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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Apr 26, 2007 - 06:30 AM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
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Revision: IntoCerberon--Assets--1.0--patch-75
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Wed Apr 22:30:50 Eastern Daylight Time 2007
Standard-date: 2007-04-26 02:30:50 GMT
Modified-files: maps/ic_mine.cm maps/ic_mine.map
maps/ic_mine.proc
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-75
Summary: [VERTIGO-ONE] Updated ic_mine for new ship size

- Enlarged tunnels for IC 003 ship size
- Removed double-doors due to not being able to figure out how to get the damn things to work properly
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Apr 26, 2007 - 06:32 AM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
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Revision: IntoCerberon--Assets--1.0--patch-76
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Wed Apr 22:32:39 Eastern Daylight Time 2007
Standard-date: 2007-04-26 02:32:39 GMT
Modified-files: maps/ic_mine.map
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-76
Summary: [HEXETIC] Re-added "killmessage" tags to ic_mine trigger_hurt entities

For use with custom kill messages in IC004... Vertigo-one was working off a pre-killmessage version of ic_mine.
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: May 03, 2007 - 08:07 AM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
Status: Offline
Revision: IntoCerberon--Assets--1.0--patch-77
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Thu May 00:07:10 Eastern Daylight Time 2007
Standard-date: 2007-05-03 04:07:10 GMT
Modified-files: strings/english003.lang
{arch}/=tagging-method
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-77
Summary: [HEXETIC] Added strings for Beam, Acid, Crush & Slam trigger deaths

"%s^0 crosses the streams"
Trigger with "killmessage" "30" key/value pair: Some kind of beam/laser/etc.

"%s^0 learns that acid and metal don't mix"
trigger with "killmessage" "31" key/value pair: Acid

"%s^0's ship was recycled into pop cans"
trigger with "killmessage" "32" key/value pair: Crusher

"%s^0 got slam-dunked"
trigger with "killmessage" "33" key/value pair: Struck/slammed by an object
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Sep 16, 2007 - 09:54 AM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
Status: Offline
Revision: IntoCerberon--Assets--1.0--patch-78
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sun Sep 01:38:16 Eastern Daylight Time 2007
Standard-date: 2007-09-16 05:38:16 GMT
New-files: sound/music/.arch-ids/ic_minerva.ogg.id
sound/music/.arch-ids/papersailboat.ogg.id
sound/music/.arch-ids/zerog.ogg.id
sound/music/ic_minerva.ogg
sound/music/papersailboat.ogg sound/music/zerog.ogg
Modified-files: maps/ic_minerva.map maps/ic_pipeline.map
maps/ic_tumbler.map sound/music.sndshd
sound/music/descent_into_doom.ogg
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-78
Summary: [NARFIG] Level music from 05/05/2007

- Added ic_minerva, papersailbot & zerog music tracks
- Added music speaker to ic_minerva
- Altered music speaker in ic_pipeline
- Added music speaker to ic_tumbler
- Updated sound shader information for music tracks in msuic.sndshd
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Sep 16, 2007 - 10:13 AM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
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Revision: IntoCerberon--Assets--1.0--patch-79
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sun Sep 02:13:15 Eastern Daylight Time 2007
Standard-date: 2007-09-16 06:13:15 GMT
New-files: sound/items/.arch-ids/ac_outofammo.ogg.id
sound/items/.arch-ids/laser_outofammo.ogg.id
sound/items/.arch-ids/minigun_outofammo.ogg.id
sound/items/.arch-ids/mms_outofammo.ogg.id
sound/items/.arch-ids/weapon_unavail.ogg.id
sound/items/.arch-ids/weapon_unavail.ogg.sfk.id
sound/items/ac_outofammo.ogg
sound/items/laser_outofammo.ogg
sound/items/minigun_outofammo.ogg
sound/items/mms_outofammo.ogg
sound/items/weapon_unavail.ogg
sound/items/weapon_unavail.ogg.sfk
sound/weapons/merlin/.arch-ids/=id
sound/weapons/merlin/.arch-ids/mms_fire.ogg.id
sound/weapons/merlin/.arch-ids/mms_impact.ogg.id
sound/weapons/merlin/mms_fire.ogg
sound/weapons/merlin/mms_impact.ogg
sound/weapons/spreadfire/.arch-ids/=id
sound/weapons/spreadfire/.arch-ids/spreadfire.ogg.id
sound/weapons/spreadfire/.arch-ids/spreadfire_impact.ogg.id
sound/weapons/spreadfire/spreadfire.ogg
sound/weapons/spreadfire/spreadfire_impact.ogg
New-directories: sound/weapons/merlin
sound/weapons/merlin/.arch-ids sound/weapons/spreadfire
sound/weapons/spreadfire/.arch-ids
Modified-files: def/player.def
sound/music/descent_into_doom.ogg sound/player.sndshd
sound/weapons.sndshd
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-79
Summary: [NARFIG] Added out-of-ammo sounds, Merlin & Spreadfire sounds

From Narfigs_sounds011.zip, 11/08/2007

- Added out-of-ammo sounds & shaders for laser, concussion, plasma, autocannon
- Added weapon-unavailable and basic weapon-empty sounds
- Added fire, impact, & out-of-ammo sounds for Spreadfire Cannon & Merlin MMS
- Replaced wall scrape sound & shader? FOLLOW-UP.
- Player weapon-switch sound has smaller radius
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Sep 16, 2007 - 10:56 AM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
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Revision: IntoCerberon--Assets--1.0--patch-80
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sun Sep 02:56:03 Eastern Daylight Time 2007
Standard-date: 2007-09-16 06:56:03 GMT
Removed-files: sound/player/ship/.arch-ids/painmedium3.ogg.id
sound/player/ship/painmedium3.ogg
Modified-files: def/player.def sound/player.sndshd
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-80
Summary: [NARFIG/HEXETIC] Corrected changes from patch-79

- Unrenamed ic_scrape & ic_scrape_end
- All pain sounds now private
- Undid changes to scrape shaders
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Sep 16, 2007 - 11:07 AM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
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Revision: IntoCerberon--Assets--1.0--patch-81
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sun Sep 03:07:06 Eastern Daylight Time 2007
Standard-date: 2007-09-16 07:07:06 GMT
New-files: models/md5/ships/pyrogx/.arch-ids/pyrogx_d.tga.id
models/md5/ships/pyrogx/.arch-ids/pyrogx_n.tga.id
models/md5/ships/pyrogx/.arch-ids/pyrogx_s.tga.id
models/md5/ships/pyrogx/pyrogx_d.tga
models/md5/ships/pyrogx/pyrogx_n.tga
models/md5/ships/pyrogx/pyrogx_s.tga
Removed-files: models/md5/ships/pyrogx/.arch-ids/bits_d.tga.id
models/md5/ships/pyrogx/.arch-ids/bits_n.tga.id
models/md5/ships/pyrogx/.arch-ids/bits_s.tga.id
models/md5/ships/pyrogx/.arch-ids/body_d.tga.id
models/md5/ships/pyrogx/.arch-ids/body_n.tga.id
models/md5/ships/pyrogx/.arch-ids/body_s.tga.id
models/md5/ships/pyrogx/.arch-ids/wings_d.tga.id
models/md5/ships/pyrogx/.arch-ids/wings_n.tga.id
models/md5/ships/pyrogx/.arch-ids/wings_s.tga.id
models/md5/ships/pyrogx/bits_d.tga
models/md5/ships/pyrogx/bits_n.tga
models/md5/ships/pyrogx/bits_s.tga
models/md5/ships/pyrogx/body_d.tga
models/md5/ships/pyrogx/body_n.tga
models/md5/ships/pyrogx/body_s.tga
models/md5/ships/pyrogx/wings_d.tga
models/md5/ships/pyrogx/wings_n.tga
models/md5/ships/pyrogx/wings_s.tga
Modified-files: materials/pyrogx.mtr
models/md5/ships/pyrogx/pyrogx.md5anim
models/md5/ships/pyrogx/pyrogx.md5mesh
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-81
Summary: [ICEHEART] Re-worked Pyro model

- New low-poly version of Sp3ctre's Pyro model, a savings of 1600 tris
- New "painted" skin by iceheart. Also known as copy 'n' pasted picture of scratched metal.

TODO: Headlight bone is incorrect. Pyromodel currently has noshadows property set to allow headlights to function, but this causes Pyro to cast no shadow.
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Sep 26, 2007 - 07:52 AM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
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Revision: IntoCerberon--Assets--1.0--patch-82
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Tue Sep 23:53:00 Eastern Daylight Time 2007
Standard-date: 2007-09-26 03:53:00 GMT
New-files: models/ic_damp/.arch-ids/=id
models/ic_damp/.arch-ids/tb_1.lwo.id
models/ic_damp/tb_1.lwo
New-directories: models/ic_damp models/ic_damp/.arch-ids
Removed-files: sound/items/.arch-ids/weapon_unavail.ogg.sfk.id
sound/items/weapon_unavail.ogg.sfk
Modified-files: maps/ic_damp.cm maps/ic_damp.map
maps/ic_damp.proc
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-82
Summary: [SPECTRE] ic_damp

Updated ic_damp map, with fixed textures, improved lighting, and proper spawn points. All map areas are accessible... though some maneuvering may be required.

TODO: Proper visportalling
TODO: Power-ups (Vertigo-One)
TODO: Sounding (Narfig)
TODO: Find a decent water shader? (iceheart?)
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Nov 11, 2007 - 07:11 AM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
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Revision: IntoCerberon--Assets--1.0--patch-83
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sat Nov 23:11:35 Eastern Standard Time 2007
Standard-date: 2007-11-11 04:11:35 GMT
Modified-files: guis/mainmenu.gui guis/mpmain.gui
strings/english003.lang
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-83
Summary: [HEXETIC] Added Map Music Volume control sliders to main, in-game menus

- Added slider controls for adjusting map music volume (cvar s_music_vol) to main & in-game settings menus. Note that the value only effects map music; the main menu music is unaffected (and looks like too much work to bother).
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Nov 11, 2007 - 09:06 PM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
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Revision: IntoCerberon--Assets--1.0--patch-84
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sun Nov 13:06:30 Eastern Standard Time 2007
Standard-date: 2007-11-11 18:06:30 GMT
Modified-files: def/ammo.def def/player.def
def/weapon_laser.def guis/mphud.gui
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-84
Summary: [HEXETIC] Upgradeable lasers

Lasers now upgrade. Removed weapon_laser_red/blue/violet/green -- There is only weapon_laser, which uses the code for upgrading. Maximum level is 3 (0 to 3 = 4 levels). Each time another weapon_laser item is picked up, level increases by 1 (and energy by 10).

HUD now displays weapon level as appropriate.

Reformatted a number of definition files to make indentation less insane.
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Nov 11, 2007 - 10:00 PM
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Posts: 1361
Location: Toronto, Canada
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Revision: IntoCerberon--Assets--1.0--patch-85
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sun Nov 14:00:20 Eastern Standard Time 2007
Standard-date: 2007-11-11 19:00:20 GMT
Modified-files: def/weapon_laser.def
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-85
Summary: [HEXETIC] Fixed weapon_laser pickup

- Use laser cannon model for pickup item
- Removed obsolete inheritance directive

TODO: Add a unique pickup sound for weapon_laser.
 
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Post subject: RE: Art Assets Revision History  PostPosted: Nov 11, 2007 - 11:32 PM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
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Revision: IntoCerberon--Assets--1.0--patch-86
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sun Nov 15:33:04 Eastern Standard Time 2007
Standard-date: 2007-11-11 20:33:04 GMT
New-files: sound/items/.arch-ids/laser_pickup.ogg.id
sound/items/laser_pickup.ogg
Modified-files: def/weapon_laser.def sound/ammo.sndshd
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-86
Summary: [NARFIG] Added sound for weapon_laser pickup

Added new SFX for weapon_laser pickup, based around energy pickup.
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Nov 12, 2007 - 12:58 AM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
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Revision: IntoCerberon--Assets--1.0--patch-87
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sun Nov 16:59:18 Eastern Standard Time 2007
Standard-date: 2007-11-11 21:59:18 GMT
Modified-files: def/weapon_laser.def guis/mphud.gui
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-87
Summary: [HEXETIC] Added Laser-Quadfire item

Currently has no model, but when given (use "give upgrade_quadfire_laser") results in lasers firing quadfire and HUD displaying "QUAD" when lasers are selected.

upgrade_prime_id is 3
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Nov 12, 2007 - 06:17 AM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
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Revision: IntoCerberon--Assets--1.0--patch-88
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sun Nov 22:14:36 Eastern Standard Time 2007
Standard-date: 2007-11-12 03:14:36 GMT
Modified-files: maps/ic_damp.map
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-88
Summary: [NARFIG] Sounded-out ic_damp

ic_damp now has... SOUNDS!

It's alive... IT'S ALIIIIIIIIVE!
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Nov 12, 2007 - 06:19 AM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
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Revision: IntoCerberon--Assets--1.0--patch-89
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sun Nov 22:20:14 Eastern Standard Time 2007
Standard-date: 2007-11-12 03:20:14 GMT
Modified-files: mapcycle.scriptcfg
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-89
Summary: [HEXETIC] Added ic_damp to map rotation

Added ic_damp to default map rotation.
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Feb 11, 2008 - 01:21 AM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
Status: Offline
Revision: IntoCerberon--Assets--1.0--patch-90
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sun Feb 17:21:03 Eastern Standard Time 2008
Standard-date: 2008-02-10 22:21:03 GMT
New-files: sound/items/.arch-ids/merlin_pickup.ogg.id
sound/items/.arch-ids/quad_pickup.ogg.id
sound/items/.arch-ids/spreadfire_pickup.ogg.id
sound/items/merlin_pickup.ogg
sound/items/quad_pickup.ogg
sound/items/spreadfire_pickup.ogg
Modified-files: def/ammo.def def/items.def
def/weapon_laser.def maps/ic_damp.map sound/ammo.sndshd
sound/music/ic_minerva.ogg sound/weapons.sndshd
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-90
Summary: [NARFIG] Sound updates, Damp pickups, Merlin & Quadfire pickups

- Individual Concussion Missiles now give 1 ammo (from 5)
- Concussion Missile Pack gives 4 ammo (from 5)
- Added Merlin pickup, with 36 ammo (4 salvos)
- Added model, editor information, and sound for Quadfire upgrade
- Added many pickups to ic_damp
- Added SFX for spreadfire, quad, and merlin pickup
- Tweaked some sound values for respawn, blue lasers, & green lasers
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Feb 11, 2008 - 05:29 AM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
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Revision: IntoCerberon--Assets--1.0--patch-91
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sun Feb 20:06:34 Eastern Standard Time 2008
Standard-date: 2008-02-11 01:06:34 GMT
New-files: models/md5/ships/pyrogx/.arch-ids/pyrogx_d_blue.tga.id
models/md5/ships/pyrogx/.arch-ids/pyrogx_d_green.tga.id
models/md5/ships/pyrogx/.arch-ids/pyrogx_d_red.tga.id
models/md5/ships/pyrogx/.arch-ids/pyrogx_d_yellow.tga.id
models/md5/ships/pyrogx/pyrogx_d_blue.tga
models/md5/ships/pyrogx/pyrogx_d_green.tga
models/md5/ships/pyrogx/pyrogx_d_red.tga
models/md5/ships/pyrogx/pyrogx_d_yellow.tga
skins/.arch-ids/=id
skins/.arch-ids/skins_ships_player.skin.id
skins/skins_ships_player.skin
New-directories: skins skins/.arch-ids
Modified-files: DoomConfig.cfg guis/mainmenu.gui
guis/mpmain.gui materials/pyrogx.mtr
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-91
Summary: [HEXETIC] Added Pyro skin support, Red, Blue, Yellow & Green skins

- Added basic skin support for the Pyro; the basic "grey steel" skin is skins/ships/player/pyrogx_base
- Added basic green, yellow, red, & blue pyro skins (just used a colour overlay in photoshop)
- Menu skin selections now select Pyro skin; however, this depends on mod_validSkins being set to *exactly*:

seta mod_validSkins "skins/ships/player/pyrogx_base;skins/ships/player/pyrogx_green;skins/ships/player/pyrogx_blue;skins/ships/player/pyrogx_red;skins/ships/player/pyrogx_yellow"

- Default DoomConfig.cfg updated to set default skin string properly; this is a very bad way of doing things

TODO: Figure out a better way of having a "skins list".
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Feb 13, 2008 - 07:56 AM
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Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
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Revision: IntoCerberon--Assets--1.0--patch-92
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Tue Feb 23:56:20 Eastern Standard Time 2008
Standard-date: 2008-02-13 04:56:20 GMT
Modified-files: guis/mainmenu.gui guis/mpmain.gui
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-92
Summary: [HEXETIC] Skins next/prev GUI

Changed skins GUI in Main Menu and Multiplayer to use prev/next skins -- but Main Menu one doesn't work yet.

Also made dummy model next/prev above it for eventual use in model switching.
 
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Post subject: RE: Art Assets Revision History  PostPosted: Feb 16, 2008 - 06:27 PM
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Posts: 1361
Location: Toronto, Canada
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Revision: IntoCerberon--Assets--1.0--patch-93
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sat Feb 10:26:47 Eastern Standard Time 2008
Standard-date: 2008-02-16 15:26:47 GMT
Modified-files: guis/mainmenu.gui guis/mpmain.gui
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-93
Summary: [HEXETIC] Corrected GUI errors, updated main menu for skins

- Updated indenting level for mainmenu model/skin selector
- Changed text for mainmenu skin selector to indicate that skins can only be selected from within a multiplayer game
- Removed quotes around integer values; Doom3 was complaining, although they worked.
 
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Post subject: RE: Art Assets Revision History  PostPosted: Feb 16, 2008 - 08:46 PM
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Status: Offline
Revision: IntoCerberon--Assets--1.0--patch-94
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sat Feb 12:46:46 Eastern Standard Time 2008
Standard-date: 2008-02-16 17:46:46 GMT
Modified-files: maps/ic_damp.map maps/ic_mine.map
maps/ic_pipeline.map maps/ic_tumbler.map
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-94
Summary: [NARFIG] Map pickup updates for Tumbler, Damp, Mine, & Pipeline

Damp:
- Swapped or renamed a number of pickups

Mine:
- Was recompiled, unable to determine changes

Pipeline:
- Changed speaker for music
- Replaced AC with Spread
- Replaced Plasma with laser pickup
- Replaced AC mmo with Quad

Tumbler:
- Swapped & Added a number of powerups
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Feb 17, 2008 - 06:42 AM
Site Admin


Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
Status: Offline
Revision: IntoCerberon--Assets--1.0--patch-95
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sat Feb 22:42:27 Eastern Standard Time 2008
Standard-date: 2008-02-17 03:42:27 GMT
New-files: def/.arch-ids/ic_triggers.def.id
def/ic_triggers.def
Modified-files: def/player.def maps/ic_tumbler.map
script/ai_player.script script/doom_defs.script
sound/player.sndshd
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-95
Summary: [HEXETIC] Added trigger_energyRecharge for energy-recharge centres

Scripts, defs, & sound shaders for energy recharge centres - trigger_energyRecharge.

Place trigger_energyRecharge areas just like trigger_hurt to create an energy-recharge zone. No visual effects are included.

Added player scripts & sound shaders for energy-recharge and energy-recharge-stop, currently using default Doom 3 sounds.

- Also restored killmessage values to ic_tumbler, accidentally removed by Narfig
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Feb 17, 2008 - 08:23 AM
Site Admin


Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
Status: Offline
Revision: IntoCerberon--Assets--1.0--patch-96
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sun Feb 00:23:00 Eastern Standard Time 2008
Standard-date: 2008-02-17 05:23:00 GMT
New-files: sound/player/ship/.arch-ids/energy_end.ogg.id
sound/player/ship/.arch-ids/energy_recharge.ogg.id
sound/player/ship/energy_end.ogg
sound/player/ship/energy_recharge.ogg
Modified-files: script/ai_player.script sound/player.sndshd
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-96
Summary: [HEXETIC/NARFIG] Energy Recharge Sounds

- Added Energy recharge sounds from Narfig
- Removed Energy Recharge script events -- will be handled in code instead.
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Jul 27, 2008 - 01:40 AM
Site Admin


Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
Status: Offline
Revision: IntoCerberon--Assets--1.0--patch-97
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sat Jul 26 17:40:47 EDT 2008
New-files: def/.arch-ids/weapon_missile_merlin.def.id
def/.arch-ids/weapon_spreadfire.def.id
def/weapon_missile_merlin.def def/weapon_spreadfire.def
maps/.arch-ids/ic_testbox.cm.id
maps/.arch-ids/ic_testbox.map.id
maps/.arch-ids/ic_testbox.proc.id
maps/.arch-ids/leveltest.cm.id
maps/.arch-ids/leveltest.map.id
maps/.arch-ids/leveltest.proc.id maps/ic_testbox.cm
maps/ic_testbox.map maps/ic_testbox.proc
maps/leveltest.cm maps/leveltest.map maps/leveltest.proc
materials/.arch-ids/weapon_missile_merlin.mtr.id
materials/.arch-ids/weapon_spreadfire.mtr.id
materials/weapon_missile_merlin.mtr
materials/weapon_spreadfire.mtr
models/ammo/.arch-ids/ammo_autocannon_d.tga.id
models/ammo/.arch-ids/ammo_autocannon_s.tga.id
models/ammo/.arch-ids/ammo_minigun_d.tga.id
models/ammo/.arch-ids/ammo_minigun_s.tga.id
models/ammo/.arch-ids/missile_concussion_racked_d.tga.id
models/ammo/.arch-ids/missile_merlin.lwo.id
models/ammo/.arch-ids/missile_merlin_d.tga.id
models/ammo/.arch-ids/missile_merlin_n.tga.id
models/ammo/.arch-ids/missile_merlin_s.tga.id
models/ammo/ammo_autocannon_d.tga
models/ammo/ammo_autocannon_s.tga
models/ammo/ammo_minigun_d.tga
models/ammo/ammo_minigun_s.tga
models/ammo/missile_concussion_racked_d.tga
models/ammo/missile_merlin.lwo
models/ammo/missile_merlin_d.tga
models/ammo/missile_merlin_n.tga
models/ammo/missile_merlin_s.tga
models/gibs/.arch-ids/=id
models/gibs/.arch-ids/pyrogx_gib_body.lwo.id
models/gibs/.arch-ids/pyrogx_gib_cockpit.lwo.id
models/gibs/.arch-ids/pyrogx_gib_fin.lwo.id
models/gibs/.arch-ids/pyrogx_gib_fin_tip.lwo.id
models/gibs/.arch-ids/pyrogx_gib_gun.lwo.id
models/gibs/.arch-ids/pyrogx_gib_gun_tip.lwo.id
models/gibs/.arch-ids/pyrogx_gib_nose.lwo.id
models/gibs/.arch-ids/pyrogx_gib_wing.lwo.id
models/gibs/.arch-ids/pyrogx_gib_wing_tip.lwo.id
models/gibs/pyrogx_gib_body.lwo
models/gibs/pyrogx_gib_cockpit.lwo
models/gibs/pyrogx_gib_fin.lwo
models/gibs/pyrogx_gib_fin_tip.lwo
models/gibs/pyrogx_gib_gun.lwo
models/gibs/pyrogx_gib_gun_tip.lwo
models/gibs/pyrogx_gib_nose.lwo
models/gibs/pyrogx_gib_wing.lwo
models/gibs/pyrogx_gib_wing_tip.lwo
models/leveltest/.arch-ids/=id
models/leveltest/.arch-ids/Leveltest.lwo.id
models/leveltest/.arch-ids/Leveltest.mtl.id
models/leveltest/.arch-ids/Leveltest.obj.id
models/leveltest/Leveltest.lwo
models/leveltest/Leveltest.mtl
models/leveltest/Leveltest.obj
models/pickups/energy_box/.arch-ids/energy_box_d.tga.id
models/pickups/energy_box/.arch-ids/energy_box_s.tga.id
models/pickups/energy_box/energy_box_d.tga
models/pickups/energy_box/energy_box_s.tga
models/pickups/quad/.arch-ids/=id
models/pickups/quad/.arch-ids/upgrade_quadfire_laser.lwo.id
models/pickups/quad/.arch-ids/upgrade_quadfire_laser_d.tga.id
models/pickups/quad/.arch-ids/upgrade_quadfire_laser_n.tga.id
models/pickups/quad/.arch-ids/upgrade_quadfire_laser_s.tga.id
models/pickups/quad/upgrade_quadfire_laser.lwo
models/pickups/quad/upgrade_quadfire_laser_d.tga
models/pickups/quad/upgrade_quadfire_laser_n.tga
models/pickups/quad/upgrade_quadfire_laser_s.tga
models/weapons/autocannon/.arch-ids/weapon_autocannon_d.tga.id
models/weapons/autocannon/.arch-ids/weapon_autocannon_s.tga.id
models/weapons/autocannon/weapon_autocannon_d.tga
models/weapons/autocannon/weapon_autocannon_s.tga
models/weapons/merlin/.arch-ids/=id
models/weapons/minigun/.arch-ids/weapon_minigun_d.tga.id
models/weapons/minigun/.arch-ids/weapon_minigun_s.tga.id
models/weapons/minigun/weapon_minigun_d.tga
models/weapons/minigun/weapon_minigun_s.tga
models/weapons/plasmagun/.arch-ids/weapon_plasmagun_d.tga.id
models/weapons/plasmagun/.arch-ids/weapon_plasmagun_s.tga.id
models/weapons/plasmagun/weapon_plasmagun_d.tga
models/weapons/plasmagun/weapon_plasmagun_s.tga
models/weapons/spreadfire/.arch-ids/=id
models/weapons/spreadfire/.arch-ids/weapon_spreadfire.lwo.id
models/weapons/spreadfire/.arch-ids/weapon_spreadfire_d.tga.id
models/weapons/spreadfire/.arch-ids/weapon_spreadfire_n.tga.id
models/weapons/spreadfire/.arch-ids/weapon_spreadfire_s.tga.id
models/weapons/spreadfire/weapon_spreadfire.lwo
models/weapons/spreadfire/weapon_spreadfire_d.tga
models/weapons/spreadfire/weapon_spreadfire_n.tga
models/weapons/spreadfire/weapon_spreadfire_s.tga
script/.arch-ids/weapon_spreadfire.script.id
script/weapon_spreadfire.script
New-directories: models/gibs models/gibs/.arch-ids
models/leveltest models/leveltest/.arch-ids
models/pickups/quad models/pickups/quad/.arch-ids
models/weapons/merlin models/weapons/merlin/.arch-ids
models/weapons/spreadfire
models/weapons/spreadfire/.arch-ids
Modified-files: def/ammo.def def/player.def
def/ship_pyrogx.def def/weapon_laser.def
materials/items.mtr materials/pyrogx.mtr
materials/weapon_autocannon.mtr
materials/weapon_laser.mtr materials/weapon_minigun.mtr
materials/weapon_missile_concussion.mtr
materials/weapon_plasmagun.mtr
models/ammo/ammo_autocannon.lwo
models/ammo/ammo_autocannon_n.tga
models/ammo/ammo_minigun.lwo
models/ammo/ammo_minigun_n.tga
models/ammo/missile_concussion.lwo
models/ammo/missile_concussion_rack.lwo
models/ammo/missile_concussion_rack_d.tga
models/ammo/missile_concussion_rack_g.tga
models/ammo/missile_concussion_rack_n.tga
models/ammo/missile_concussion_rack_s.tga
models/md5/nothing.md5anim
models/md5/ships/pyrogx/pyrogx.md5anim
models/md5/ships/pyrogx/pyrogx.md5mesh
models/md5/ships/pyrogx/pyrogx_d.tga
models/md5/ships/pyrogx/pyrogx_n.tga
models/pickups/energy_box/energy_box.lwo
models/pickups/energy_box/energy_box_n.tga
models/pickups/shield_orb/shield_orb.lwo
models/pickups/shield_orb/shield_orb_d.tga
models/pickups/shield_orb/shield_orb_g.tga
models/pickups/shield_orb/shield_orb_n.tga
models/pickups/shield_orb/shield_orb_s.tga
models/weapons/autocannon/weapon_autocannon.lwo
models/weapons/autocannon/weapon_autocannon_n.tga
models/weapons/laser/weapon_laser.lwo
models/weapons/laser/weapon_laser_d.tga
models/weapons/laser/weapon_laser_n.tga
models/weapons/laser/weapon_laser_s.tga
models/weapons/minigun/weapon_minigun.lwo
models/weapons/minigun/weapon_minigun_n.tga
models/weapons/missile/concussion.lwo
models/weapons/missile/concussion_d.tga
models/weapons/missile/concussion_n.tga
models/weapons/missile/concussion_s.tga
models/weapons/plasmagun/weapon_plasmagun.lwo
models/weapons/plasmagun/weapon_plasmagun_n.tga
script/doom_main.script script/weapon_minigun.script
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-97
Summary: [ICEHEART] Added gibs, Merlin, Spreadfire, ic_testbox, leveltest, & many updated models

- Added Spreadfire art & scripts (is active as weapon 4)
- Added Merlin art & scripts
- Added "ic_testbox" & "leveltest" test maps
- Updated models of:
- Autocannon ammo pickup
- Autocannon weapon pickup
- Shield Orb
- Energy box
- Concussion missile (single)
- Concussion missile (rack)
- Concussion missile (projectile)
- Minigun ammo pickup
- Laser cannon pickup
- Pyro GX
- Updated minigun script (should fix sound issue)
- Added 'unsmoothedtangents' to all "normal" Pyro GX materials.
- Updated animations & bones of:
- "nothing"
- Pyro GX
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Jul 27, 2008 - 01:52 AM
Site Admin


Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
Status: Offline
Revision: IntoCerberon--Assets--1.0--patch-98
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sat Jul 26 17:51:30 EDT 2008
Standard-date: 2008-07-26 21:51:30 GMT
New-files: particles/.arch-ids/missile_merlin_smoke.prt.id
particles/missile_merlin_smoke.prt
script/.arch-ids/weapon_missile_merlin.script.id
script/weapon_missile_merlin.script
sound/weapons/merlin/.arch-ids/mms_flight.ogg.id
sound/weapons/merlin/mms_flight.ogg
Modified-files: def/ammo.def def/nothing.def def/player.def
def/weapon_autocannnon.def
def/weapon_missile_merlin.def script/doom_main.script
sound/weapons.sndshd sound/weapons/merlin/mms_fire.ogg
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-98
Summary: [NARFIG] Merlin & Autocannon changes

- Added Merlin missile firing sound
- Updated ammo_missile_merlin defs
- Removed unused player sounds
- Autocannon now fires from centre port, does 30 damage per hit
- Merlin missile fires from special-missile port, changed proejctile parameters
- Added Merlin smoke effects & script
- Updated Spreadfire, Merlin, soundshaders.
 
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HeXeticOffline
Post subject: RE: Art Assets Revision History  PostPosted: Jul 27, 2008 - 06:38 AM
Site Admin


Joined: Oct 27, 2005
Posts: 1361
Location: Toronto, Canada
Status: Offline
Revision: IntoCerberon--Assets--1.0--patch-99
Archive: hexetic@hotmail.com--projects--2005
Creator: Tim Gokcen <hexetic@hotmail.com>
Date: Sat Jul 26 22:35:46 EDT 2008
Standard-date: 2008-07-27 02:35:46 GMT
New-files: models/weapons/spreadfire/.arch-ids/spreadfire.lwo.id
models/weapons/spreadfire/spreadfire.lwo
particles/.arch-ids/spreadfire.prt.id
particles/spreadfire.prt
New-patches: hexetic@hotmail.com--projects--2005/IntoCerberon--Assets--1.0--patch-99
Summary: [NARFIG] Added missing Spreadfire particles & model

Added missing spreadfire.lwo & spreadfire.prt from NarfigsUpdate-6-22-08.zip.
 
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