Subversion-Projekte sthq.gbs

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Revision Alter Autor Pfad Logeintrag Diff
842 7012 t 23 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 7017 t 6 h Avenger /trunk/maps/ fixed several texture missalignment and similar issues. problems left: security team does not attack player, reason unknown  
832 7031 t 5 h lars /trunk/maps/ changed playing order  
824 7066 t 17 h lars / current version moved to trunk  
804 7128 t 16 h lars / some new soundfiles for the Computer of the Atlantic + changes in the scripts  
755 7526 t 7 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 7528 t 4 h hmm_cantdecide /maps/  
696 7662 t 12 h lars /maps/ first cinematic abortion works correct now  
679 7674 t 9 h argyle /maps/ Can't remember what I changed. Probably nothing.  
675 7675 t 18 h argyle /maps/ Splitted map3 and put the extra part Cortex created lately in a seperate map (map3b)  
660 7730 t 8 h lars /maps/ This should be better, I have not yet tested it.  
659 7738 t 14 h lars /maps/ first cinematic abortable  
631 7759 t 8 h cortex /maps/ New Version of Map3 - At Last  
564 7864 t 6 h lars /maps/  
563 7864 t 6 h lars /maps/ the secret sound should now be playing  
562 7864 t 14 h argyle /maps/ Experimenting a bit further with dynamic lights  
560 7864 t 15 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 7873 t 11 h lars /maps/ levelchage now as in EF2  
494 7894 t 8 h lars /maps/ corrected Mankell NPC
taken away the weapons from the player
 
492 7894 t 11 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!  

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