useless, when needed. cleaned up carpet texture in corridors. |
|
| 867 |
7079 t 17 h |
lars |
/trunk/maps/ |
added a trigger which lets the security team attack you |
|
| 866 |
7080 t 12 h |
Avenger |
/trunk/maps/ |
fixed alert lights on lower level. added missing console in engineering |
|
| 865 |
7081 t 12 h |
lars |
/trunk/maps/ |
|
|
| 864 |
7081 t 12 h |
lars |
/trunk/maps/ |
got the cinematic working again. |
|
| 863 |
7087 t 16 h |
lars |
/trunk/maps/ |
|
|
| 862 |
7087 t 16 h |
lars |
/trunk/maps/ |
made some minor adjustments |
|
| 861 |
7087 t 23 h |
lars |
/trunk/maps/ |
|
|
| 859 |
7088 t 1 h |
lars |
/trunk/maps/ |
changed some models to the correct values
tried to make archeType around the console in the secret room on map2 work and failed
left to do: let the security chief speak on map3 |
|
| 852 |
7099 t 15 h |
Avenger |
/trunk/maps/ |
locked door sounds are now played on approach, some minor texture adjustments |
|
| 844 |
7105 t 16 h |
Avenger |
/trunk/maps/ |
once more realligned textures |
|
| 842 |
7119 t 9 h |
ticknswisted |
/trunk/maps/ |
Map3, multiple adjustments, fixed player able to jump over npc and gain access to engineering, engineering brushwork 50% adjusted, placed hint brushes in different positions |
|
| 839 |
7123 t 15 h |
Avenger |
/trunk/maps/ |
fixed several texture missalignment and similar issues. problems left: security team does not attack player, reason unknown |
|
| 824 |
7173 t 2 h |
lars |
/ |
current version moved to trunk |
|
| 755 |
7632 t 17 h |
hmm_cantdecide |
/ |
- Added red alert lighting
- Changed security team to hide till needed
- Changed Moya to correct model
- Changed gas vents to always kill player
- Corrected archetype for "bails" in gbs.loc
- Added male6 archetype to moya.tik |
|
| 754 |
7634 t 13 h |
hmm_cantdecide |
/maps/ |
|
|
| 692 |
7769 t 21 h |
argyle |
/maps/ |
Replaced the tiki of the starfleet security detail to the newly created ones. |
|
| 675 |
7782 t 4 h |
argyle |
/maps/ |
Splitted map3 and put the extra part Cortex created lately in a seperate map (map3b) |
|
| 657 |
7847 t 5 h |
ticknswisted |
/maps/ |
Removed excess hallways and brushes, refined flow. |
|
| 634 |
7858 t 17 h |
lars |
/maps/ |
lighting should be much better now |
|
| 631 |
7865 t 17 h |
cortex |
/maps/ |
New Version of Map3 - At Last |
|
| 576 |
7958 t 21 h |
lars |
/maps/ |
removed targetname for worldspawn - prevented loading the map |
|
| 574 |
7961 t 22 h |
cortex |
/maps/ |
New version of map 3 changed engineering to make it more late 23rd century than 24th and also replaced the end-of-level jeff tube with the newer version, i will now begin on altering the sequences to fit around the new engineering |
|
| 562 |
7971 t 0 h |
argyle |
/maps/ |
Experimenting a bit further with dynamic lights |
|
| 560 |
7971 t 1 h |
argyle |
/maps/ |
* Changed beginning of engineering cinematic
* Added music (including "action music" after Illia is noticed)
* Removed Z-Fighting
* Removed trigger_levelchange, because it caused EF2 to crash. Also a "Mission Accomplished" screen appeared, which is really pointless when you haven't killed any enemies (0 enemies killed, 0 shots fired etc). We shouldn't use a screen like this for the mod, even when there has been fighting in the map, as it takes away some of the flow of the game.
* Fixed red alert panels |
|
| 542 |
7979 t 21 h |
lars |
/maps/ |
levelchage now as in EF2 |
|
| 479 |
8010 t 17 h |
lars |
/maps/ |
fixed lighting even more |
|
| 478 |
8010 t 21 h |
lars |
/maps/ |
map3: changed lighting and fixed a design issue
map4: restored player start point to exit in map3 |
|
| 472 |
8011 t 22 h |
cortex |
/ |
Updated Map 3 (New Cams Included) - it is a whole redesign of the jefferies tube system and an almost complete removal of all patchs and other unnessasary complex geometry |
|
| 414 |
8056 t 1 h |
argyle |
/maps/ |
Removed two additional small things |
|
| 413 |
8056 t 1 h |
argyle |
/maps/ |
Corrected some of the things that DrBob found |
|
| 403 |
8061 t 5 h |
argyle |
/maps/ |
Removed the leak next to the elevator and reorganized the red alert panels. |
|
| 386 |
8062 t 18 h |
argyle |
/maps/ |
Tried to add dynamic light, sounds and shader for red alert. Dynamic light doesn't work for some reason, no idea why... |
|
| 373 |
8065 t 1 h |
argyle |
/maps/ |
Added entities for red alert |
|
| 288 |
8102 t 17 h |
lars |
/maps/ |
added levelchange to map2
@argyle: Please try to fix the leaks. I can't figure out how |
|