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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.

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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