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[r3420] by utunnels

AI character more tolerable to player_min_z and player_max_z, if they hit the two point vertically, they'll turn to the opposite direction instead of choosing a random direction that leads out side the screen.

2011-09-05 02:42:51 Tree
[r3419] by utunnels

Optimize rgb gif copying speed a bit.

2011-09-05 01:12:04 Tree
[r3418] by utunnels

Update anigif.c to enable multiple gif players.
playgif now support true color by combining 3 gifs into 1.

For example:
animation data\scenes\water.gif

If waterr.gif and waterg.gif and waterb.gif are all present, and video mode is 16 or 32bit, this feature is enabled automatically.

2011-09-04 17:17:46 Tree
[r3417] by utunnels

Add argument list length checking in defense and offense command.

2011-09-04 06:20:47 Tree
[r3416] by utunnels

Twist default ai code.
Aggression now affects the chance aimove normal characters go after the target.
AI characters don't attack a grounded target if it doesn't have a bbox, but they will still walk around the target waiting for a chance.

2011-09-03 14:56:07 Tree
[r3415] by utunnels

Clean up bglayer water code in 8bit mode a bit.
Don't clear script variables after a new game or exit a game to avoid lost handles.

2011-09-03 03:50:08 Tree
[r3414] by utunnels

Leave global_var_list alone when new game option is chosen.
This solution avoids overwriting sprites handles.

2011-09-02 14:56:08 Tree
[r3413] by utunnels

Rewrite script save/load function anyway since previous ones didn't work as expected.

2011-09-02 14:15:15 Tree
[r3412] by utunnels

Fix remap in 16/32bit mode.

2011-09-02 06:23:28 Tree
[r3411] by utunnels

Still let the engine print a warning message if cdr header size is too large.

2011-09-02 01:51:47 Tree
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