Subversion Repositories duke3d_hrp

Rev

Go to most recent revision | Show changed files | Details | Compare with Previous | Blame | RSS feed

Filtering Options

Rev Age Author Path Log message Diff
588 4018d 13h leod / Polymost HRP: keep using old 4583_pipe.md3;
PNGOUT optimizations;
UserMapHacks: Lost City, Lost Temple, Polaris Outpost 1&2, Pain; MHK reviews
 
585 4019d 13h 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 4039d 10h 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 4043d 10h leod / Polymost HRP: add Luke model, use 0280_d;
PNGOUT optimizations;
UserMapHacks: The Storm, Ltlle Arctic; MHK reviews
 
570 4045d 14h spiker /highres/sprites/ 1354 Luke Skywalker  
569 4046d 8h 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 4050d 18h spiker /highres/sprites/ Mightyboot update  
565 4054d 12h leod / Polymost HRP: use 4900-4902, keep old mightyboot models;
PNGOUT optimizations;
UserMapHacks: Clearwater aka cranium, MHK reviews
 
564 4054d 14h spiker /highres/sprites/  
563 4054d 14h spiker /highres/sprites/ quick kick update  
562 4054d 15h spiker /highres/sprites/ new mighty boot  
559 4058d 20h leod / PNGOUT nitpicking  
558 4059d 11h spiker /highres/sprites/characters/ optimized  
557 4059d 12h spiker /highres/sprites/characters/ Added some detail  
556 4059d 13h leod / Polymost: use old terminator & new arm;
hrp_todo.txt added;
PNGOUT optimizations;
UserMapHacks: Lighthouse aka biglight, MHK revisions
 
555 4059d 18h spiker /highres/sprites/characters/ terminator last second update  
554 4060d 16h spiker /highres/sprites/ 1356-1357 terminator  
551 4063d 17h spiker /highres/sprites/ Part 2  
550 4063d 17h spiker /highres/sprites/ Duke restored.  
549 4064d 10h 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 4071d 17h leod / #2710 : 2013Cycloid model v1.2 by Tea Monster

UserMapHacks : Entrapped, Bridge Between Two Islands, Anarchy City X, Devastation 01
 
546 4083d 16h leod / Restore Polymer HRP hydrant location for 5.3 release consistency

UserMapHacks : random dukematch levels
 
545 4086d 20h spiker /highres/sprites/ Chaingun muzzle flash improvment  
544 4087d 21h spiker /highres/sprites/ Pistol hand update  
539 4090d 10h 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 4123d 14h leod / Prepare polymerization of hydrant model by moving it to props_polymost; PNGOUT optimizations; maphack reviews  
534 4123d 22h nightfright /highres/sprites/characters/ Updated Duke model skins (#1405) by Tea Monster  
533 4123d 23h nightfright /highres/sprites/ Updated hand dryer model (#1051) by Tea Monster  
532 4127d 13h leod /highres/sprites/ 1051_handdryer by Tea Monster  
531 4127d 14h leod /highres/ 0053_firstaid, 2460_firstaidkit (hud) by Steveeeie  
530 4127d 14h leod /highres/sprites/ 0051_healthbox (cola) by Steveeeie; 1051_handdryer moved to props_polymost  
529 4127d 14h leod /highres/ 0762_mike (microphone) by Mark.;
0051_healthbox moved to pickups_polymost;
2460_firstaidkit.png (hud) renamed to 2640_firstaidkit_polymost.png
 
528 4127d 20h leod /highres/sprites/ice/ PNGOUT optimizations part 17 (final): sprites #8: ice

Both new and old PNGs convert to binary identical TGAs
 
527 4127d 20h leod /highres/sprites/ PNGOUT optimizations part 16: sprites #7: monsters

Both new and old PNGs convert to binary identical TGAs
 
526 4127d 20h leod /highres/sprites/ PNGOUT optimizations part 15: sprites #6: characters

Both new and old PNGs convert to binary identical TGAs
 
525 4127d 20h leod /highres/sprites/ PNGOUT optimizations part 14: sprites #5: firstperson

Both new and old PNGs convert to binary identical TGAs
 
524 4127d 21h leod /highres/sprites/ PNGOUT optimizations part 13: sprites #4: pickups

Both new and old PNGs convert to binary identical TGAs
 
523 4127d 21h leod /highres/sprites/ PNGOUT optimizations part 12: sprites #3: props

Both new and old PNGs convert to binary identical TGAs
 
522 4127d 21h leod /highres/sprites/ PNGOUT optimizations part 11: sprites #2: signs

Both new and old PNGs convert to binary identical TGAs
 
521 4127d 21h 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