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526 4002d 9h leod /highres/sprites/ PNGOUT optimizations part 15: sprites #6: characters

Both new and old PNGs convert to binary identical TGAs
 
525 4002d 9h leod /highres/sprites/ PNGOUT optimizations part 14: sprites #5: firstperson

Both new and old PNGs convert to binary identical TGAs
 
524 4002d 9h leod /highres/sprites/ PNGOUT optimizations part 13: sprites #4: pickups

Both new and old PNGs convert to binary identical TGAs
 
523 4002d 9h leod /highres/sprites/ PNGOUT optimizations part 12: sprites #3: props

Both new and old PNGs convert to binary identical TGAs
 
522 4002d 9h leod /highres/sprites/ PNGOUT optimizations part 11: sprites #2: signs

Both new and old PNGs convert to binary identical TGAs
 
521 4002d 10h leod /highres/sprites/ PNGOUT optimizations part 10 (oops): sprites #1: build, decals, effects, jibs, projectiles, switches

Both new and old PNGs convert to binary identical TGAs
 
520 4002d 10h leod /highres/textures/ PNGOUT optimizations part 8: textures #6

Both new and old PNGs convert to binary identical TGAs
 
519 4002d 10h leod /highres/textures/ PNGOUT optimizations part 7: textures #5

Both new and old PNGs convert to binary identical TGAs
 
518 4002d 10h leod /highres/textures/ PNGOUT optimizations part 6: textures #4

Both new and old PNGs convert to binary identical TGAs
 
517 4002d 10h leod /highres/textures/ PNGOUT optimizations part 6: textures #3

Both new and old PNGs convert to binary identical TGAs
 
516 4002d 10h leod /highres/textures/ PNGOUT optimizations part 5: textures #2

Both new and old PNGs convert to binary identical TGAs
 
515 4002d 10h leod /highres/textures/ PNGOUT optimizations part 4: textures #1

Both new and old PNGs convert to binary identical TGAs
 
514 4002d 11h leod /highres/screen/ PNGOUT optimizations part 3: screen (fonts, hud, menu)

Both new and old PNGs convert to binary identical TGAs
 
513 4002d 11h leod /highres/ PNGOUT optimizations part 2: common, detail, projections, skyboxes

Both new and old PNGs convert to binary identical TGAs
 
512 4002d 11h leod /highpal/ PNGOUT optimizations (you have been warned) part 1: highpal
Both new and old PNGs convert to binary identical TGAs
 
511 4002d 11h leod / UserMapHacks: Valves, A.dream; MHK reviews  
510 4013d 4h leod / UserMapHacks: Infestation in Time Revisited v1.5 completed; MHK reviews  
509 4019d 3h leod /maphacks/ UserMapHacks: BaeReDX, Jungle Tour 3, Ruin; DukePlus maphacks completed & reviewed  
508 4028d 21h leod /maphacks/ UserMapHacks: LORCH2, Haunted Castle; Duke in D.C. maphacks reviewed  
507 4037d 1h leod / Polymost HRP : re-add old HUD health bottle;
Maphacks : fix copy-pasted typo - d'oh!
 
506 4042d 2h leod / 0052_healthbottle (hud) by Steveeeie (is it actually used anywhere?);
old 0490 cycloid head moved to monsters_polymost;
props[_polymost].def : remove unnecessary pal0 entry for some glow maps;
hrp_extract.sh : Linux patch by Helixhorned, set executable bit;

UserMapHacks : Locked Up, MatH Pack 02-04, Prequel to Time, DukePlus maps
 
505 4050d 22h leod / 0052_healthbottle (sixpack) by Steveeeie; 0053_firstaid moved to pickups_polymost

UserMapHacks : Suburbs, MatH: Suburbs
 
504 4054d 0h leod / tiles 0879 / 0880 by Steveeeie (880 rotated by 180 degrees, scaled)

UserMapHacks for DukePlus
 
503 4056d 3h loomsday /highres/ #4117 polymost version  
502 4056d 10h loomsday /highres/ #4350 polymer + #4349 sharpen  
501 4056d 21h loomsday /highres/ #4349 polymer, w/o parallax to match 4350 which is a sprite-only texture  
500 4059d 10h spiker /highres/sprites/pickups/ Shotgun rotated, centered origin  
499 4063d 23h leod / Scale down Polymer HRP pistol and shotgun pickups to reduce clipping into nearby walls and objects.

Move some maphacks
 
498 4064d 1h leod /maphacks/ UserMapHacks : WGRealms, Moonbase Accident, ...  
497 4069d 22h leod /maphacks/ move MRCK maphacks  
496 4069d 23h leod /maphacks/ UserMapHacks : Quantum Physics, KaiseR Land 1-3, BoSPX, and more  
495 4072d 1h leod /maphacks/ UserMapHacks : WGCity, TTA2, Undesire, NBCBP, WCTime, and more

More maphack reviews

There seems to be a light at the end of the tunnel...
 
494 4075d 0h leod /maphacks/ UserMapHacks : Abig1, 16384/Aremade1, FactoryX; major reviews of Roch series and others  
493 4077d 22h leod / UserMapHacks : Oranges, Discarded Stronghold, Operation: Get Bike Back, Transport2,
Duke Nukem Eternity (if you choose to replace the HRP it comes with)

misc. maphack fixes and updates
hud_polymost.def : cosmetic
 
492 4080d 0h nightfright /highres/screen/ hud.def: tile #33 ("INV" mini-HUD box) was defined twice  
491 4083d 4h leod / UserMapHacks : Overkill episode (beta), Starlite, Desert base (old), Viewport, Sewer Confines
misc. maphack fixes and updates
 
490 4092d 4h leod / Maphack fixes & updates  
489 4093d 20h leod /maphacks/ UserMapHacks : Anarxiticalcity, Dayz Of Our Livez, misc. MHK fixes  
488 4096d 23h leod /maphacks/ UserMapHacks : 47 Fornax, Desert Hives, It Lives, LOST, Neutron Base, Payback, Paradisiac Shopping  
487 4100d 23h nightfright /highres/sprites/ Fix for HUD scubagear alignment (now centered), minor cleanup for new Duke model code