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Beta 17 is out!

27/05/2013

So it's a day late (again), but Beta 17 is out! What's new? Heaps of stuff! (git log beta16..beta17 is your friend). The big stuff:

I've fixed some lighting and render bugs. These were driving me batty. I've added a very crude and incomplete map; "ruins". I fixed some bugs in some of the weapons. I've fixed s couple of the vehicles. I added a config dialog for rendering quality settings.

One other big thing I've done is a rehash of the map editor. It now actually works. Well except saving, but it's a decent start.

Also, this release officially doesn't support anything older than OpenGL 3.1 anymore. There are some config options you can change to get better performance, but you still need hardware from the last 4-5 years or so. My (crappy) laptop with integrated intel graphics does it (just), so that's the baseline.

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OpenGL changes and other thoughts

26/05/2013

So I've got a few things to write about. I've been doing a fair bot of thinking during this release, and there are some changes coming out very soon, as well as a few questions I have which are still unanswered.

Firstly, I've ditched "compat mode" rendering. The config option is gone. The code is still there, but it's disabled; it will get removed soon (although nothing is ever gone when you have version control). Also, I've finally added some config options (and GUI) for graphics quality settings, so that should cover older (but still OpenGL 3.1+) cards.

Secondly, I've been thinking about some of the old features that the game used to have, but which broke when I updated various bits of the engine (physics broke the most things). One previous feature was Fully Destructable Envireonments. My question is this? Is this an important feature? Was it valuable?

Thirdly, I used to have plans for Special Attack. This has never been implemented. Again, would it be valuable?

If anyone has any opinions on these matters, please reply in the comments, or send an email to the (new) Chaotic Rage developemnt email address - help@chaoticrage.com

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Lighting

17/05/2013

So this release started in the usual way - bug fixing. Then I started adding stuff. Then I found more bugs. This new bug was in the lighting code - it wasn't working right :( I was trying to geet bumpmapping working, but it wasn't budging.

So, after about 4 days of debugging, I've finally cracked it (and have some new testing tools now too!).

Anyway, a new release is soon, but don't expect much, sorry. I might delay it another week (to a 3-week window) so I've got time to add some stuff.

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Beta 16 Released

06/05/2013

So it's a day late, but Beta 16 is now out!

It started life a just a testing/performance release, but a week and a half into it I decided to add animations (and eventually bone animations) - thus the 1 week (+ 1 day) slip on the regular schedule.

Well I've already posted everything of interest on the Dev Blog, so take a read there, also check out the Funny Dev Pics because there is some funny ones in there.

Here is an overview of the new stuff:

  • Pound Mode
  • GL Performance Improvements
  • Animation and move nodes
  • Bones

Have fun!

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