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531 3949d 21h leod /highres/ 0053_firstaid, 2460_firstaidkit (hud) by Steveeeie  
530 3949d 21h leod /highres/sprites/ 0051_healthbox (cola) by Steveeeie; 1051_handdryer moved to props_polymost  
529 3949d 21h leod /highres/ 0762_mike (microphone) by Mark.;
0051_healthbox moved to pickups_polymost;
2460_firstaidkit.png (hud) renamed to 2640_firstaidkit_polymost.png
 
528 3950d 3h leod /highres/sprites/ice/ PNGOUT optimizations part 17 (final): sprites #8: ice

Both new and old PNGs convert to binary identical TGAs
 
527 3950d 3h leod /highres/sprites/ PNGOUT optimizations part 16: sprites #7: monsters

Both new and old PNGs convert to binary identical TGAs
 
526 3950d 4h leod /highres/sprites/ PNGOUT optimizations part 15: sprites #6: characters

Both new and old PNGs convert to binary identical TGAs
 
525 3950d 4h leod /highres/sprites/ PNGOUT optimizations part 14: sprites #5: firstperson

Both new and old PNGs convert to binary identical TGAs
 
524 3950d 4h leod /highres/sprites/ PNGOUT optimizations part 13: sprites #4: pickups

Both new and old PNGs convert to binary identical TGAs
 
523 3950d 4h leod /highres/sprites/ PNGOUT optimizations part 12: sprites #3: props

Both new and old PNGs convert to binary identical TGAs
 
522 3950d 4h leod /highres/sprites/ PNGOUT optimizations part 11: sprites #2: signs

Both new and old PNGs convert to binary identical TGAs
 
521 3950d 4h 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 3950d 4h leod /highres/textures/ PNGOUT optimizations part 8: textures #6

Both new and old PNGs convert to binary identical TGAs
 
519 3950d 4h leod /highres/textures/ PNGOUT optimizations part 7: textures #5

Both new and old PNGs convert to binary identical TGAs
 
518 3950d 5h leod /highres/textures/ PNGOUT optimizations part 6: textures #4

Both new and old PNGs convert to binary identical TGAs
 
517 3950d 5h leod /highres/textures/ PNGOUT optimizations part 6: textures #3

Both new and old PNGs convert to binary identical TGAs
 
516 3950d 5h leod /highres/textures/ PNGOUT optimizations part 5: textures #2

Both new and old PNGs convert to binary identical TGAs
 
515 3950d 5h leod /highres/textures/ PNGOUT optimizations part 4: textures #1

Both new and old PNGs convert to binary identical TGAs
 
514 3950d 5h leod /highres/screen/ PNGOUT optimizations part 3: screen (fonts, hud, menu)

Both new and old PNGs convert to binary identical TGAs
 
513 3950d 5h leod /highres/ PNGOUT optimizations part 2: common, detail, projections, skyboxes

Both new and old PNGs convert to binary identical TGAs
 
507 3984d 20h leod / Polymost HRP : re-add old HUD health bottle;
Maphacks : fix copy-pasted typo - d'oh!
 

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