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605 3826d 8h loomsday /highres/sprites/ should have been uploaded few days ago. wtf  
604 3829d 3h loomsday /highres/sprites/props/ sprite #621 revised  
595 3856d 4h leod / Some texture/skin renaming for consistency's sake;
UserMapHacks: Hibernal Solstice, Duke 6:8, TimeCop;
MHK reviews;
hrp_todo update;
 
588 3888d 9h leod / Polymost HRP: keep using old 4583_pipe.md3;
PNGOUT optimizations;
UserMapHacks: Lost City, Lost Temple, Polaris Outpost 1&2, Pain; MHK reviews
 
585 3889d 9h loomsday /highres/sprites/ model #4583 upgraded to fit the walls texture set on Derelict but the specular on the model doesn't work like them textures  
573 3909d 6h leod / Prepare conditional branching in duke3d_hrp.def: introduce duke3d_hrp_polymer.def;
#4386: scale up to correct lenght, still looks ugly in most user maps;

UserMaphacks: Just another Christmas, Snow, NWinter part1, MHK reviews
 
572 3913d 6h leod / Polymost HRP: add Luke model, use 0280_d;
PNGOUT optimizations;
UserMapHacks: The Storm, Ltlle Arctic; MHK reviews
 
570 3915d 9h spiker /highres/sprites/ 1354 Luke Skywalker  
569 3916d 4h leod / prop 1275 renamed/redefined to 1276;
texture 1275 derived from 1276 skin;

detail map paper_crumpled resized;
PNGOUT optimizations;
UserMapHacks: Duke Nukem ex mortum, Hydrofusion Substation, QMC - Puritan, WarDome, The GbaR;
MHK reviews
 
568 3920d 13h spiker /highres/sprites/ Mightyboot update  
565 3924d 8h leod / Polymost HRP: use 4900-4902, keep old mightyboot models;
PNGOUT optimizations;
UserMapHacks: Clearwater aka cranium, MHK reviews
 
564 3924d 10h spiker /highres/sprites/  
563 3924d 10h spiker /highres/sprites/ quick kick update  
562 3924d 11h spiker /highres/sprites/ new mighty boot  
559 3928d 15h leod / PNGOUT nitpicking  
558 3929d 7h spiker /highres/sprites/characters/ optimized  
557 3929d 7h spiker /highres/sprites/characters/ Added some detail  
556 3929d 8h leod / Polymost: use old terminator & new arm;
hrp_todo.txt added;
PNGOUT optimizations;
UserMapHacks: Lighthouse aka biglight, MHK revisions
 
555 3929d 13h spiker /highres/sprites/characters/ terminator last second update  
554 3930d 11h spiker /highres/sprites/ 1356-1357 terminator  
551 3933d 12h spiker /highres/sprites/ Part 2  
550 3933d 13h spiker /highres/sprites/ Duke restored.  
549 3934d 6h 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
 
547 3941d 13h leod / #2710 : 2013Cycloid model v1.2 by Tea Monster

UserMapHacks : Entrapped, Bridge Between Two Islands, Anarchy City X, Devastation 01
 
546 3953d 12h leod / Restore Polymer HRP hydrant location for 5.3 release consistency

UserMapHacks : random dukematch levels
 
545 3956d 16h spiker /highres/sprites/ Chaingun muzzle flash improvment  
544 3957d 17h spiker /highres/sprites/ Pistol hand update  
539 3960d 6h 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
 
535 3993d 10h leod / Prepare polymerization of hydrant model by moving it to props_polymost; PNGOUT optimizations; maphack reviews  
534 3993d 18h nightfright /highres/sprites/characters/ Updated Duke model skins (#1405) by Tea Monster  
533 3993d 18h nightfright /highres/sprites/ Updated hand dryer model (#1051) by Tea Monster  
532 3997d 9h leod /highres/sprites/ 1051_handdryer by Tea Monster  
531 3997d 9h leod /highres/ 0053_firstaid, 2460_firstaidkit (hud) by Steveeeie  
530 3997d 9h leod /highres/sprites/ 0051_healthbox (cola) by Steveeeie; 1051_handdryer moved to props_polymost  
529 3997d 10h leod /highres/ 0762_mike (microphone) by Mark.;
0051_healthbox moved to pickups_polymost;
2460_firstaidkit.png (hud) renamed to 2640_firstaidkit_polymost.png
 
528 3997d 16h leod /highres/sprites/ice/ PNGOUT optimizations part 17 (final): sprites #8: ice

Both new and old PNGs convert to binary identical TGAs
 
527 3997d 16h leod /highres/sprites/ PNGOUT optimizations part 16: sprites #7: monsters

Both new and old PNGs convert to binary identical TGAs
 
526 3997d 16h leod /highres/sprites/ PNGOUT optimizations part 15: sprites #6: characters

Both new and old PNGs convert to binary identical TGAs
 
525 3997d 16h leod /highres/sprites/ PNGOUT optimizations part 14: sprites #5: firstperson

Both new and old PNGs convert to binary identical TGAs
 
524 3997d 16h leod /highres/sprites/ PNGOUT optimizations part 13: sprites #4: pickups

Both new and old PNGs convert to binary identical TGAs