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
861 6977 t 5 h lars /trunk/maps/  
859 6977 t 7 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 6988 t 21 h Avenger /trunk/maps/ locked door sounds are now played on approach, some minor texture adjustments  
844 6994 t 21 h Avenger /trunk/maps/ once more realligned textures  
842 7008 t 15 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 7012 t 21 h Avenger /trunk/maps/ fixed several texture missalignment and similar issues. problems left: security team does not attack player, reason unknown  
824 7062 t 8 h lars / current version moved to trunk  
755 7521 t 22 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 7523 t 19 h hmm_cantdecide /maps/  
692 7659 t 2 h argyle /maps/ Replaced the tiki of the starfleet security detail to the newly created ones.  
675 7671 t 9 h argyle /maps/ Splitted map3 and put the extra part Cortex created lately in a seperate map (map3b)  
657 7736 t 11 h ticknswisted /maps/ Removed excess hallways and brushes, refined flow.  
634 7747 t 22 h lars /maps/ lighting should be much better now  
631 7754 t 23 h cortex /maps/ New Version of Map3 - At Last  
576 7848 t 3 h lars /maps/ removed targetname for worldspawn - prevented loading the map  
574 7851 t 3 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 7860 t 6 h argyle /maps/ Experimenting a bit further with dynamic lights  
560 7860 t 7 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 3 h lars /maps/ levelchage now as in EF2  
479 7899 t 23 h lars /maps/ fixed lighting even more  

Alles anzeigen