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Rev Age Author Path Log message Diff
558 3982d 0h spiker /highres/sprites/characters/ optimized  
557 3982d 0h spiker /highres/sprites/characters/ Added some detail  
556 3982d 1h leod / Polymost: use old terminator & new arm;
hrp_todo.txt added;
PNGOUT optimizations;
UserMapHacks: Lighthouse aka biglight, MHK revisions
 
555 3982d 6h spiker /highres/sprites/characters/ terminator last second update  
554 3983d 4h spiker /highres/sprites/ 1356-1357 terminator  
553 3986d 3h spiker /highres/textures/ 0362_d update  
552 3986d 4h spiker /highres/ 4228, 4229  
551 3986d 5h spiker /highres/sprites/ Part 2  
550 3986d 6h spiker /highres/sprites/ Duke restored.  
549 3986d 23h leod / 2013 Models update by Tea Monster : Cycloid, Duke, frozen Duke. (Frozen Duke model is technically wrong, but looks very icy.)
3240-3249 PNGOUT-optimized (alpha channel removed)
UserMapHacks: Castle Quest, MHK reviews
 
548 3990d 7h spiker /highres/screen/menu/ updated screens  
547 3994d 6h leod / #2710 : 2013Cycloid model v1.2 by Tea Monster

UserMapHacks : Entrapped, Bridge Between Two Islands, Anarchy City X, Devastation 01
 
546 4006d 5h leod / Restore Polymer HRP hydrant location for 5.3 release consistency

UserMapHacks : random dukematch levels
 
545 4009d 8h spiker /highres/sprites/ Chaingun muzzle flash improvment  
544 4010d 10h spiker /highres/sprites/ Pistol hand update  
543 4011d 1h leod / UserMapHacks: Border Town; 259, 335, 1179: PNGOUT optimization  
542 4011d 22h loomsday /highres/ #0259 polymerized  
541 4011d 23h loomsday /highres/ not sure if metal or concrete but meh...  
540 4012d 2h loomsday /highres/ #1179 polymerized  
539 4012d 23h leod / 927 Traffic Signal: scaled up to correct size; 243, 5099-5104: PNGOUT optimization

UserMapHacks: Mill Town Rampage, Duke Nukem Memorial Hospital aka brains2, Slaughterfest, The Base, Nuke Plant, DM-PACK: Antic Places; MHK reviews
 
538 4013d 2h loomsday /highres/ tile #243 polymerized  
537 4017d 6h spiker /highres/textures/ 5099-5104 update  
535 4046d 2h leod / Prepare polymerization of hydrant model by moving it to props_polymost; PNGOUT optimizations; maphack reviews  
534 4046d 11h nightfright /highres/sprites/characters/ Updated Duke model skins (#1405) by Tea Monster  
533 4046d 11h nightfright /highres/sprites/ Updated hand dryer model (#1051) by Tea Monster  
532 4050d 2h leod /highres/sprites/ 1051_handdryer by Tea Monster  
531 4050d 2h leod /highres/ 0053_firstaid, 2460_firstaidkit (hud) by Steveeeie  
530 4050d 2h leod /highres/sprites/ 0051_healthbox (cola) by Steveeeie; 1051_handdryer moved to props_polymost  
529 4050d 2h leod /highres/ 0762_mike (microphone) by Mark.;
0051_healthbox moved to pickups_polymost;
2460_firstaidkit.png (hud) renamed to 2640_firstaidkit_polymost.png
 
528 4050d 9h leod /highres/sprites/ice/ PNGOUT optimizations part 17 (final): sprites #8: ice

Both new and old PNGs convert to binary identical TGAs
 
527 4050d 9h leod /highres/sprites/ PNGOUT optimizations part 16: sprites #7: monsters

Both new and old PNGs convert to binary identical TGAs
 
526 4050d 9h leod /highres/sprites/ PNGOUT optimizations part 15: sprites #6: characters

Both new and old PNGs convert to binary identical TGAs
 
525 4050d 9h leod /highres/sprites/ PNGOUT optimizations part 14: sprites #5: firstperson

Both new and old PNGs convert to binary identical TGAs
 
524 4050d 9h leod /highres/sprites/ PNGOUT optimizations part 13: sprites #4: pickups

Both new and old PNGs convert to binary identical TGAs
 
523 4050d 9h leod /highres/sprites/ PNGOUT optimizations part 12: sprites #3: props

Both new and old PNGs convert to binary identical TGAs
 
522 4050d 9h leod /highres/sprites/ PNGOUT optimizations part 11: sprites #2: signs

Both new and old PNGs convert to binary identical TGAs
 
521 4050d 9h 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 4050d 9h leod /highres/textures/ PNGOUT optimizations part 8: textures #6

Both new and old PNGs convert to binary identical TGAs
 
519 4050d 10h leod /highres/textures/ PNGOUT optimizations part 7: textures #5

Both new and old PNGs convert to binary identical TGAs
 
518 4050d 10h leod /highres/textures/ PNGOUT optimizations part 6: textures #4

Both new and old PNGs convert to binary identical TGAs