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Rev Age Author Path Log message Diff
258 4798d 11h parkar /highres/sprites/ Revert pigcop changes introduced by mistake in 257.  
257 4799d 0h parkar / Added installer source.  
256 4800d 10h nightfright / Updated: characters.def (#1357 Terminator arm commented out, it is identical to #1356 Terminator model and causes problems), E3L11.mhk (hacks for sprite 268 removed - Terminator arm)  
252 4805d 4h nightfright / Updated: E2L7.mhk (Polymer lights by Micky C), #2492, 2493, 2498, 2499 (new menu items by Steveeeie - backups of previous #2493 included), ice.def (minor fixes)  
251 4806d 9h nightfright / Updated: ice.def (another fix, hopefully for good this time)  
250 4806d 11h nightfright / Updated: ice.def (adjustments for new #2760 Lunar Overlord model), Removed: unused specular map for Lunar Overlord model  
249 4806d 22h nightfright / Updated: #2760 (corrections in monsters.def by empyrock)  
248 4807d 4h nightfright / Updated: #2760 (new Lunar Overlord by Jean Gorospe/Tea Monster)  
246 4815d 23h nightfright / Updated: #2536 (chaingun improvement by empyrock)  
241 4821d 1h nightfright / Added: #1200; Modified: #842, 1053 (by empyrock)  
240 4822d 0h nightfright / Pipes (618, 670) and alternate reactor (620) by empyrock  
239 4829d 23h nightfright / Chaingun muzzleflashes & RPG unified model (weapon + muzzleflash) by empyrock  
238 4831d 7h nightfright / Fix for Assault Commander model (#1915) broken during md2 -> md3 conversion  
236 4837d 14h h266 /highres/sprites/ #109 decal for E4L8  
235 4837d 23h nightfright / empyrock modifications from Mar 28  
232 4842d 6h nightfright /highres/sprites/switches/ Forgot about one of the little buggers...  
231 4842d 8h nightfright / Remaining MD2s --> MD3s conversion (by empyrock); MD2 cleanup  
230 4842d 23h nightfright / Polymer model fixes for: #166, 951, 1227, 1233, 4410, 4460 (by empyrock)  
227 4843d 23h nightfright / Updated: #49 (shotgun ammo pickup), Fixed: #146 (multiswitch)  
225 4844d 0h loomsday /highres/sprites/ fixed globe #0542 transparency bug by detaching subobjects in the mesh and sorting them;
dukehand specularmap update
 

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