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UnTank: 0.16a Released!
#1
Eh, don't feel like typing all of that again. See FBTK post. Or just Download it and don't read about the changes.
url=http://www.lggaming.com/user/xerol/songs/recycled]Recycled CompoST[/url] - Best of 2005 Album by Xerol.
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#2
Looking good man. Tongue
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#3
http://downloads.lggaming.com/untank0_17a.zip

Buncha changes. Runs better. Bugs fixed. Try now.
url=http://www.lggaming.com/user/xerol/songs/recycled]Recycled CompoST[/url] - Best of 2005 Album by Xerol.
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#4
I usually post the big hueg update post on FBTK, but that's down for now, so I'll update here and on FB.net:

Version 0.18f: With 100 times more awesome.

http://downloads.lggaming.com/untank0_18f-debug.zip

Some* things are still bugged. *a lot of

Ok, note a lot of new things:

1) I generated a new map. It's mostly hills and ice, but features enough of each terrain type to give it a good testing.
2) Variable friction is now in. Variable traction still needs to be implemented, this'll be out probably this weekend. So you lose less speed on ice than you do on grass, and you lose a LOT of speed on sand.
3) Speedometer in the lower-right. It only goes up to 150mph and you CAN reach higher speeds, it just won't show them. (The digital readout will, but I'm going to take that out eventually once I get a console to put behind the stuff.)
4) Turbo Booster - the bar in the lower left. Press Q to use. This basically just adds a certain amount to your speed. You can't use it if the bar's below a certain point.
5) VERY PRIMITIVE pickup system. Right now all they do is boost your Turbo meter. If you can't reach them, wait. They get bigger over time.
6) Most of you have probably seen the adboards by now, but you'll notice I moved them away from the wall by a tile - the row of tiles at the edge of the map was almost always extremely rugged and therefore caused the adboards to come out looking terrible. You also bounce off the walls instead of sticking, although it's not a proper bouncing. Better than nothing though.
7) THE PHYSICS WORKS. Not 100% perfect still, but you now gain speed if falling forwards. You'll also notice if driving sideways along a hill you'll curve a bit.
8) Unseen change: Ortho layer optimised.
9) Unseen change: Skybox partly optimised.
10) Unseen change: Speed units are set by an internal constant. This can be changed to switch between MPH and km/h and any other units you can think of, this'll need to be put into a configuration file in the future though. Probably just a "metric" flag.
11) Acceleration and braking are now MUCH less effective, but you can go FASTER because there's less friction on rock and ice, and because you gain speed properly when falling and going down hills. Grass and sand have more friction than previously.

WARNINGS:
-You can still crash the game if you try to turbo when near the walls. I'm not sure why, so just don't do it. It's a harmless CTD so it won't fuck anything up, but it's still a bug.
-The physics gets a bit wonky over 250 mph.

Misc:
[Image: untank0_18f_ss.jpg]

For now you can manipulate the ads if you want to, but soon they'll be in a protected format so the advertisers can get their money's worth. Coming soon will be an option to use lower quality textures; the entire game is going to use in-house mipmapping SOON so this will be possible, probably by build 0.18h or 0.18i.
url=http://www.lggaming.com/user/xerol/songs/recycled]Recycled CompoST[/url] - Best of 2005 Album by Xerol.
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#5
don't use tiled texturing for the terrain but rather use a big texture giving roughly detail ( say for a 1024*1024 patch ) and a detail texture that you repeat over the terrain. looks a lot nicer.
quote="NecrosIhsan"]
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