Subversion-Projekte sthq.gbs

Revision

Zur aktuellen Revision | Geänderte Dateien anzeigen | Details | Vergleich mit vorheriger | Blame | RSS feed

Filteroptionen

Revision Alter Autor Pfad Logeintrag Diff
859 6978 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 6989 t 16 h Avenger /trunk/maps/ locked door sounds are now played on approach, some minor texture adjustments  
844 6995 t 16 h Avenger /trunk/maps/ once more realligned textures  
842 7009 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 7013 t 16 h Avenger /trunk/maps/ fixed several texture missalignment and similar issues. problems left: security team does not attack player, reason unknown  
824 7063 t 3 h lars / current version moved to trunk  
755 7522 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 7524 t 14 h hmm_cantdecide /maps/  
692 7659 t 21 h argyle /maps/ Replaced the tiki of the starfleet security detail to the newly created ones.  
675 7672 t 4 h argyle /maps/ Splitted map3 and put the extra part Cortex created lately in a seperate map (map3b)  
657 7737 t 6 h ticknswisted /maps/ Removed excess hallways and brushes, refined flow.  
634 7748 t 17 h lars /maps/ lighting should be much better now  
631 7755 t 18 h cortex /maps/ New Version of Map3 - At Last  
576 7848 t 22 h lars /maps/ removed targetname for worldspawn - prevented loading the map  
574 7851 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 7861 t 0 h argyle /maps/ Experimenting a bit further with dynamic lights  
560 7861 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 7869 t 21 h lars /maps/ levelchage now as in EF2  
479 7900 t 17 h lars /maps/ fixed lighting even more  
478 7900 t 22 h lars /maps/ map3: changed lighting and fixed a design issue
map4: restored player start point to exit in map3
 

Alles anzeigen