Pages: 1 ... 9 10 [11]
  Print  
Author Topic: SVN Commits  (Read 406071 times)
adriano
Member


Cakes 4
Posts: 188



« Reply #250 on: March 12, 2013, 02:17:37 AM »

If you don't mind, I can upload it to my FTP, so it can be submitted at any time. File uploading services aren't very trustworthy.

Ofc you can do. I changed the link into dropbox-link, should be enough I think, thanks!
Logged
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3775


Trickster God.


« Reply #251 on: July 14, 2013, 11:21:51 AM »

Stuff for 0.9.0/OA3. Includes fixes and new stuff from this post, plus:

- levelshots for oa_spirit3t1 and t1_minilava.
- texture fix (lights and crates) for oa_spirit3t1.

http://www.onykage.com/files/armageddonman/fixes/090newmapsandfixesv3.pk3
« Last Edit: January 05, 2014, 10:28:51 PM by Neon_Knight » Logged


"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
Want to contribute? Read this.
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3775


Trickster God.


« Reply #252 on: January 29, 2014, 10:49:28 AM »

Here's my little seasonal (?) contribution.

11 mapmodels extracted from Czestmyr's maps and compiled in .ase format. I was using them for the OA3 version of czest1dm.

Also the sound replacement in this post: http://openarena.ws/board/index.php?topic=3167.msg49640#msg49640

I promise to do more once I come back from my RL duties.
Logged


"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
Want to contribute? Read this.
pelya
Member


Cakes 6
Posts: 399


WWW
« Reply #253 on: January 29, 2014, 11:48:09 AM »

iconsprites.shader is missing gfx/2d/crosshaira.tga, so this crosshair is getting blurry with picmip enabled. I've attached corrected version.
Logged
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3775


Trickster God.


« Reply #254 on: July 27, 2016, 07:21:13 PM »

New textures for the common/ packs, including some new shaders such as common/watercaulk, common/slimecaulk and common/lavacaulk, which work like caulk but also allow complex pools and liquid conducts. Also included are common/skip (a "nodraw" of sorts for hints) and common/teleporter (which uses liquids/tele)

Also fixes to the teleport shaders liquids/tele and savdm6ish/#Teleport, now they don't act like water.
Logged


"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
Want to contribute? Read this.
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3775


Trickster God.


« Reply #255 on: July 28, 2016, 02:30:40 PM »

Fix to the above. The .shader file of the common package had a wrong line of commentary.
Logged


"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
Want to contribute? Read this.
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3775


Trickster God.


« Reply #256 on: July 30, 2016, 04:45:16 PM »

Fixed fog shaders. Now they display a preview image and are marked as translucent in the editor. Only editor changes, no changes were made to how these fogs are displayed ingame.

EDIT: Modified the editor images.
« Last Edit: July 30, 2016, 05:07:57 PM by Neon_Knight » Logged


"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
Want to contribute? Read this.
Pages: 1 ... 9 10 [11]
  Print  
 
Jump to: