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527 4128d 10h leod /highres/sprites/ PNGOUT optimizations part 16: sprites #7: monsters

Both new and old PNGs convert to binary identical TGAs
 
526 4128d 10h leod /highres/sprites/ PNGOUT optimizations part 15: sprites #6: characters

Both new and old PNGs convert to binary identical TGAs
 
525 4128d 10h leod /highres/sprites/ PNGOUT optimizations part 14: sprites #5: firstperson

Both new and old PNGs convert to binary identical TGAs
 
524 4128d 10h leod /highres/sprites/ PNGOUT optimizations part 13: sprites #4: pickups

Both new and old PNGs convert to binary identical TGAs
 
523 4128d 11h leod /highres/sprites/ PNGOUT optimizations part 12: sprites #3: props

Both new and old PNGs convert to binary identical TGAs
 
522 4128d 11h leod /highres/sprites/ PNGOUT optimizations part 11: sprites #2: signs

Both new and old PNGs convert to binary identical TGAs
 
521 4128d 11h 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 4128d 11h leod /highres/textures/ PNGOUT optimizations part 8: textures #6

Both new and old PNGs convert to binary identical TGAs
 
519 4128d 11h leod /highres/textures/ PNGOUT optimizations part 7: textures #5

Both new and old PNGs convert to binary identical TGAs
 
518 4128d 11h leod /highres/textures/ PNGOUT optimizations part 6: textures #4

Both new and old PNGs convert to binary identical TGAs
 
517 4128d 11h leod /highres/textures/ PNGOUT optimizations part 6: textures #3

Both new and old PNGs convert to binary identical TGAs
 
516 4128d 12h leod /highres/textures/ PNGOUT optimizations part 5: textures #2

Both new and old PNGs convert to binary identical TGAs
 
515 4128d 12h leod /highres/textures/ PNGOUT optimizations part 4: textures #1

Both new and old PNGs convert to binary identical TGAs
 
514 4128d 12h leod /highres/screen/ PNGOUT optimizations part 3: screen (fonts, hud, menu)

Both new and old PNGs convert to binary identical TGAs
 
513 4128d 12h leod /highres/ PNGOUT optimizations part 2: common, detail, projections, skyboxes

Both new and old PNGs convert to binary identical TGAs
 
507 4163d 2h leod / Polymost HRP : re-add old HUD health bottle;
Maphacks : fix copy-pasted typo - d'oh!
 
506 4168d 4h 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 4176d 23h leod / 0052_healthbottle (sixpack) by Steveeeie; 0053_firstaid moved to pickups_polymost

UserMapHacks : Suburbs, MatH: Suburbs
 
504 4180d 1h leod / tiles 0879 / 0880 by Steveeeie (880 rotated by 180 degrees, scaled)

UserMapHacks for DukePlus
 
503 4182d 5h loomsday /highres/ #4117 polymost version  

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