Subversion-Projekte sthq.gbs

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Revision Alter Autor Pfad Logeintrag Diff
842 7010 t 12 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 7014 t 18 h Avenger /trunk/maps/ fixed several texture missalignment and similar issues. problems left: security team does not attack player, reason unknown  
824 7064 t 5 h lars / current version moved to trunk  
755 7523 t 19 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 7525 t 16 h hmm_cantdecide /maps/  
692 7660 t 23 h argyle /maps/ Replaced the tiki of the starfleet security detail to the newly created ones.  
675 7673 t 6 h argyle /maps/ Splitted map3 and put the extra part Cortex created lately in a seperate map (map3b)  
657 7738 t 8 h ticknswisted /maps/ Removed excess hallways and brushes, refined flow.  
634 7749 t 19 h lars /maps/ lighting should be much better now  
631 7756 t 20 h cortex /maps/ New Version of Map3 - At Last  
576 7850 t 0 h lars /maps/ removed targetname for worldspawn - prevented loading the map  
574 7853 t 0 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 7862 t 2 h argyle /maps/ Experimenting a bit further with dynamic lights  
560 7862 t 4 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 7870 t 23 h lars /maps/ levelchage now as in EF2  
479 7901 t 19 h lars /maps/ fixed lighting even more  
478 7902 t 0 h lars /maps/ map3: changed lighting and fixed a design issue
map4: restored player start point to exit in map3
 
472 7903 t 0 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 7947 t 3 h argyle /maps/ Removed two additional small things  
413 7947 t 4 h argyle /maps/ Corrected some of the things that DrBob found  

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