| Revision |
Alter |
Autor |
Pfad |
Logeintrag |
Diff |
| 859 |
6974 t 20 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 |
|
| 858 |
6975 t 10 h |
Avenger |
/trunk/ |
made secret room accessible, addes secret ships, added closed door sounds, corrected texture misallignements, caps at the edge of different carpet textures are textured correctly now, changed one model name to avoid conflicts with the original game in uber radiant |
|
| 846 |
6989 t 12 h |
lars |
/trunk/ |
corrected a filepath
made forcefields notsolid at the beginning |
|
| 824 |
7059 t 22 h |
lars |
/ |
current version moved to trunk |
|
| 804 |
7121 t 21 h |
lars |
/ |
some new soundfiles for the Computer of the Atlantic + changes in the scripts |
|
| 681 |
7667 t 14 h |
argyle |
/maps/ |
Added Cortex's cool forcefield sounds, fixed HOM in quarters. |
|
| 678 |
7668 t 13 h |
argyle |
/maps/ |
Made lights dynamic again, changed console at end to usetrigger.
I'm aware of the security people being visible too early, this will be corrected |
|
| 644 |
7740 t 13 h |
lars |
/ |
more blinking red alert lights
tried to add archetypes for the consoles - texts are not showing. Perhaps someone can have a look at it |
|
| 618 |
7766 t 11 h |
lars |
/maps/ |
cinematic should be much better now |
|
| 617 |
7766 t 17 h |
lars |
/maps/ |
reactivated ending cinematic |
|
| 601 |
7799 t 17 h |
lars |
/maps/ |
corrected a minor error (map did not load) |
|
| 600 |
7800 t 8 h |
TickNSwisted |
/maps/ |
Made secret room, caulked and detailed brushes. |
|
| 545 |
7866 t 13 h |
lars |
/maps/ |
my plan did not work out for these maps. Had to undo the changes. Damn! |
|
| 496 |
7886 t 14 h |
lars |
/maps/ |
fixed a small bug and took away weapons from beaming out Illia |
|
| 494 |
7887 t 13 h |
lars |
/maps/ |
corrected Mankell NPC
taken away the weapons from the player |
|
| 492 |
7887 t 16 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! |
|
| 480 |
7896 t 17 h |
lars |
/maps/ |
added beam out scene |
|
| 454 |
7919 t 18 h |
lars |
/maps/ |
second team now comes in |
|
| 448 |
7922 t 16 h |
lars |
/maps/ |
security team on the other side comes in now as well
door closes behind them |
|
| 446 |
7923 t 17 h |
lars |
/maps/ |
second exit closes behind the security guys
TODO: mission MUST fail, if security guys get killed |
|