1.7 KiB
1.7 KiB
Health regeneration and starry sky
- Living players recover exactly one HP per elapsed gameplay second, including combat. Maximum is 100 HP; no healing or resurrection after death. Physics time accumulator handles frame-rate variation; time at full HP does not bank healing.
scripts/main.gduses aPanoramaSkyMaterialas the environment background. Ambient light remains the existing constant color; sky reflections are disabled.- Compared local Half-Life skies
night,space, and severalneb*sets.spacewas selected for a plain star field (nightis cloudy; nebulae are colorful). assets/textures/sky/space_panorama.png: 2048x1024 equirectangular conversion of the six Valvespace*.tgafaces, not a newly generated texture. The original faces are low resolution, so stars retain their original soft appearance. Source hashes are insource_manifest.json; original Steam files are never modified.
Reproduce (Pillow and FFmpeg with v360 required):
python3 tools/prepare_sky.py /path/to/Half-Life/valve/gfx/env
Verify with installed Godot 4.7.1:
"$G" --headless --path . --script res://tools/test_health_sky.gd
"$G" --display-driver x11 --rendering-method gl_compatibility --path . \
--script res://tools/test_health_sky.gd -- --screenshot
Screenshot: /tmp/zombie-star-window.png. Test checks discrete timing, maximum,
no healing after death, panorama dimensions, and unchanged ambient light. Existing
music, grenade, wave, death, damage, and touch tests also pass. The existing resource
leak/in-use warnings at test shutdown remain; they are not fixed by this change.
Sky format reference: https://docs.godotengine.org/en/stable/classes/class_panoramaskymaterial.html