Subversion-Projekte sthq.gbs

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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