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Red Eclipse 1.4 (Elara Edition) Released

by Quin on 03/22/2013 11:41, 3 messages, last message: 03/23/2013 01:45, 1743 views, last view: 05/02/2024 23:28, closed on 03/31/2013 12:42

Red Eclipse, a fun-filled new take on the casual first person arena shooter, makes even greater strides in its development with the release of version 1.4, codenamed "Elara Edition". The success of "Operation Spitshine" has brought many graphical and gameplay enhancements such as;

* Vanity items and improved colours: dress up and frag with style.
* Visible legs in first person: know where you are kicking and parkouring.
* New and revamped maps: bringing you even more variety.
* Better viewing: level flythroughs, improved third and first person cameras.
* Better menus and other HUD elements: easier to see and read at a glance.
* New weapon: Mines add a new dimension to the existing gameplay.
* New mode: attack and defend in Gauntlet, competing for the most laps.
* Automatic demo recording: for those times you just have to watch it again.
* User Accounts: donate or contribute, and wear the in-game supporter badge.
* Improved weapon balance and gameplay rules, bugs fixed, and much more.
* Even more, our community has been slowly, but surely, growing.

We would like to thank each and every person who has contributed to or supported the project so far. Without their time and dedication, Red Eclipse would not even be a fraction of what it is today.

As always, you can download Red Eclipse from http://www.redeclipse.net/

Full log of changes:

= Red Eclipse 1.4 =
Gameplay:
* Radar now always tracks players who are dominating you, and shows everyone
else if you are last alive in duel/survivor
* New thirdperson style with camera position to the side (adjust with
/thirdpersondist and /thirdpersonside)
* New default firstperson style with visible legs
* Disabled half-impulses when the impulse meter is close to empty (back to 1.1
behaviour)
* Added reward for ending killing sprees
* Removed critical hits
* Impulse slide duration increased, maintained speed decreased
* Impulse regeneration now delayed longer, but once started is faster
* Explosion shaking effect reduced

Weapons:
* Weapons no longer reset gravity acceleration (reduces in-air pinning)
* Projectiles now pass through teleporters and interact with pushers
* Mines, new weapon, primary proximity mine, secondary tripwire mine,
pickup-based (like grenade)
* Melee now only activates if player is airborne or dashing/sliding, and only
in a short window of time
* Pistol secondary changed to fire single particles, firing rate,
secondary damage, secondary stun, secondary hitpush, secondary
particle lifetime and secondary accuracy increased; particle speed and
secondary firing rate decreased
* Sword range halved, attack speed decreased
* Shotgun firing rate decreased
* SMG secondary now sticks to geometry and explodes radially after a short
delay, ricochet speed, clip size, particle lifetime, and secondary damage
increased; reload speed, stun and primary damage decreased
* Plasma primary damage, projectile speed, stun, particle size and reload
speed increased; firing rate and clip size decreased
* Flamer projectile size, projectile speed and secondary explosion radius
increased; damage, primary explosion radius and secondary firing rate
decreased
* Rifle damage, recoil, clip size, and accuracy increased; explosion size,
hitpush, particle size, reload speed and secondary firing rate decreased
* Grenade firing rate increased
* Rocket direct damage increased; flak damage and firing rate decreased

Modes & Mutators:
* Reduced number of bots in coop to 3/2 of humans
* Enabled multi-coop (one human team and multiple bot teams)
* Removed expert from default set of allowed mutators
* Made duel/survivor enter overtime if a round is in progress when
intermission is scheduled to start
* Changed default mutator to arena (classic pickup play available as
'classic' mutator)
* Removed ballistic mutator
* Added kaboom mutator (only grenades and mines with reloading ammo, rockets
spawn as normal)
* Added gauntlet mode (one team tries to run to the other side of a map, other
team tries to hinder, switches at half-time)
* Time-trial now spawns with weapons for movement tricks, collisions and
weapons have no effect on opponents
* Passing the bomber-ball now prioritizes players close to crosshair
* Bomber-ball 'hold' now resets bomb fuse when bomb-carrier kills enemies
* Bomber-ball and capture-the-flag 'survivor' and 'duel' now has respawn, no
regenerating health, and resets after score/capture
* Capture-the-flag 'return' is now default, old behaviour where flag returns
instantly is now available as 'quick'

Maps:
* Assigned map music to all maps
* Canals, updated and added to rotations
* Fourplex, updated to version 1.6 and renamed to "4plex"
* Star Libido, updated to version 1.5
* Cutec, new map (added from mapversion 1.6)
* Erosion, new map (added from mapversion 1.5)
* Battlefield, new map (added from mapversion 1.1, remake of "Wargrounds" from
Blood Frontier)
* Suspended Apparatus of Doom "suspended", new map (added from mapversion 1.4)
* Conflict, updated
* Blink, removed
* Facility, removed
* Cyanide, new time-trial map
* Dead Simple, updated (retextured)
* Frag Vault "vault", new map
* Steel Rat, new time-trial map (added from mapversion 1.3b)
* Dawn, removed
* Industrial, removed
* Lab, removed
* Wet, updated
* Ghost, updated (retextured, new lighting)
* Isolation, removed
* Live Fire, new map (added from map update 3)
* Forge, updated (retextured)
* Bloodlust, new map
* Tranquility, removed

Interface & Menus:
* Overall reduced font sizes
* Added variables for scaling text globally and for specific elements
(/{text,con,chatcon,command}scale)
* Added frames around most UI elements
* Revamped score screen
* Added ALT+ENTER/CMD+ENTER fullscreen toggle, and ALT+F4/CMD+Q for closing
the window
* Added "reset selection" button for mutators
* Added variables to control death/kill message content
(/obit{verbose,styles})
* Removed alternative mouse styles
* IRC improvements, fixed disconnecting properly
* Demos and screenshots are now stored in "demos" and "screenshots"
subdirectories in the homedir, using "<date><time>[.<number>]" for filename
* Added inline tab completion for commands and inline help descriptions
* Added ammo bars in weapon inventory
* Carried flags & similar are now 50% transparent in third person view
* Revamped clip display with variable clip sizes
* Added new "circle bar" showing health, impulse and ammo simultaneously at
crosshair location
* Added sliders to set player(over|under)tone in extra tab of profile menu
* Bots now have names
* Updated options menu, added more user interface options
* Simple item icons available via /simpleitems 1

Modding & Mapmaking:
* Added support for up to 4 types of water, lava, and glass
* Added possible missile behaviour guided style for weapons
* Added cloudoffsetx, cloudoffsety, envoffsetx, and envoffsety vars
* Added new variables for proximity & stealth mine-type weapons
* Changed weapon variables: pusharea -> wavepush1/wavepush2, removed weapon
jamming
* Added variable number of loadout weapons in arena via 'maxcarry'
* Added new variables for projectile collision: "bounce shot" and "drill
geom/player/shot" which allows penetration through normal collisions
* Added mapmodels 'roll' property
* Zooming of weapons is now limited by zoomlimit{min,max}, zoomfov removed
* Added 'weaponinterrupts' server variable which allows control over which
weapon states may be interrupted by the player
* Renamed frag/flak weapon vars for clarity: 'frag' events create 'flak'
* Added new residual style 'shock' which stuns, now possible to combine
multiple residual effects
* Added 'mapbalance' for asymmetrical maps to swap teams at specified
intervals
* Added extra obituary message vars for the new lava/water+death variations
(obit<type>[234]), and for falling out of the level (obitfall)

Data Assets:
* Renamed 'blarg' directory to 'misc' for random textures
* Added a few light textures in 'misc' (used in starlibido)
* Added 19 new skyboxes ('elyvisions' and 'mayhem' directories)
* Removed texture kurt/rock01
* Added 121 new textures from philipk's 'pk01' and 'pk02' sets
* grunt renamed to drone
* Improved shotgun animation
* Improved thirdperson player model and weapon animation
* Added vanity items for players
* Added new vapour sound
* Added support for models rotating off of their model links and spin rolling
* Improved SMG animation
* Added headless model for headshots

Multiplayer & Servers:
* Added ability to enable automatic demo recording each match (/demoautorec 1)
* Incomplete demos discarded by default (/demokeep 1 to enable)
* Implemented short-term map history to prevent players voting on the same
maps
* Added vetolock variable to determine who may force match votes
* Added additional privilege levels (supporter, operator, developer) and icons
for all levels
* Added "maxplayers" server-world variable (defaults to 2x"numplayers")
* Enabled "maxalive" by default (now corresponds to "maxplayers", limits
amount of players based on map settings)
* Merged servexec.cfg into servinit.cfg, servexec.cfg is now unused
* Changed servinit to only set the "default values" on start, it is never
re-executed

Core & Install:
* Added IRC guidelines
* Client now uses log.txt in the homedir by default
* Moved binary files to bin/{amd64,x86}/ subdirectories
* MekArcade source & data tree merged in
* Enet 1.3.7
* Workaround for Intel/Apple occlusion bug
* Network encoding functions moved into tools
* Weapon variable definitions structured into rows per variable
* Moved data/maps to game/fps/maps
* Reorganised data/ with more subdirectories
* Enabled simpler cross-compile via PLATFORM=CROSSMINGW

Additional fixed bugs:
* #218 - "Dropping" a weapon in arena makes it unusable until next round
* #223 - File-writing commands should not be allowed in map scripts
* #224 - Possible to cut in map "hawk"
* #219 - Bots do not show proper weapons
* #320 - Falling or using a jumppad will not change a player's current
animation
* #303 - Red Eclipse shortly shows 1 death too many while waiting to respawn
* #254 - getvartype always returns 0
* #281 - /resetgl gives blurshader error if octadir is used
* #344 - "cancel" in loadout selection just makes the loadout selection menu reappear

   Board Index   

#1: Message censored by administrator

by suicizer01 on 03/23/2013 00:03

#2: Message censored by administrator

by eihrul on 03/23/2013 00:40, refers to #1

#3: Message censored by administrator

by suicizer01 on 03/23/2013 01:45, refers to #2

   Board Index   


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