Game Assets (Updated 2011-10-13)

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Ultraken
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Game Assets (Updated 2011-10-13)

Post by Ultraken »

Now that we're getting close to the end, I've started putting together updated assets. I'll create a new ZFS for the final version, but for now just unpack this archive into your addon directory. It replaces several existing files so you may want to back up your addon directory first. Alternatively, you can keep the files in a subdirectory but you'll need to delete or rename any file in addon with the same name.

I also added a replacement for the Large Assets ZIX file, which didn't match the corresponding ZFS well at all. The main player-visible effect is the return of that missing barrel piece in the Czar cockpit.


Downloads:

Assets (Updated 2011-10-13)
Large Assets ZIX (Updated 2011-05-16)


What's New (relative to stock 1.4):

* bzone16l.zix - replacement index file that fixes the Czar cockpit geometry
* apammo.vdf, aam11bda.geo - adjusted geometry so the flame is centered (submitted by Dx)
* avsl?.odf, avslf.vdf, and asl11gs2.geo - renamed gs1 hardpoint to gs2 so items launch from the "bucket" at the end of the arm and changed index for catapult animation so it works properly (based on Dx's work)
* bvltnk.inf - renamed misnamed bvlntk.inf
* bvmuf.vdf, bmu11???.geo - copied and reskinned American Factory (based on Sporkinator's work)
* bvslf.odf, bvslf.sdf, bsl11gs2.geo - renamed gs1 hardpoint to gs2 so items launch from the "bucket" at the end of the arm and changed index for catapult animation so it works properly (based on Dx's and Sporkinator's work)
* gtaggun.odf - reduced leader round ammo cost to zero to be more consistent with 1.4 behavior
* misn02b.bzn - fixed the path of the tank in the opening cinematic
* misn02b4.otf - objective displayed on losing the mission
* mult01.bzn - fixed misnamed powerups
* mult03.bzn/bmp - added an edge path around the playable area
* multdm11.bzn - fixed misnamed powerups
* multdm14.bzn/bmp - added an edge path around the playable area (replaces addon)
* multdm15.bzn/bmp - added an edge path around the playable area and fixed misnamed powerups (replaces addon)
* multdm17.bzn - fixed misnamed powerups
* multdm20.bzn/bmp - added an edge path around the playable area (replaces addon)
* multdm28.bzn - fixed misnamed powerups
* multdm29.bzn/bmp - added an edge path around the playable area (replaces addon)
* multdm61.bzn/bmp - added an edge path around the playable area (replaces addon)
* multdm99.bzn - fixed misnamed powerups (replaces addon)
* multipeh.bmp - net escape screen background with a kick button for the host
* poptions.bmp - added an additional play option slot
* snipe.odf - reduced ballistic damage to 25
* sprepa.odf - set health to 150 like other powerups
* svhaul.odf, svhaul.vdf, sha11???.geo - added dust, flame, and smoke emitters and adjusted nacelle animations (based on Dx's work)
* svslf.odf, svslf.vdf, slf11gs2.geo - renamed gs1 hardpoint to gs2 so items launch from the right place (based on Dx's work)
* svtump.odf - fixed the second weapon hardpoint
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General BlackDragon
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Re: Updated Assets

Post by General BlackDragon »

What was different about gtaggun ?
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Ultraken
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Re: Updated Assets

Post by Ultraken »

I reduced the leader round cost to zero. For over a decade, firing the leader round actually gave a point of ammo due to a mistake in the weapon logic. When I fixed that, it started costing ammo so I got a request to change the ODF. I didn't particularly care one way or the other so I changed it. :)
Eddy
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Re: Updated Assets

Post by Eddy »

Anything interesting about the other files included in that zip file?

Thanks,
Eddy
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Ultraken
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Re: Updated Assets

Post by Ultraken »

I just added a brief comment for each file explaining what changed
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Re: Updated Assets

Post by Eddy »

Thanks for the description, it helps to know what to look for...

Eddy
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