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547 3894d 6h leod / #2710 : 2013Cycloid model v1.2 by Tea Monster

UserMapHacks : Entrapped, Bridge Between Two Islands, Anarchy City X, Devastation 01
 
546 3906d 5h leod / Restore Polymer HRP hydrant location for 5.3 release consistency

UserMapHacks : random dukematch levels
 
545 3909d 9h spiker /highres/sprites/ Chaingun muzzle flash improvment  
544 3910d 10h spiker /highres/sprites/ Pistol hand update  
539 3912d 23h 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 3946d 3h leod / Prepare polymerization of hydrant model by moving it to props_polymost; PNGOUT optimizations; maphack reviews  
534 3946d 11h nightfright /highres/sprites/characters/ Updated Duke model skins (#1405) by Tea Monster  
533 3946d 12h nightfright /highres/sprites/ Updated hand dryer model (#1051) by Tea Monster  
532 3950d 2h leod /highres/sprites/ 1051_handdryer by Tea Monster  
531 3950d 2h leod /highres/ 0053_firstaid, 2460_firstaidkit (hud) by Steveeeie  
530 3950d 3h leod /highres/sprites/ 0051_healthbox (cola) by Steveeeie; 1051_handdryer moved to props_polymost  
529 3950d 3h 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 9h leod /highres/sprites/ice/ PNGOUT optimizations part 17 (final): sprites #8: ice

Both new and old PNGs convert to binary identical TGAs
 
527 3950d 9h leod /highres/sprites/ PNGOUT optimizations part 16: sprites #7: monsters

Both new and old PNGs convert to binary identical TGAs
 
526 3950d 9h leod /highres/sprites/ PNGOUT optimizations part 15: sprites #6: characters

Both new and old PNGs convert to binary identical TGAs
 
525 3950d 9h leod /highres/sprites/ PNGOUT optimizations part 14: sprites #5: firstperson

Both new and old PNGs convert to binary identical TGAs
 
524 3950d 9h leod /highres/sprites/ PNGOUT optimizations part 13: sprites #4: pickups

Both new and old PNGs convert to binary identical TGAs
 
523 3950d 9h leod /highres/sprites/ PNGOUT optimizations part 12: sprites #3: props

Both new and old PNGs convert to binary identical TGAs
 
522 3950d 10h leod /highres/sprites/ PNGOUT optimizations part 11: sprites #2: signs

Both new and old PNGs convert to binary identical TGAs
 
521 3950d 10h 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
 

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