Subversion-Projekte sthq.gbs

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Revision Alter Autor Pfad Logeintrag Diff
863 6976 t 7 h lars /trunk/maps/  
862 6976 t 8 h lars /trunk/maps/ made some minor adjustments  
861 6976 t 14 h lars /trunk/maps/  
859 6976 t 16 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 7 h Avenger /trunk/maps/ locked door sounds are now played on approach, some minor texture adjustments  
844 6994 t 7 h Avenger /trunk/maps/ once more realligned textures  
842 7008 t 0 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 7 h Avenger /trunk/maps/ fixed several texture missalignment and similar issues. problems left: security team does not attack player, reason unknown  
824 7061 t 18 h lars / current version moved to trunk  
755 7521 t 8 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 4 h hmm_cantdecide /maps/  
692 7658 t 12 h argyle /maps/ Replaced the tiki of the starfleet security detail to the newly created ones.  
675 7670 t 19 h argyle /maps/ Splitted map3 and put the extra part Cortex created lately in a seperate map (map3b)  
657 7735 t 21 h ticknswisted /maps/ Removed excess hallways and brushes, refined flow.  
634 7747 t 8 h lars /maps/ lighting should be much better now  
631 7754 t 9 h cortex /maps/ New Version of Map3 - At Last  
576 7847 t 12 h lars /maps/ removed targetname for worldspawn - prevented loading the map  
574 7850 t 13 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 7859 t 15 h argyle /maps/ Experimenting a bit further with dynamic lights  
560 7859 t 16 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
 

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