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After seven years of development Warsow hits version 1.0. You can grab a copy from the website here. They recommend installing Warsow through Playdeb.net repositories but you can grab the tar.gz here.

About: Warsow is set in a futuristic cartoonish world where rocketlauncher-wielding pigs and lasergun-carrying cyberpunks roam the streets. It is a completely free, fast-paced first-person shooter for Windows, Linux, and Mac OS X.

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Changes from 0.62 to 1.0

Gameplay:

– Remove weak ammo.
– Weapondefs based on promod:
* LG 130dps
* RL 75dmg
* GL 65dmg
* Plasma 150dps (15 dmg per cell)
* EB 75dmg
* RG 90max dmg
* MG 80dps
* GB 45dmg cut 45dmg projectile
– Promod armor system (GA 50/100, YA 75/125, RA 100/150, 0.66 protection rate)
– Increased LG knockback and slightly longer stun time for LG.
– Handicap (handicap 10 = 10% less damage).
– Fix some 45deg ramps broken by missing deg -> rad conversion.
– Octagon hitboxes.
– Fixed rocketsplash on stairs and ledges (“nodmg bug”).
– cg_showTeamMates (required drawTeamMates in .hud):
– cg_specHUD to specify HUD for spec mode.
– ctf_flag_instant callvote (enables instant flag captures and unlocks).
– New default huds, some old huds removed and new ones added.

Engine:

General:
– Add ‘follow fragger’ chasecam mode.
– Support for OGG Theora videos.
– Support for PNG.
– Model format changed to IQM
– Update to the latest AngelScript version (2.23.1).
– Metadata support in demo files to store date and time of the match, final score, title and other useful data.
– Support for http mirroring server demos and downloading demos from http with demoget.
– Support for streaming remote ogg files via HTTP.
– Servers check for autoupdates daily (every 2 days before).
– Increased sound mixing precision (snd_qf).
– Make bots somewhat more aware of the gametype and pmove states.
– Highlight minimized game window on important events (when alt+tabbed).
– Added two new parameters to ‘cinematic’ command to control console avilability during playback of a fullscreen video and maintaining original aspect ratio of the video.
– Added “cinepause” console command to pause and unpause fullscreen video playback.
– Split video codecs code into separate library.
– Obsoleted potentially hearable set (PHS).
– Fixed randomization of m3u playlists shuffling.
– Improved Mumble integration.
– Fix: “killable” doors, similar to the one Schaaf provided for buttons.
– Fix: Map rotation now skips non existent maps.
– Fix: shaking corpses.
– Fix: DA challengers are moved to specs due to inactivity.
– Fix: when a text with a color from white to green is sent with a number after it, irc clients think that the number is a part of the color code. Example: “^0t^13^0st (t3st)” results in tst in black.
– Fix: corrupt .jpg files don’t silently abort program execution anymore.
– Cap fov to 140.
– Add cg_specHUD.
– Autorecord actions now work for ongoing matches.

Performance improvements:
– Changed how VBO’s work for lightingDiffuse map models for optimal performance.
– Added builtin GLSL program to render most commonly used Q3A shader stages to better utilize VBO’s.
– Take map area visibility into account when creating VBO’s for surfaces.
– MD3 and IQM models now use VBO’s too.
– Optimized image loading functions (greatly reducing loading times)
– Model and sound caching (greatly reducing loading times)
– GPU skinning dual quaternions (greatly improving model rendering performance, up to 300%+ better)
– Improved shadow mapping filters.
– Planar shadows may not cause severe performance hit due to excessive map tracing.
– Add another optional parameter to ‘material’ pass, which if specified blends entity colored decal with diffuse image. This allows single-pass player model skins.
– Discovered GLSL program permutations are stored in the cache file and precached at the game start.
– Fix: particle entities emitting invisible lights. Also make light radius depend on particle radius.

Graphical features:
– Nicer curves/patches (no leaking in patches).
– New LG beam gfx based on Ultrak1ll’s beam (LG beam is not pure, so people can also make their own beams, or use the 0.6 one).
– Fast and bumpmapped GLSL dynamic lights.
– r_drawflat (+ r_ceilingcolor r_floorcolor r_wallcolor) to set custom environment colors.
– r_lighting_greyscale to remove colored lights from the maps.
– added cg_lgbeam_old to swap between 0.6 and 1.0 LG beam graphics

OS-specific improvements:
– alt+entering between fullscreen and windowed mode is now instant in Windows (no vid_restart required).
– m_raw for linux (using Xinput2).
– Unicode input in X11.

Music

– New song by jihnsius.

Announcements

– New announcements by Jehar. Courtesy of Tastyspleen TV @ http://tastyspleen.tv/

Maps

– A lot of optimizations to old maps, around 10 to 30% better FPS compared to 0.6.
– Removed: wdm8, wdm11(old), wdm20, wamphi1, wctf5.
– New maps: wdm11, wdm16, wdm17, wbomb6.
– Retextured: wdm6, wda1, wda2, wamphi1.

User interface

– New user interface with xhtml/css/angelscript syntax using librocket. (changeable with cvar for custom ui’s).
– Real map as a background instead of a video.
– Integrated IRC chat.

Global statistics and skillranking

– Global statistics using warsow.net accounts (ranked servers need a server key).
– In-game profile and friends list.
– Skillranking (not shown or used anywhere yet, but the system there).
– Added ‘whois’ game command.

Gametype scripting

– All builtin classes have been renamed from this “cClass” to “Class”.
– It’s required to use function pointers to set callback functions for entities instead of hardcoded names.
* Example:
some_trigger_think()
@entity.think = some_trigger_think;
– Both UI and GT scripts can now use namespaces.
– Moved all core classes to angelwrap library.
– Added builtin StringUtils namespace.

HUD scripting

– New hudscript function “setScale”
* New parameters for setScale: DEFAULTSCALE, NOSCALE, SCALEBYWIDTH and SCALEBYHEIGHT.
– New strafehud functions.
– HUD elements are now precached, to avoid loading media on the first draw whenever possible.
– Round to the nearest integer value in CG_LFuncCursor, CG_LFuncMoveCursor and CG_LFuncSize

Warsow TV

– Background music tracks can now specified for each channel and lobby (tv_lobbymusic cvar), which will be later played by connected clients. This can be used to stream shoutcasts in OGG format.
– Fix: TV heartbeats
– Fix: occasional “Invalid POVnum 0″ error on wswtv clients.
– Fix: fs_gamedir changes on wswtv causing ‘bad inline model number’ errors for clients upon connecting.
– Fix: PM_FREEZE movement state not affecting TV spectators.
– Fix: broken movement prediction after postmatch.

Introduction video

– Introduction video by decap and KILLME. Courtesy of Torn Productions @ http://tornproductions.org/ and Cho-Media @ http://cho-media.org/

Website: www.warsow.net

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