Warsow 1.0 CHANGELOG
Ultrak1ll wrote:
Nicer curves/patches (no leaking in patches).
Wait do patches now seal leaks????
That's what it says.
MikeJS wrote:
- fix: just a bug that should have been fixed since wsw .5
What is the actual effect of this?
I think this should make walls which are almost horizontally-aligned not walljumpable.
Add 'follow killer' chasecam mode
thank you! \0/
m0t0 wrote:
did you fix the no quad sound bug or whatever it is?
s_pseudoAcoustics 0?
Wdm6 graphics bug(?) with gl_ext_GLSL 0:
- at YA's balcony
same near upper RL ammo, near 2x25 hp (right below 50hp), also near upper RL.
(updated 2012-06-13 15:31:07)
Ultrak1ll wrote:
Nicer curves/patches (no leaking in patches).
Wait do patches now seal leaks????
lol, this sounds interesting
does this mean that ingame two adjacent patches with different subdivisions which creates holes at the touching line tend to get 'merged' together?
(updated 2012-06-13 16:48:49)
SolidFake wrote:
Ultrak1ll wrote:
Nicer curves/patches (no leaking in patches).
Wait do patches now seal leaks????
lol, this sounds interesting
does this mean that ingame two adjacent patches with different subdivisions which creates holes at the touching line tend to get 'merged' together?
that means that patches in the same LOD group use same subdivisions value (minimal across patches in the group)
(updated 2012-06-13 17:11:02)
SolidFake wrote:
Ultrak1ll wrote:
Nicer curves/patches (no leaking in patches).
Wait do patches now seal leaks????
lol, this sounds interesting
does this mean that ingame two adjacent patches with different subdivisions which creates holes at the touching line tend to get 'merged' together?
Here's what happens in previous versions:
And here's all smooth and shiny 0.7 :)
crizis wrote:
Here's what happens in previous versions:
And here's all smooth and shiny 0.7 :)
That is absolutely fantastic. I can't tell how much headache this stuff created for me in the past, I even went so far as fixing the leaks with brushes at one patch.
(updated 2012-06-13 18:29:41)
Huksi` wrote:
SolidFake, does this mean you will release your CA map?
world peace comes first
Vic wrote:
MikeJS wrote:
- fix: just a bug that should have been fixed since wsw .5
What is the actual effect of this?
I think this should make walls which are almost horizontally-aligned not walljumpable.
It disables walljumps on ramps that have an inclination angle up to about 72 degrees, including some 45 degree ramps, that were "bugged" before.
Suggestion: allow users to set a different video resolution for the
main menu than in-game.
This is a twitch FPS and there are still plenty of people that like to play at a low resolution on CRT's for a higher refresh rate, myself included. Unfortunately, the beautiful new UI doesn't like low resolutions at all. I'm sure some people would like for the game to be "window mode" until they're actually playing too, e.g. if you guys implement matchmaking in the future or something.
I honestly didn't dig through the cvars for this or anything, but it didn't seem to be there. Maybe I'll implement this myself in the future when the source code is released if no one else cares about it. Until then, I can only complain to you. :D
This is a twitch FPS and there are still plenty of people that like to play at a low resolution on CRT's for a higher refresh rate, myself included. Unfortunately, the beautiful new UI doesn't like low resolutions at all. I'm sure some people would like for the game to be "window mode" until they're actually playing too, e.g. if you guys implement matchmaking in the future or something.
I honestly didn't dig through the cvars for this or anything, but it didn't seem to be there. Maybe I'll implement this myself in the future when the source code is released if no one else cares about it. Until then, I can only complain to you. :D
byce wrote:
Suggestion: allow users to set a different video resolution for the main menu than in-game.
This is a twitch FPS and there are still plenty of people that like to play at a low resolution on CRT's for a higher refresh rate, myself included. Unfortunately, the beautiful new UI doesn't like low resolutions at all. I'm sure some people would like for the game to be "window mode" until they're actually playing too, e.g. if you guys implement matchmaking in the future or something.
I honestly didn't dig through the cvars for this or anything, but it didn't seem to be there. Maybe I'll implement this myself in the future when the source code is released if no one else cares about it. Until then, I can only complain to you. :D
My solution for that atm is:
bind x "vid_mode 6; wait; vid_displayfrequency 85; wait; vid_restart"
bind y "vid_mode 3; wait; vid_displayfrequency 120; wait; vid_restart"
Although it is very annoying having to press these binds all the time, also my game crashes sometimes while changing from one to the other(maybe pc's fault). Already complained about it in some other thread, really would be cool to have the ui fixed for low resolutions :>
(updated 2012-07-07 03:06:01)
SkulP wrote:
My solution for that atm is:
bind x "vid_mode 6; wait; vid_displayfrequency 85; wait; vid_restart"
bind y "vid_mode 3; wait; vid_displayfrequency 120; wait; vid_restart"
Should work fine without the `wait`s.
Also you may prefer this toggle script:
seta vid_mode 6
seta vid_displayfrequency 85
alias vidmodehi "vid_mode 6; vid_displayfrequency 85; vid_restart; alias vidmode vidmodelo"
alias vidmodelo "vid_mode 3; vid_displayfrequency 120; vid_restart; alias vidmode vidmodehi"
alias vidmode vidmodelo
bind x vidmode
Vic wrote:
m0t0 wrote:
did you fix the no quad sound bug or whatever it is?
i don't know which bug you're talking about..
Quad makes no sound when it spawns. Same for Battlesuit I think. But this might be intended too, who knows!


