Subversion-Projekte sthq.gbs

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Revision Alter Autor Pfad Logeintrag Diff
890 6951 t 11 h avenger /trunk/maps/ Changes by Chriss  
880 7024 t 10 h lars /trunk/maps/ * Added the "svn:keywords" property
* made the cinematics in map2 abortable
* fixed some minor errors
 
859 7087 t 20 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
 
858 7088 t 10 h Avenger /trunk/ made secret room accessible, addes secret ships, added closed door sounds, corrected texture misallignements, caps at the edge of different carpet textures are textured correctly now, changed one model name to avoid conflicts with the original game in uber radiant  
846 7102 t 12 h lars /trunk/ corrected a filepath
made forcefields notsolid at the beginning
 
824 7172 t 22 h lars / current version moved to trunk  
804 7234 t 21 h lars / some new soundfiles for the Computer of the Atlantic + changes in the scripts  
681 7780 t 14 h argyle /maps/ Added Cortex's cool forcefield sounds, fixed HOM in quarters.  
678 7781 t 13 h argyle /maps/ Made lights dynamic again, changed console at end to usetrigger.

I'm aware of the security people being visible too early, this will be corrected
 
644 7853 t 13 h lars / more blinking red alert lights
tried to add archetypes for the consoles - texts are not showing. Perhaps someone can have a look at it
 
618 7879 t 11 h lars /maps/ cinematic should be much better now  
617 7879 t 17 h lars /maps/ reactivated ending cinematic  
601 7912 t 17 h lars /maps/ corrected a minor error (map did not load)  
600 7913 t 8 h TickNSwisted /maps/ Made secret room, caulked and detailed brushes.  
545 7979 t 13 h lars /maps/ my plan did not work out for these maps. Had to undo the changes. Damn!  
496 7999 t 14 h lars /maps/ fixed a small bug and took away weapons from beaming out Illia  
494 8000 t 13 h lars /maps/ corrected Mankell NPC
taken away the weapons from the player
 
492 8000 t 16 h lars /maps/ "attackplayer.scr" can now be used to span romulan enemies (with the corresponding effect and sound) as well. AIShowGroup has a new parameter for that. This has to be set in order to work properly!  
480 8009 t 17 h lars /maps/ added beam out scene  
454 8032 t 18 h lars /maps/ second team now comes in  
448 8035 t 16 h lars /maps/ security team on the other side comes in now as well
door closes behind them
 
446 8036 t 17 h lars /maps/ second exit closes behind the security guys
TODO: mission MUST fail, if security guys get killed
 
444 8036 t 19 h argyle /maps/ Security team now comes in.
TODO(among other things): Prevent player from exiting the lab through the bigger exits and beaming out stuff.
 
443 8036 t 20 h argyle /maps/ Both fishies move now, the white one passes into the ground from time to time though  
435 8051 t 12 h lars /maps/ some minor changes  
434 8051 t 15 h lars /maps/ needed script for map in Revision 433  
431 8052 t 16 h argyle /maps/ One fish is moving now.  
430 8052 t 16 h argyle /maps/ Nothing much...  
429 8052 t 16 h argyle /maps/ Scripting progress, fish doesn't move yet however.  
419 8055 t 11 h lars /maps/ bug created by DrBob is gone now  
410 8060 t 13 h drbob /maps/ Finished my fixes for this map - it is open for someone else to swoop down and complete  
377 8063 t 13 h nemo22 /maps/ with new overload sound  
271 8110 t 15 h lars /  
264 8111 t 23 h Nemo22 /maps/ with overload sound and exps  
251 8117 t 18 h argyle /maps/ Tried new red alert shader. Looks pretty good IMO  
248 8117 t 19 h argyle /maps/ Changes made by nemo22:

Red alert light, forcefields work, gas, hole in wall, etc
 
162 8130 t 15 h argyle /maps/ It's perhaps best if the EVA map (map4) is skipped because there isn't really much to do out there anyway. So what I'm currently uploading as map4 will probably be merged with map5 (the whole thing being called map5 to minimize the impact on the numbers of later maps). Anyway, this map has a shower scene in it.