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RELEASE: Red Eclipse v1.3 (Galactic Edition)

by Quin on 09/01/2012 04:34, 3 messages, last message: 12/04/2012 17:15, 2520 views, last view: 05/05/2024 14:32

The Red Eclipse Team is proud to announce their new release, version 1.3 codenamed "Galactic Edition".

This release sees a semi-stabilisation of the gameplay in favour of implementing a variety of bugfixes and user requests. We've removed some old cruft and implemented a few new game types to replace them, like coop (humans fight high powered bots), and king-of-the-hill (control and defend one flag). Due to the popularity of the impulse/parkour system we have introduced a new "impulse vaulting", where you can hold down your parkour key to "vault" over low obstacles, making it that much easier to navigate around busy levels.

We invite you to download it and give it a go, each release brings us that much closer to a polished game. If you have any feedback, feel free to visit our forums at http://www.redeclipse.net/forum and let us know what you think. We're also still looking for a new trailer to be featured on our home page, as the one we are using now is 4 releases old! If you think you can help make a professional video, check out the thread on our forums: http://forum.freegamedev.net/viewtopic.php?f=72&t=2237

We hope you enjoy playing this game as much as we enjoy creating it. As always, you can download Red Eclipse from our website: http://www.redeclipse.net/


Full Changelog

Gameplay:
* New "impulse vaulting" movement (press Q next to an obstacle to use it to propel yourself upward)
* Points no longer given for consecutively dropping and picking up affinities (flags/ball)
* AI now uses "random walk" when no waypoints are present
* Players in time trial are now non-solid by default (/{sv_}trialstyle)

Weapons:
* Rocket launcher now spawns in instagib
* Melee no longer requires an impulse action before (back to 1.1 behaviour)
* Flamer primary and secondary range and size reduced, secondary fire lifetime of particles increased
* Pistol recoil slightly increased, secondary now fires twice as many particles with more spread, but with less damage and longer intervals
* SMG secondary now fires balls which after a short distance explodes into a large amount of radial flak
* Shotgun recoil increased
* Plasma primary damage and radius reduced, primary and secondary recoil increased
* Rifle recoil increased

Maps:
* Institute, new map
* Biolytic, new map
* Ares, updated to version 1.9
* Conflict, new map
* Fourplex, new map
* Starlibido, new map
* Industrial, new map
* Oneiroi, new map
* Pumpstation, new map
* Dawn, removed from rotations
* Neodrive, new time-trial map
* Hawk, new time-trial map
* Ubik, clip/water/door fixes
* Alphacampaign, removed
* Canals, new map
* Wet, tweaked obstacles
* Keystone, revamped as "Keystone2k"
* Isolation, added bomber-ball waypoints

Interface & Menus:
* Brush selection now mapped to K+wheel (unbound in 1.2, J+wheel in 1.1)
* Added ability to save and automatically use arena loadouts
* Show player count on server browser
* Show unresponsive servers (bottom of server list)
* Several new international keycodes are now bind-able as WORLD_{0..95}
* Added ability to mark map favourites (pinned to top of map list)
* Now possible to skip dead players while spectating (on by default in duel & survivor; /followdead, /spectvdead)
* Added on-screen help for commands/vars/etc. (work in progress)
* Blank names are no longer possible
* Added Texture preview on hover in browser
* Bot info hidden on scoreboard per default
* Joins/leaves no longer shown when connecting/disconnecting
* Added player model preview in profile selection
* /kidmode (reduced blood & gore) is now persistent

Modes & Mutators:
* Hover mutator removed
* Added "gamespeedlock" to independently allow servers to unlock "gamespeed" (still checks varslock though)
* Added {mode,muts}idxname variables for mode and mutator values
* Added server variable "<weap>reloads" now defines the number of times a weapon can reload (-1 = infinite, 0 = never, 1+ = count)
* Bomber-ball basket (possible to score by throwing ball into goal) set as the default, moved from mutator to server-side variable (bomberbasket)
* Removed campaign and teambalance 3,
* Added new mutator "coop" (humans vs bots)
* Added new mutator "king of the hill" for defend the flag
* Multi and team mutators are now mutually exclusive

Modding & Data Assets:
* Removed kitchen and kitchen1 textures from trak4 (unused)
* track_11, track_12, new music
* Skyboxes: arid2, interstellar, miramar, stormydays - added; dusk - removed
* Now possible to link playerstart/affinity/checkpoint to mapsound/particles/lightfx
* Added texture based slippery physics (textcoastscale and vcoastscale, sets as a scale of floorcoast/slidecoast, only works on top facing textures)
* Added sigma/kappa concrete textures and mapmodels
* Added style parameter for /editmat (empty/non-empty/entirely-solid/non-entirely-solid)

Multiplayer & Servers:
* Added server hosting and player guidelines for the master server
* mapname.wpt and mapname.txt is now included when sending a map
* Allow players to cast votes for ones made by an admin which conflict with a lock control
* Added ability to lock demos/spec/kick/ban to specific access levels (master/auth/admin), likewise for {mode,maps,vars,vote}lock
* Expanded admin control (can now add allows, mute, and limit team changing)
* Renamed privileges: master->helper, auth->moderator
* Added ability to specify a ban/kick/etc. reason
* Added ability to get client hostname (/echo (gethostname <cn>) or /showhostname to show on scoreboard)
* Intermission now waits full time before proceeding to the next map
* Added auto-mute on chat spam (warns on 3 lines per 10 seconds, mutes after 3 warns)
* Voting mid-game now requires unanimous vote
* Added selectable voting styles (/voteinterm, /votestyle)
* Client-based servers no longer put into private mode

Core & Install:
* Corrected icon size for x32 and x48 versions
* SDL 1.2.15
* Remove "-r" command-line option
* Enet 1.3.5
* 64bit builds for Windows
* Use APP/app* variables for name abstraction (simplifies forking/install renaming)
* *nix icons stored as PNG/XPM, no ImageMagick needed in system-install process
* all-licenses.txt added, exhaustive copyright/license breakdown
* Basic math commands in CubeScript now accepts multiple arguments

Additional Fixed Bugs:
* #103 - [minor] Revenge-seeking remains after team-change
* #112 - Fix server browser sorting full servers to the bottom
* #115 - When joining mid-match, bomber-ball affinities aren't enabled
* #128 - Buff state not properly synchronised
* #129 - Spawn rotation problems
* #136 - Arena-expert and submodes are bugged (rocket & grenade select issues)
* #132 - venus geom errors
* #135 - ghost geom errors
* #117 - Team-duel problems (force cycle team member after 3 wins)
* #113 - Botbalance issues (breaks if teambalance = 2 or team imbalance is > 1)
* #154 - Fix darkness omega bb-goal to be at same position as alpha
* #158 - Possibility to miss first checkpoint on testchamber
* #164 - synchronise death count in resume/frag messages
* #165 - ghost clipping (disable odd sniper spot)
* #148 - replaced tabs on texture gui with scrolling pages
* #141 - can select a team while in spectator to join the game on a specific team
* #126 - Looping focus-oriented sounds persist after target change (new camerapos code takes care of attenuation already)
* #130 - Auth Identification Announcements (printed such that it is visible to the authing user)
* #120 - -g option does not work with absolute paths
* #177 - (roughly) predict time remaining in server list
* #102 - Some flat geometry walls acts as crouch-entrance
* #189 - overcome MAXSTRLEN limitation in N_COMMAND/N_EDITVAR by dynamically allocating and transmitting arguments
* #197 - synchronise sticky grenade offset position across the network
* #207 - corrected bug with projectile "in wall" checks
* #209 - ghost texture tweaks
* #211 - Going in water doesn't reset the "able to double jump" state
* #210 - Map Bath has some texture errors

   Board Index   

#1: ..

by adamturok on 11/27/2012 01:57

Tested it and I sort of love it :D. I would like to see better weapon animations such as shooting and reloading. Realistic as so like in BF3 or COD. The Pistol shooting and reloading seems the best to me.

reply to this message

#2: Re: ..

by JayDoran on 11/27/2012 03:18, refers to #1

I think RE really has the right idea when it comes to gameplay that is fast, fun, exciting and at the same time semi-casual without being a total twitch fest like quake 3 is.

My biggest complaint is the vast contrast in quality between various weapons and maps. Also the sounds should definitely feel more 'powerful' imo.

Are there any plants to implement some of the new graphical enhancements from Tesseract?

reply to this message

#3: Re: ..

by Minty on 12/04/2012 17:15, refers to #2

I agree.

Though I like Quake Live. :3

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