Posted by adem @ 13:47 CST, 20 February 2020 - iMsg
Scheduled: 10:00 CDT, 14 March 2020 to 16:00 CDT, 14 March 2020 Schedule: Passed
The Frags is hosting the second Quake Live 1v1 cup, initiated by their subscriber Igor, who really likes Q3A and Quake Live. It starts on Saturday, March 14 at 09:00 CST. Now it's gonna have player seeding depending on the results of the previous cup with professional help from Cyber.
Currently 40 000 RUB ~ 578 EUR. If you would like to donate, make sure to indicate that your donation is for the cup. The winners will get their prize money during the week.
- Check in at 08:30 CST
- Double elimination
- First upper bracket matches will be played bo1, bo3 starting from 1/8
- Almost all lower bracket matchs will be played bo1, only lower final bo3
- In the grand-final player from upper bracket have to win one bo3 match, player from lower bracket - two bo3 matches
- Bo1 matches: remove the maps 'till the last one (cointoss will decide who removes 1st)
- Bo3 matches: remove-remove-pick-pick-remove-remove (cointoss will decide who removes 1st).
Gamemode: Duel Fraglimit per round: 3 Timelimit per round: 5 minutes Bracket: Single Elimination Mappool: Awoken, Blood Covenant, Blood Run, Corrupted Keep, The Molten Falls, Ruins of Sarnath, Vale of Pnath Prizepool: TBA
The rule is simple - only players from Moscow and Moscow region. It means that we won't see Clawz, Cypher, Xron and Agent there. But people like Cooller, Base, Nitrino, Latrommi may attend. You can find full list of signed up players here.
In this video VP.cYpheR.G2A answers for random questions about Lamborgini, potatos, Guf and etc. Video is on Russian, but English subtitles are also available.
AMID EVIL is a first person shooter inspired by Hexen and Heretic. It developed by Indefatigable on Unreal Engine 4 and published by New Blood Interactive, known for developing of DUSK. The game is now available in Steam in Early Access for $18. This version consists of three worlds as well as Hordes of Evil (Endless Mode). Full game will come later in this year.
Hellbound is a game by Argentinian developers from Saibot Studios. Their slogan says: "A 90's FPS, 20 years later". It's made on Unreal Engine 4 and provides Doom-like gameplay and graphics design. Currently it is in Closed Beta testing, and you can sign up for it on official site. Also you can support developers by purchasing the game for $9.99 on this site too.
Right now the game is about what you see here: a Survival Mode.
But our idea is to also create a Single Player Campaign. The thing is right now in Saibot Studios we're not in economic conditions to face a Single Player Campaign.
So depending on how things go during next month (March, 2018), we believe we're going to know if we can affort a Single Player Campaign or not.
The Survival Mode is currently in Closed Beta. Which can be acceded from the official site by two of the following options:
- By registering and waiting a few days to get a free key for the Closed Beta.
OR
- Paying and supporting the project, and in exchange receiving a key for the Closed Beta instantly, and then a Definitive Key for the Final version of the game when this one comes out.
The Final version of the game could be only the Survival Mode upgraded, but it could also include the Single Player Campaign. But unfortunately and as we mentioned you before, we can't guarated this last thing.
Translation: "I won't play Quake until I get a clear understanding what tourneys and when they are going to happen. Over wise it is just wasting of my time.
If NaVi is going to drop me out, it is not a problem, I do understand this. I think NaVi doesn't need Quake too if there is no regular tournaments. That's simple as it is.
Why should I practice it? What's the point? Wasting of the time? For what? If there are going to be tournaments - I'll start practicing. If there are not going to be tournaments - I won't train, I won't play Quake."
Edited by adem at 07:34 CST, 9 February 2018 - 51564 Hits
Posted by adem @ 13:40 CDT, 31 October 2017 - iMsg
I find the current QC duel boring and limited in terms of gameplay combinations that could happen during one game on one map. Why it is limited and boring?
- There always will be stronger and weaker champions
- Giving to player only 3 picks limits his abilities to adjust his gameplay to an enemy
- In result any duel is usually a clash of 3-4 champions which are strongest at this moment
- Round-based champions annihilation is a quite boring and non-intensive action, as it is about rounds and not about players' creativity in terms of planning the whole match & making frags
- And the last - it doesn't have that spirit of old duels at all. Just imagine a boxing match where each fighter needs only 3 punches to win a round...
So here is an idea of a proper duel format for QC from an old duel lover:
Pre-game phase:
- No rounds, only frags
- 10 minutes timelimit with sudden death on even frag score
- A player bans - B player bans - A player picks - B player picks
- Bans are common for both players
- Picks can be the same
- Amount of start bans can be increased in the future
In-game after your death:
- You can mark one champion for ban even the one used by your enemy, but the actual ban happens only after pressing "Respawn", so you can pick and ban the same champion
- You can't mark for ban if you have performed a self-kill
- There is no 3 seconds delay before pressing "Respawn" button, it is just a waste of time that gives advantage to the enemy. In other words pressing SPACE button means ban the marked champion and spawn with the selected champion now
- Enemy champion should be pre-picked on the selection screen after your death, so you can skip banning and just spawn with the same champion by pressing SPACE
- If you didn't spawn in 5 seconds you'll be forced to spawn with the same hero as your enemy has
- The last champion can't be banned
So in result we have:
- Ability to ban strongest enemy champion on pre-game phase
- Similar to vanilla duel map/item control gameplay (imo it wasn't that bad as developers think)
- New strategic depth of gameplay with wide variaty of pick-bans during the match, also ban wars if both players gets fragged at the same time
- Wide ability to make a counter pick in-game, not only on pre-game phase that is currently limited by 3 heroes
- Ability to make a great comeback until the timelimit hits as it was before in QL and in older Quake versions
- A possible clash of the same champions with multiple frags in late stage of the game
So that's it, please share your opinions, post your ideas about duel changes. I'd like to know if you like it or no, so then I can try to sum everything and share it with developers in order to make QuakeChampions better. Thanks for reading!
Posted by adem @ 09:13 CDT, 27 October 2017 - iMsg
Final games of SaberCon 2017 are going to be streamed today at 11:30 CDT, 27 October 2017 on SaberCon's twitch channel. SaberCon 2017 is an intracorporative Quake Champions' duel tournament among developers, which will take place in Saber Interactive's building.
Here is a small "how to" cap MaxFPS in Steam version of Quake Champions:
- go to Library
- right click on Quake Champions
- select Properties
- click on Set launch options... button
- add --set /Config/CONFIG/maxFpsValue XXX, where XXX is any preferred FPS value, i.e. --set /Config/CONFIG/maxFpsValue 125
Also you can enable FPS counter in Steam: Menu - Steam - Settings - In-Game - In-Game FPS counter - Select any preferred item apart from "Off" - OK
Edited by adem at 14:43 CDT, 28 August 2017 - 19558 Hits
In this video profile VP.cYpheR.G2A speaks about Virtus.pro organisation, his future plans and his understanding of Quake Champions mechanics at this moment. Profile is on Russian, but English subtitles are also available.
Well, that's gonna be some emotional shit, so leave it on if you don't care. Anyway.
I'd like to say big thanks to Zero4 and id software for their outstanding work on making everything even more shitter than it was. Agent won' come, it's fine. But now Cypher won't come for sure >.< How it's even possible one of the most skilled and famous Quake-player will not participate in the tourney of the life?
Well I didn't know if I want to watch that QWC, now I have a reason to forget that tourney at all. GL to Cooller and Rapha. It's gonna be easy for them.
Virtus.pro is quite skilled organisation in making videos about their players. And now they made a short story about Cypher at last Moscow LAN (with English subtitles):
Edited by adem at 04:22 CDT, 2 August 2017 - 6903 Hits
STRAFE® is the fastest, bloodiest, deadliest, most adjective-abusing, action-packed first-person shooter of 1996. Featuring breathtaking photorealistic graphics and persistent gore that allows you to paint levels red with the excessive entrails of your enemies.
Step into the Burial Chamber and face judgement in the latest Quake Champions trailer. From the wicked lava pools threatening to overtake the Arena, to the treacherous open spaces, nowhere is safe in the second Arena in our profile series. Skill is required to traverse this Arena, lest you find yourself tumbling to a molten death. Get your first look at Burial Chamber in this new video.
The bones of a massive beast decorate the entry to this massive tomb. Hazardous platforms at the Perilous Outcropping dot the sea of lava, providing an ideal sniping spot for those skilled enough and brave enough to make the leap. With its winding tunnels and low ceilings, the claustrophobic grave sites of the Molten Underground offer up the opportunity for heavier Champions to do some serious splash damage, while the Lava Falls could provide an excellent chokepoint for skilled tacticians. Just be careful to avoid being pushed into the lava, which is a prevalent threat throughout the map.
Ages have passed since the peaceable Melem learned to harness the Fathom Orb, imbuing themselves with a trace of its baleful energy to enable “Ghost Walk”—a momentary phase-shift into another dimension. Even when they were sieged by hulking, chitinous marauders, the Ghost Walk saved them as it had many times before. Then, the unthinkable: One of the attackers returned and breached the Orb. With no alternative, the Melem broke their inviolable law and sent their most skilled assassin to the Fathom Orb, not knowing whether she would survive, let alone how she might return.
Nyx takes a walk on the extradimensional side with her Ghost Walk active ability. Slipping momentarily out of the Dreamlands, Nyx is able to avoid incoming attacks, sneak around threats to get a better angle, or even perform a lethal telefrag when she rematerializes. Should she reenter the Dreamlands in the same physical space as an enemy player, she destroys them from the inside out in a gory spray. While Ghost Walking, Nyx is invisible and invulnerable to all damage.
When a jump is just a little too far, Nyx has the solution. Having mastered the art of wall jumping, Nyx can make contact with a wall midway through a jump and perform another jump, doubling her distance. She can even do this while Ghost Walking to move quickly and stealthily through her environment.
The next major release of Warsow introduces some significant changes to the engine along with some polish and fixes to the gameplay.
The first major change is that now the renderer is off-loaded into a separate thread, meaning that your mouse movement and networking is not affected by screen refresh rate anymore. The second major change is that third-party maps and textures will now be sandboxed so that they can no longer override stock Warsow assets. We have also changed path to local profile and cache on *nix systems to better follow the XDG Directory Specification. And last but not least is the major uplift that the Race game mode has received thanks to hettoo's efforts. As usual, a fair amount of bugfixes along with mapping and modding improvements has gone into the release.
General:
+ The client will probe the official Warsow mirror for all .pk3 downloads before attempting to download the file from game server.
+ Third-party .pk3 downloads are stored in a separate directory to prevent them from overriding basewsw assets or shaders.
+ When connected to a pure server, do not fully reload the game assets on map change.
+ Changed default console font to monospace Droid Sans.
+ Changed help messages for 'callvote map' to contain the title of the map being voted for.
+ Added tab-completion of console commands and variables to chat.
+ Downloaded third-party add-ons will now go into separate filesystem directory. Use +set fs_usedownloadsdir 0 on the command line to disable such add-ons altogether.
+ Improved support for Quake 3/Quake Live maps.
Renderer:
+ Offloaded the renderer to a separate thread. r_multithreading 0 reverts to traditional single-threaded mode.
+ Added r_maxfps to cap the refresh framerate in multi-threaded mode, changed cg_showFPS 1 and 2 to display refresh and client framerates respectively.
+ Increased the number of background loader threads to 4.
+ Fixed support for palette-based PNG images with alpha channel.
+ Use optimal VRAM storage format for grayscale lightmaps when deluxemapping is disabled.
Gameplay:
- Don't render flesh hits for RG and MG pellets as they were often mispredicted.
+ In bomb gametype, reset all map entities to their initial state at round start.
+ Allow grenades to be shot straight down.
+ Disabled the minimum walljump height if jump button is pressed.
+ Fixed instagib shots stopping on the first hit player.
Server:
+ The server will now re-open console log file on SIGUSR1.
+ Running multiple servers in the same homedir won't corrupt .pk3 files downloaded via autoupdates.
Modding:
+ Expose "random" entity property to gametype scripts.
+ MeansOfDeath (MOD_RIOTGUN_S, MOD_GRENADE_SPLASH_S, etc enums) is now passed as the fourth argument to "kill" score event in gametype scripts.
+ Added G_ResetLevel() to gametype scripting API. The function resets all map entities to their initial state, keeping clients intact.
+ Added Client::getMMLogin() method to gametype scripting API, which returns the match-maker login for authenticated players.
+ Added hasChallengersRoulette, forceTeamHumans, forceTeamBots, disableObituaries gametype properties to scripting API.
Linux:
+ Changed base data, cache and runtime directory paths to conform to XDG specs.
+ Fixed MOUSE4 and MOUSE5 mouse buttons support.
Mac:
+ Changed base cache directory path to ~/Library/Cache/.
+ Fixed MOUSE4 and MOUSE5 mouse buttons support.
Mapping:
+ Added "random" key support to func_timer and target_delay, specifies delay variance. Total delay = delay +/- random seconds.
+ Added "delay" key support to "target_delay" for backwards compatibility with Q3 maps.
Race:
+ Sector reports are now buffered until the end of the race.
+ Top command to display records in reverse order.
+ More records are now stored (30).
+ Added quickmenu with basic commands.
+ Picking up a weapon doesn't remove it from the map.
+ Associate records with login names when possible.
+ Color- and case-insensitive nickname associations for records.
+ Weapon information is now saved when saving a position.
+ Allow loading prerace-saved positions in prerace.
+ Added setting a speed for the saved position (only in practicemode).
+ Limited announcer sounds to once per player.
+ Simple randmap vote with a pattern to search for.
+ The kill command will now make spectators join.
+ Nice checkpoint feedback in the console.
+ Disabled starting a race while alive after finishing.
+ Fixed the respawner after finishing.
+ Allow racerestart while not racing.
+ Linked kill to racerestart.
+ Fixed displaying of the top scores in the hud. They are now shown when you connect.
+ Save no more than one time per player to the local highscore file, so the highscores are not populated by one player.
+ Print finish and sector times to the console so they can be looked at later.
+ Assign saved top times to their owners when they reappear.
+ Added practicemode with noclip and position save / load commands.
- Disabled warmup.
HUD:
+ Apply localization to scoreboard strings.
+ Expose system mono font to the HUD via con_fontSystemMono.
+ Draw crosshair even when out of ammo.
+ Updated the "connection interrupted" icon.
+ Added drawCleanStatString and drawCleanPlayerName commands for drawing player and team names without color codes and forcing the current color.
+ Added TEAM_ALPHA_NAME and TEAM_BETA_NAME constants to draw team names with drawStatString.
+ drawPlayerName now ignores the current color and defaults to white, only taking the current alpha into account.
WarsowTV:
+ Fixed demo playback.
UI:
+ Fixed random crash on vid_restart.
+ Color correction profile can now be applied to the "worldview" widget by specifying the "color-correction" RCSS property.
+ Improved demo player modal window.
Posted by adem @ 03:37 CST, 20 December 2015 - iMsg
Warsow 2.01 is a maintenance release that fixes issues identified since the 2.0 release. Also it improves perfomance and stability. Downloads contain full packages for 3 popular OSes as well as little update packages.
As with every release, we welcome constructive feedback on every aspect of the game. For more details, make sure to see the full changelog. See you in the game!
General:
+ Rewinding demos no longer breaks POV switching.
+ Fixed client-side crashes in CTF: Tactics game mode.
+ Corrected the list of assets released under Creative Commons Attribution-NoDerivatives license (see license.txt).
Server:
+ Fixed race condition which was preventing multiple server instances to complete initialization in case they were sharing the same home directory.
+ Bugfixes and improved performance for the built-in HTTP server.
UI:
+ Fixed memory leaks, improved peformance for the server browser with l10n enabled.
Renderer:
+ Automatically disable multithreading if Nouveau graphics driver is detected (Linux).
+ Automatically use discrete GPU's on laptops with both integrated and discrete GPU's.
HUD:
+ Updated adem HUD.
+ Updated strafe.hud for all HUDs.
Posted by adem @ 02:01 CST, 1 December 2015 - iMsg
Warsow 2.0 has been released after a year-and-a-half of continuous development, and multiple community betas. Listing all the changes and improvements, numbering over 150, featured in the release would take too much space and time.
As with every release, we welcome constructive feedback on every aspect of the game. For more details, make sure to see the full changelog. See you in the game!
- Tutorial level was added to introduce new players to the basics of Warsow gameplay, movement and combat.
- Majority of Warsow assets are now under Creative Commons Attribution -- ShareAlike 4.0 license. Setting the assets free ensures Warsow does not get stuck in proprietary limbo and will remain an important piece of indie gaming in the future too. Players and developers alike are encouraged to innovate with free assets, and contribute more media back to the game. Or just simply use them in their own games if they comfort the license.
- Many graphical effects such as gibs, hit and stun indicators, Lasergun and Electrobolt beams, were revamped. In addition, the renderer has received numerous optimizations, resulting in 30-50% performance improvements depending on the hardware and settings.
- The spawn algorithm was revamped to favor more distant points in Duel mode. The further from the fragger is the spawn point, the more likely it gets to be picked for the fragged player is to respawn.
- Weapon parameters were tweaked to improve game balance and hopefully make it more fun to play.
- The flipped mode was introduced for those who might want to challenge themselves by tricking their brains on otherwise familiar maps!
- Game maps can now have a color grading profile set to create better mood or improve the aesthetics. The setting can be controlled by map author and can be turned off in the options menu. Here is how the effect is used in one of our maps, which also received an uplifted 3D sky in this version!
- Two new HUDs by Adem for playing and spectating. The weapon and item icons were redrawn in a modern flat design to provide better visibility for the simple items setting.
- Pressing and holding Left Shift in Team Deathmatch, Bomb & Defuse, Capture the Flag and CTF: Tactics game modes now brings up contextual voicecomm menu to aid in cooperative gameplay.
General:
+ Switched to Creative Commons license for media assets.
+ Added full out-of-the-box gamepad support (XInput on Windows, SDL on Linux and OS X).
+ The engine automatically lowers the frame rate to 24 FPS and enables sleep state when the game is minimized.
+ Multi-threading improvements for the following; fixed race conditions, reduced latency and the amount of context switches.
+ .pk3 files explicitly named as "pure" are now preferred to different .pk3 files.
+ Restricted downloads of binary modules and "pure" content to official Warsow web mirror.
+ Greatly reduced memory footprint for fonts (especially for CJK).
+ Pressing Escape key during the map load or connection set-up will now cancel the process much quicker.
+ New high resolution "flat" icon.
+ Maximum refresh rate now defaults to 250 fps.
+ It is now possible to pause demo playback at the end of a demo file, instead of dropping to main menu (see "demo" command help).
+ Added "flipped view" mode, set "cl_flip" to "1" to enable.
+ Use HTTPS for secure authentication to matchmaker.
Renderer:
+ 30% to 50% overall performance improvement.
+ Greatly reduced VRAM footprint for textures.
+ Added support for texture arrays, used for lightmaps.
+ Added KTX texture format support.
+ Enabled binary cache for GLSL programs to speed up startup time by default now.
+ Enabled multi-threading to speed up map loading by default now.
+ Curved meshes are now optimized to remove excessive polygons.
+ Changed rendering order so that the sky is now rendered after world geometry to minimize overdraw.
+ Fixed infinite far clipping plane calculations.
+ The renderer now queries the operating system for available screen resolutions.
+ Shadowmaps now account for normals of geometry they are cast on, making them less prone to be visible through walls and ceilings.
+ Added "stencilTest" shader keyword.
+ Added per map colour correction support. Toggle-able with cg_colorCorrection 0/1, maps can define colorCorrection <file path> key in worldspawn to use color correction profile.
- Removed "vid_mode", "vid_customwidth" and "vid_customheight" console variables in favour of "vid_width" and "vid_height" for video modesetting.
- Dropped support for "noDepthTest" shader keyword.
- Dropped "r_colorbits" console variable (used to set desktop colour depth).
Gameplay:
+ New Tutorial game mode.
+ Added 3 new awards:
++ First Frag (awarded to the first fragger);
++ Fair Play (say "gg" to your opponents during the post-match using the chat or the vsay);
++ Man of the Match (You must score the most + achieve the ""Fair Play" award). -See above-.
+ Added sounds for Lasergun, Electrobolt and Instagun impacts.
+ New spawn points selection algorithm: returns the furthest point to which there's less than 4 points on the map; otherwise it returns to a random one, excluding the closest 3 points.
+ Ammo packs dropped on a players deaths, now actually contain strong ammo.
+ The movement style now defaults to "old movement", set "cg_movementStyle" to "1" for "new movement".
+ Incorporated a number of movement fixes from Racesow.
+ Ranked servers will now announce a players profile name at warsow.net alongside the nickname of the players entrance to the server.
+ On ranked servers, the "players" command now also prints login names for authenticated players.
+ After joining a server, the game menu is now opened automatically.
+ On ranked servers, certain votes now require players to be authenticated.
+ Votes now ignore AFK players.
+ In round-based game modes, in-active players are not removed until the beginning of the next round.
+ Added bot navigation files for wda5 and wbomb6.
+ Player movement prediction now works properly when riding a moving platform.
+ New RL/GL trail effect, cg_rocketTrail & cg_grenaderTrail merged into cg_projectileTrail.
+ Bots will now ignore chatting players.
+ Reduced respawn sound volume by 35%.
+ Added new callvote options "shuffle" and "rebalance".
+ Decreased weapon respawn timer to 10 in Duel.
+ In bomb, players can now move at crouch speed during the pre-round; upped maximum running speed to 320ups.
- Removed 'Team Domination' game mode.
Graphics:
+ New "illuminati" gibs.
+ New Instagun & Electrobolt decals.
+ New "simple items" sprites.
+ New teleportationspawn effect.
+ New EB beam texture for cg_ebbeam_old 1.
+ New default EB beam effect.
+ New Lasergun beam, added hit model for LG endpoint.
+ New bullet hit decal and model.
+ Improved rocket launcher projectile texture.
+ Added gloss textures for BigVic and Bobot player models.
+ Added cg_viewBob, viewport smoothing/bobbing to falling/high jumps.
+ Bomb model colour follows the planted state dynamic light color (red when planted, orange normally).
+ Disabling gun "bobbing" now also disables fire and idle gun animations.
+ New damage hit effect (cg_showBloodTrail).
Weapons:
+ Reduced Rocket Launcher pick-up ammo count to 5.
+ Reduced Lasergun and Plasmagun pick-up ammo count to 50.
+ Increased Lasergun and Plasmagun ammo box count to 100.
+ Increased Electrobolt ammo box count to 10.
+ Removed custom gravity and friction from Grenade Launcher projectiles.
+ Unified knockback of Grenade Launcher and Rocket Launcher to 100.
+ Unified minimum knockback of Grenade Launcher and Rocket Launcher to 35.
+ Unified splash radius of Grenade Launcher and Rocket Launcher to 125.
+ Changed Gunblade full recharge and reload time to 600ms.
+ Changed Gunblade projectile damage, splash radius and knockback to 40, 70 and 90 respectively, self-damage ratio increased to 100%.
+ Increased Gunblade melee damage to 50 and decreased reload time to 600ms.
+ New Riotgun spread pattern based on Fibonacci/sunflower spirals.
+ Increased per-pellet knockback for Riotgun to 7 (140 on 100% hit), spread reduced.
+ Increased Rocket launcher reload, damage and projectile speed to 950ms, 80 and 1150ups respectively.
+ Increased Grenade launcher reload, damage and self-damage ratio to 800ms, 80 and 100% respectively.
+ Increased DPS for Lasergun to 140, knockback increased to 14.
+ Increased Machinegun bullet damage to 10, reload time increased to 100ms, spread removed.
+ Increased knock-back for Electrobolt to 80.
+ Increased Plasmagun speed and knockback to 2500ups and 20 respetively.
Mapping:
+ "target_print" entities can now provide overlay help messages/hints to players (use the the "helpmessage" key in Radiant/map editor of choice).
+ Added support for "target_kill" and "target_teleporter" entities from Quake3.
+ Use "gravity" attribute on the "worlspawn" object to set map gravity.
Localizations:
+ Added 9 new localizations: Belarusian, Bulgarian, Lithuanian, Portuguese (Brazil), Portuguese (Portugal), Romanian, Swedish, Turkish, Ukrainian.
+ Maps can now be localized individually (drop .po files into l10n/maps/<mapname>).
+ Centre-printed messages and map locations are now localizable.
Sound:
+ Added "s_globalfocus" option: when enabled the game will continue to play its sound and music even if the user switches to another application.
+ It is now possible to use .ogv video files as background music tracks.
+ Fixed support for remote .ogg music tracks/streams.
+ Reduced default sound mixer delay from 200ms to 140ms (snd_qf).
+ The background music is now not interrupted at demojumps.
HUD:
+ Added current time to the HUD in the race mode.
+ Added text animation for game awards.
+ All HUD elements are now resolution-independent.
+ Optimized rendering of scoreboard strings.
+ Scripting: it's now possible to pass a non-constant math expression to setFontSize.
+ New spec HUD, added adem HUD.
UI:
+ Added voicecomm menu for Team Deathmatch, Bomb, CTF and CTF: Tactics game modes (bound to Left Shift by default).
+ Revamped title screen, this incorporates a players profile and stats from warsow.net.
+ Added an option for server browser to open a dialogue with suggested game servers after the search is complete.
+ Added quit confirmation dialogue.
+ Added descriptions for game modes.
+ Added pre-load option, enabled by default (set "ui_preload" to "0" to disable).
+ Added several new configurable options.
+ Added confirmation dialogue for "Move to TV" command.
- Removed IRC chat tab.
Server:
+ The built-in HTTP server now runs in a separate thread.
+ Optimized file transfers from the built-in HTTP server.
+ Matchmaker HTTP authentication now respects sv_ip.
WarsowTV:
+ Fixed an issue with the automatic chase-cam, which occasionally goes rampant in round-based game modes.
+ Enabled TCP connections support.
Linux:
+ Switched over to SDL2 for video initialization and input.
NOTE: versions prior to SDL2 suffer from doubled mouse sensitivity. This is expected to be fixed in SDL 2.0.4.
+ ALT+Tab works now.
+ Keyboard input doesn't steal the whole system focus.
+ The game now respects system keyboard layout.
+ Switched over to dynamic linking for support libraries.
Windows:
+ The window can be minimized when the game is running in windowed mode.
+ ALT+F4 works again.
+ The UI now respects system DPI settings.
+ Added support for Japanese and Korean input to the chat.
SDK:
+ Added NetRadiant and Q3Map2 with KTX texture format support, older versions won't load the textures properly.
+ Added .map files and models for all stock maps.
+ Added source files for textures and models.
+ Switched to cmake as the unified build system for C/C++ code.
+ Added Dockerfiles for cross-compilation.
+ Added debian meta-package to install all engine dependencies.
+ Updated to AngelScript 2.29.2.
Posted by adem @ 03:04 CST, 28 November 2015 - iMsg
Warsow Saturday Duel Cup #4 is coming. This series is orginized by Leshka in order to keep duel scene alive. He isn't expecting large amount of sign-ups, but something is better than nothing!
- If only 8 or less sign-ups we do a bo3 swiss groups with champion deciding match in bo5.
- If more than 8 sign-ups we do a bo3 DE bracket with bo5 final.
- Total 5 maps in each pool, one map decided by champion of the last cup, rest of maps will be picked random from: wdm1, wdm2, wdm5, wdm6, wdm10, wdm11, wdm12, wdm14, wdm15, wdm16 and wdm17!
- Map picking is pick-pick-drop-drop.
- Server is decided from official server list counting ping difference between the players with cl_extrapolate 0 setting, servers not from the official list also can be played, but only if both players agree and if the server records demos.
- Every participant needs to be on #wswsaturduel channel on irc.quakenet.org.
- Don't act rude to other participants, if someone points you that your behavior is inappropriate and you continue to rain shit on him you will be disqualified.
- Call timeout if your opponent is lagged out, also have timeout command binded!
Posted by adem @ 07:18 CDT, 2 September 2015 - iMsg
Leshka decided to make Warsow Saturday Duel Cup Series. Wich means he will host a duel cup every saturday as far as he can. He isn't expecting large amount of sign-ups, but something is better than nothing!
Game: Warsow 1.6 latest beta Time: 12:00 CDT, 6 September 2015 System: depending on the number of sing-ups, for more info read "Rules" section Grand Final: bo5 Mappool:wdm5, wdm6, wdm11, wdm12, wdm17 Map picks: pick-pick-drop-drop-pick (cointoss winner picks first) IRC:#wswsaturduel @ irc.quakenet.org, webchat Admin: Leshka
- If only 8 or less sign-ups we do a bo3 swiss groups with champion deciding match in bo5.
- If more than 8 sign-ups we do a bo3 DE bracket with bo5 final.
- Total 5 maps in each pool, one map decided by champion of the last cup, rest of maps will be picked random from: wdm1, wdm2, wdm5, wdm6, wdm10, wdm11, wdm12, wdm14, wdm15, wdm16 and wdm17!
- Map picking is pick-pick-drop-drop.
- Server is decided from official server list counting ping difference between the players with cl_extrapolate 0 setting, servers not from the official list also can be played, but only if both players agree and if the server records demos.
- Every participant needs to be on #wswsaturduel channel on irc.quakenet.org.
- Don't act rude to other participants, if someone points you that your behavior is inappropriate and you continue to rain shit on him you will be disqualified.
- Call timeout if your opponent is lagged out, also have timeout command binded!
Posted by adem @ 03:49 CST, 18 January 2015 - iMsg
Leshka presents Warsow HOROSH Duel cup today at 18th of January, Sunday. Hopefully players will provide a lot of fun and good games! This time we will have russian stream by Dream and Crusty.
Posted by adem @ 08:45 CST, 16 January 2015 - iMsg
Today we are very excited to give you the next iteration of Xonotic, the free and fast arena shooter. Yep, you guessed it: Xonotic 0.8.0 is out! This version is the culmination of months of effort from many individuals from across the globe. It contains improvements in just about all visible aspects of the game and onto the web. There are new menu screens, gameplay features, and a much-anticipated new weapon: the Arc! We’re excited for the what the future holds, and we hope to see you out on the servers soon. Happy fragging!
Here are some features to get you excited while you wait:
Maps
Catharsis, Implosion, and VorixWe have three new maps for the “Capture The Flag” game mode. Catharsis, by Justin, is an indoor map with a central, violent focal point. Plus, it has crystals! Implosion, by MintOX, is a space floater with fantastic jump pads for a lot of midair fun. It also has a perilous lower infrastructure for you risky cappers out there. Vorix, by packer, is an open-air indoor arena with beautifully designed corridors. Watch out for its lava pits though!
Sounds
Archer has been hard at work making immersive sounds for the game. His latest track is called X-Force, which can be found on Implosion. Nice!
Vote screen
Melanosuchus created a wonderful way to add variety to your server: a game type vote screen! This feature allows server administrators to allow their players to choose the game mode used in the next map. It is shown before the map vote screen.
Stats menu integration
The menu system went through some major updates. It now sports a tiered server browser that categorizes the available servers so you can choose the right one for you. Player statistics are also integrated. Accessible via the “profile” tab, you can now view your most vital statistics from XonStat without having to open a web browser. Lots of other menu options have moved to the forefront as well. All of these changes are to help you configure Xonotic to your taste easily.
SDLv2
All of our builds have switched to using the latest-and-greatest major version of the SDL: version 2.0. This version brings with it several performance improvements and a ton of new capabilities.
The Arc!
A brand new weapon concept: the Arc! Similar to lightning guns in other games, the Arc is a hitscan weapon with medium range. It shoots a bendable beam of electricity as its primary fire and has a burst mode as its secondary fire. It has a limited capacity and thus overheats after too much constant use, so administer your damage with care! The Arc is available to server administrators who choose to enable it. It will take its place as a Xonotic core weapon in the next release.
Gameplay
The physics and weapon balance have both been tweaked after a long round of feedback from the community. Many settings were taken from sessions on the “Reversion cup” servers, and a great many of games were had in the process! The weapon balance is the first step in a large re-tooling of the weapon system. Look for more updates coming soon.
Monsters
This release introduces monsters! We have five different types of monsters for you to frag: Zombie, Wyvern, Mage, Spider and Shambler. Mario created a new game mode called “Invasion” that uses these monsters. In this mode the player must fight off a swarm of the aforementioned monsters within a small arena to win.
Buffs
New powerup-like items called buffs can now spawn on maps if enabled. They can replace the existing powerups or spawn in random locations. Buffs give players special powers when picked up, and they last until the player is fragged. Adding these to servers is sure to turn up thier craziness level to 11!
If you already have Xonotic, upgrade to the release with these steps:
- Navigate to your Xonotic installation folder.
- Navigate to the misc/tools/rsync-updater folder.
- Execute the update-to-release.sh (for Linux or Mac) or update-to-release.bat (for Windows) and wait for it to complete.
- Profit. You're done!
Posted by adem @ 13:15 CST, 16 December 2014 - iMsg
We've made a public project of Warsow Localizations. So anybody from the community can help us to translate this game. At first you'll need to sign up in order to edit localizations.
It is quite simple and useful: there are overall translation progress bars, possibility to find only missing strings, you can use different available languages as a source. Translation consists of 3 part:
1) main
2) cgame
3) ui
Also not all available strings are shown at one page, make sure you have checked bottom right to see over pages. If you want to work on other languages - post a message about your wish here in this thread.
Posted by adem @ 14:16 CDT, 17 September 2014 - iMsg
Scheduled: 07:30 CDT, 27 September 2014 to 14:00 CDT, 27 September 2014 Schedule: Passed
KeRpaL presents Warsow RICKROLLERS Duel Cup - 10th Edition with a brand new format at 27th of September, Saturday. Everybody are welcome to participate.
Warsow NA on Life Support Cup is a tournament is for low tier duellers only.
Game: Warsow 1.51 When: 20:00 CDT, 13 July 2014 Rules: single elimination, bo3 all matches (pick pick drop drop pick), higher seed picks first Map Pool:wdm5, wdm6, wdm10, wdm12, wdm17 Cup Admins: mewt
Warsow NA Revival Cup will be bracketed so newbies won't have to fight the 5+ year veterans. Game mode is duel, will take place on July 6-7th (5-6th for NA). First day will be bracket play and WB finals. Final day will be LB play, LB Finals, and Grand Finals.
Game: Warsow 1.51 When: 20:00 CDT, 5 July 2014 & 20:00 CDT, 6 July 2014 Rules: double elimination, bo3 all matches (pick pick drop drop pick), higher seed picks first Map Pool:wdm2, wdm5, wdm6, wdm10, wdm16 Cup Admins: mewt, Bjorn
We are proud to announce release of Warsow 1.51. It comes with bugfixes, engine optimisations and improvements, such as: faster map loading times, asynchronous texture loader & sound multithreading.
As with every release, we welcome constructive feedback on every aspect of the game. For more details, make sure to see the full changelog. See you in the game!
Engine:
+ Bugfix: builtin HTTP server now accepts URL-encoded resource URI's in queries.
+ Improvement: faster map loading times.
Renderer:
+ Feature: use binary cache for GLSL programs to improve startup time (cvar "gl_ext_get_program_binary", off by default).
+ Feature: asynchronous texture loader (cvar "r_multithreading", off by default).
+ Improvement: a lightweight GLSL shader is now used for simple materials with no normalmap, gloss or decals.
Sound:
+ Feature: added multithreading support: sound mixer and background music loader now run in separate threads.
+ Improvement: normalized some of the game sounds to 0.9db.
Models:
+ Improvement: tuned Jason PadPork skin images for better performance and visibility.
HUD:
+ Bugfixes.
Windows:
+ Improvement: Warsow process isn't bound to single CPU core anymore (used to be a workaround for glitches caused by NVidia's 'Threaded OpenGL optimization")
Linux:
+ Improvement: gamma ramp size can now take values up to 4096.
After months of hard work and multiple test releases, we are proud to announce the long-awaited release of Warsow 1.5. The latest and greatest version introduces significant updates to all areas of the game.
As with every release, we welcome constructive feedback on every aspect of the game. For more details, make sure to see the full changelog. See you in the game!
Jason Padpork, the heroic pig of war, has gone through a complete visual makeover. The new player model has been created from scratch by Matteo Pignatelli and funded by the Warsow community. We believe the new model manages to better represent the character that Padpork is, and to bring the player model up to date with the modern advances in Warsows visuals.
As moving around in the world of Warsow is one of the key skills a player has to master, we concluded that improvements to the movement mechanics were due. The newly improved default movement makes it easier for new players to get a grip of the basics, while simultaneously allowing experienced Warsowians to even further express their art of movement. However, old school movement is still available as a possible movement style.
Localization support has arrived to Warsow. For a game played all around the world, we feel that language-independence is a welcome addition to the global audience of this fast-paced shooter. Warsow 1.5 ships with 11 community-translated localizations (in Russian, Japanese, French, Polish, Chinese, Dutch, Spanish, Hungarian, German, Italian and Finnish), and there are many more to come. Warsow 1.5 automatically detects the language of your operating system and uses the localization of that language whenever available. Remember to check out this wiki article for a guide on how to participate in translating Warsow to your language!
In addition to a whole new Padpork, Warsow 1.5 also introduces other beautiful changes to the games visuals. The latest installment of our qfusion engine supports FXAA, a fast and powerful anti-aliasing method which can improve image quality when hardware anti-aliasing methods like MSAA or CSAA are not available or affordable.
Le dream on, the extremely popular duel map known to many as wdm2, has gone through a major facelift with stunning new textures and added details. Additionally, the improved qfusion engine introduces beautiful soft particle effects to explosions and halo shaders.
There are many cool things happening in the world of Linux gaming, and Warsow 1.5 is one of them. We have taken great care to make our latest release run smoothly on the open source radeon drivers, the input code utilizes XInput2, and our shipped binaries are fully compatible with Ubuntu 14.04 and Debian Wheezy.
Server hosts will be happy to hear that 1.5 features a built-in HTTP server that significantly simplifies map downloads by removing the need to serve downloadable files through mirrors.
Engine:
+ Feature: added built-in HTTP server (TCP port 44444) to serve UI AJAX queries and file downloads to clients.
+ Feature: added localization support to User Interface and HUD (the language is autodetected at the first startup).
+ Feature: added support for TrueType and OpenType fonts.
+ Feature: distinguish between left and right ALT, SHIFT, CTRL key presses.
+ Feature: gzip-compression of demo files.
- Feature: dropped support for Quake1 and Quake2 maps.
- Feature: dropped support for bitmap fonts.
+ Improvement: entities with active events use distance-based server side culling (prevents fast moving players from suddenly appearing in POV).
+ Improvement: optimized cinematics playback by offloading YCbCr->RGB color-space conversion to the GPU.
+ Improvement: domain names for master servers are resolved asynchronously at startup to prevent slow or N/A DNS servers from blocking.
+ Improvement (Linux): updated input code to use XInput2.
+ Improvement (Linux): hint the window manager to bypass compositing in fullscreen mode.
+ Improvement: increased the maximum number of simultaneously loaded models, sounds and shaders.
+ Bugfix: fixed various audio/video synchronization issues with cinematics.
+ Bugfix: force vertical synchronization during playback of fullscreen cinematics.
+ Bugfix: resampled Ogg/Vorbis sounds had the looping position set to wrong value.
+ Bugfix: editing a democam or adding a new one doesn't break spline paths.
Models:
+ Improvement: upgraded Jason Padpork player model.
Music:
+ Feature: Added 5 new tracks from Warsow OST.
Renderer:
+ Feature: moved renderer from the engine core to separate DLL.
+ Feature: rewritten rendering backend, GLSL2+-compatible.
+ Feature: GLSL shaders are now loaded from disk allowing customization and easing development.
+ Feature: added support for foliage surfaces and instanced rendering.
+ Feature: added 'soft particles' effect to explosions and halo shaders.
+ Feature: added FXAA support.
+ Feature: added RGB shadowmaps (fallback rendering path when GL_ARB_shadow extension isn't available).
+ Feature: added r_brightness cvar, useful for monitors that are too dark.
- Feature: removed planar stencil shadows.
- Feature: removed bloom.
- Feature: removed r_ignorehwgamma cvar and associated functionality.
- Feature: removed r_lighting_diffuse2heightmap cvar and associated functionality.
+ Improvement: Q3A shader commands previously processed on the CPU are now processed in vertex shaders on the GPU.
+ Improvement: optimized shadowmaps and changed them to use orthographic projection.
+ Improvement: added LOD support to shadowmaps (shadowmaps dynamically lower their resolution depending on the distance to the viewer).
+ Improvement: optimized VRAM footprint on modern GPUs for maps and models using half-precision floats.
Mapping:
+ Feature: added misc_video_speaker entity to steam synchronized samples from the nearby videomap shader with audio spatialization.
+ Feature: added func_timer entity.
+ Feature: added target_relay entity.
+ Feature: added target_delay entity.
HUD scripting:
+ Feature: new drawing commands: drawStringRepeat, drawStringRepeatConfigString
+ Feature: added new set of font commands: setFontFamily, setSpecialFontFamily, setFontSize and setFontStyle.
+ Feature: added #WEAP_INSTAGUN constant.
+ Improvement: improved scoreboard sorting (thanks hettoo).
+ Improvement: upgraded crosshair images to higher resolution (thanks adem).
- Feature: removed setFont command.
- Feature: removed %MATCH_TIME variable.
UI:
+ Feature: TAB-completion of player names in chat box.
+ Feature: added callvotes menu.
+ Feature: added "Watch on TV" button to chasecam menu.
+ Feature: Added Russian, Japanese, Frenсh, Polish, Chinese, Dutch, Spanish, Hungarian, German, Italian, Finnish localizations (language can be set manually with the “lang” console command).
+ Bugfix: fixed rare crash in server browser menu.
Console:
+ Feature: CTRL+MWHEEL up/down increases/decreases console font size.
+ Feature: added TAB-completion for "demo", "cinematic", "exec", "whois" and "stats" commands (thanks hettoo).
+ Feature: "imagelist" and "shaderlist" commands now accept glob pattern as an optional parameter.
+ Feature: CTRL+R now does bash-style command history search.
+ Feature: CTRL+C now works in Linux (thanks Kalhartt).
Gameplay:
+ Change: changed knockback from splash weapons from linear to quadratic and removed horizontal distance clamping.
+ Change: changed riotgun pattern from spiral to a more traditional one, with wider horizontal spread.
+ Feature: added cg_gun_alpha console variable to control gun opacity.
+ Feature: picked up items now leave ghost trails in warmup mode.
+ Feature: allow vote changing. The maximum number of changes is controlled with server console variable g_vote_maxchanges (thanks hettoo).
+ Feature: added opcall "specstotv" which moves spectators to connected TV servers.
+ Improvement: improved autojoin balancing (thanks hettoo).
+ Improvement: optimized AI code.
+ Improvement: default movement physics are now closer to old movement style
+ Bugfix: map rotation now considers the current map too (thanks hettoo).
+ Bugfix: maps were always missing one spawn indicator.
+ Bugfix: walljumps had direction bias (more obvious on larger maps).
+ Bugfix: removed silent bits from hit sounds (thanks adem).
SDK:
+ Feature: game modules are now C++ - compatible.
+ Feature: AngelScript 2.28.1.
+ Bugfix: fixed compilation with Clang.
+ Improvement: map models (prefabs) are now bundled with SDK.
- Improvement: C-compatibility layer removed from Angelwrap library.
Posted by adem @ 11:15 CST, 17 January 2014 - iMsg
Time to try something new... a very popular pickup gamemode! *Sarcasm* It will be a Xonotic draft cup, which means there gonna be a captain for each team and they pick players one by one. This way balanced teams should be created and bring some fun for any skilled player.
Posted by adem @ 04:45 CST, 1 December 2013 - iMsg
Scheduled: 13:00 CST, 1 December 2013 to 14:00 CST, 1 December 2013 Schedule: Passed
To celebrate the arrival of the Warsow Winter Challenge we will be broadcasting a best-of-seven series between two great duel players: overactive & rvg will show their skill in a seven map game. Games will start on 13:00 CST, 1 December 2013.
Seven maps will represent the proposed map pool for the upcoming qualifiers, group stage and finals. Your input is greatly appreciated so make sure to tune in to the live broadcast of the games on DTEKTtv. This broadcast will primarily be used as a test case for streaming competitive Warsow.
It's been a long time since the last Q3 Promode tournament with actual prize pool (as in 'more then 20 bucks') took place. Tears have been shed about the grim future of Promode, glorious fights that have been fought, great time we've had and so little hope we had left over the past few years.
The #promode.ru community is organizing a worthy tournament with a prize pool to spice up the challenge and make things a bit more interesting. Most of people still involved in community donated so this is where it kicks in.
All players are welcome to participate. Older 1v1 veterans are encouraged to flex some muscles and get in. We hope U.S. & Canada players would consider participating as well.
1.1st Qualification - Best Of Three, Double Elimination, Date and time: 09:00 CST, 3 November 2013 Check-in: 09:00 CST ~ 09:30 CST Start at: 09:30 CST
2.2nd Qualification - Best Of Three, Double Elimination, 9th of November.
3. Each Qualification determines 4 players advancing to Finals for a total of 8 players.
4 more players are pre-invited before the Qualifications and don't have to qualify for the finals.
The pre-invited players are: HAL_9000, gaiia, eThaD, memphis.
Another 4 players are invited by the tournament organizers to enter the Finals after the Qualification stage ends.
4. Finals - Best Of Three, Double Elimination; Grand Final - Best Of Five, 23rd of November.
Map picking order: winner of coin-toss picks his map first. In a case of tie match the player with least frags on two maps bans one of the remaining maps first. Weapon respawn times: default respawn times for each map.
Sparta Duel Cup #4 has finished yesterday. 23 players were fighting for the 50€ and the results are quite expecting. Anyway a lot of matches were intense as hell, air rockets, uber combos, unbelievable survivings and etc.
Puffdar, cup manager: "Thanks to all players and special thanks to Premon & Inane for offering us such great entertaining stream. Usual thanks to skulp-sama who accepted once again to report the scores like a BOSS."
Puffdar, cup manager:
"Hello everyone, we present you a new series of SpartaCups, they'll take place every sunday @ 07:00 CST with different gametypes. Some people asked me for this so here it is : kings of emctf1 ctf5v5 no timer :)
I hope to see a maximum of teams and see players we are not used to see in ctf. One map is easy to learn, no excuse.
It'll be a good occasion to test at high level how fun this new map is :)!"
Puffdar, cup manager:
"Hello everyone, we present you a new series of SpartaCups, they'll take place every sunday @ 07:00 CST with different gametypes and we start with some good old ca3v3 ! I really hope to see a maximum of enthusiasts taking part of it.
Special thanks to zeru for le banner and mute & aplsd for the pro servers. Hype to le max !"
Georg Cloneij:"mejelly of farms doublejumping skillz................and hair!" Quinten Tarrentino:"A masterpiece. 12/10." Christopher W. Altz (heimers):"it would be a huge surprise if this doesn t win ALL oscars!" Speven Stielberg:"farm has always been my big idol. no need to explain!"
farm:
"This ain't a collection of l33t frags, and it wasn't meant to be one. It's more of trollmovie and I hope it made some of you smile :)
After dreaming of this for over a year, feeling unable to realize it on my own, I finally surmounted and took over the situation. I'm quite happy to present u Black Pork Down. My first movie, so don't expect too much.
I'm aware of some Issues that I didn't "fix" due to lack of motivation, but I guess this should be enjoyable. Before getting criticized I also wanna point out that I consciously did not edit visuals a lot or use motion blur. And that I'm not planing to make more movies, so don't care too much about giving constructive feedback."
Check-in: 06:30 CST Starts: 07:00 CST Brackets: Double Elimination bo3 Final: bo5, the player from the winner bracket gets 1-0 by the start Prize: The winner will choose the gametype of the next Kya cup
Buriedd: "This movie is a tribute to Warsow. I used to play duel (started in 0.4) and really appreciated the time with a really polite and helpful community back in my days. Near the end of 2012 I still had some demos on my harddrive and after some attempts to get this movie done sadly failed, a friend of mine took this project on board and in my mind, created a wonderful movie. Big cheers to the Warsow Dev Team, for creating this fantastic game, to the awesome community and everyone who contributed to this game in other ways (cups, etc.)"
NaF:
Hello guys! This is my first (and probably last) Warsow movie about one of the greatest InstaGib players around the world - sa1ka. He is moving away from this game, so this is his goodbye.
Don't have much else to say about it, once again I'm not satisfied with few things which really could be done much better but I just cba to fix it.
Thanks to sa1ka for being patient and fair. Good luck dude :) Also biggest shoutout to Moleman for letting me use his track.
Posted by adem @ 09:58 CST, 30 November 2012 - iMsg
Warsow Team:
Since the release of Warsow 1.0 we've had a lot of players reporting troubles with the ingame serverbrowser: mouse lags, sound stuttering and so on. The underlying reason for those troubles is CPU spikes caused by the DOM-tree update mechanism in the middleware UI library we use, libRocket. The more rows the serverbrowser has, the slower UI updates become, causing 100% usage of the CPU.
So far we've been unable to track down and fix the exact cause of the bottleneck in the library by ourselves therefore ask the community and outsiders for help in fixing this particular problem within libRocket. The winner who gives the best of all provided solutions will be rewarded with cash prize of €150. You may post your solution by replying to this blogpost. And don't forget to pass this on to your fellow programmers! ;)
Without further ado, here's the long-waited 1.01 bugfix release with tons of fixes. Head on to www.warsow.net to grab your update package if you already have 1.0 installed.
- Bugfix: Server browser didn't query for servers after connecting a server.
- Added option for inverting mouse movement to the UI.
- Compiled binaries with SSE2 compliant compile flags to restore compability with older CPU's ("Received signal 4" error).
- Bugfix: After running out of ammo, player could change back to empty weapon and firing weapon with empty weapon, which would fire previous weapon with ammo, causing firing have no sound aka "EB ammo bug"
- Bumped Lasergun damage from 6.5 to 6.75 (130 > 135dps).
- Bumped Riotgun damage from 90 to 95 per blast.
- Bumped CA ammo counts: +20 rl +5 rg +5 eb.
- Bumped Bomb ammo counts: +5 eb gl +40 lg +20 pg.
- Electrobolt now always gibs.
UI:
- Bugfix: Server browser didn't query for servers after connecting a server.
- Bugfix: Demoplayer slider didn't work if demo was opened with double click.
- Bugfix: Removed selection of weak and strong crosshair.
- Bugfix: Switching between Match browser and Local game broke 'Instagib' and 'TV' tabs.
- Added option for inverting mouse movement to the UI.
- Server browser now queries for LAN servers.
- Removed screen color depth option.
Engine:
- Bugfix: T_TransformVectorToScreen didn't adjust fov to widescreen - fixes player name locations at top of player models.
- Bugfix: Fixed GLSL compilation errors in dynamic light shader for NVidia/Nouveau.
- Bugfix: Properly reload volatile shaders when needed (fixing shader problems in maps after map loading).
- Renderer now renders up to 4 shadowmaps in 1 pass instead of 1 per pass.
- Removed r_colorbits cvar (+ UI: Removed screen color depth option).
- Added TAB-completion for "alias", "aliasa" and "unalias" console commands.
- Compiled binaries with SSE2 compliant compile flags to restore compability with older CPU's ("Received signal 4" error).
Stats/matchmaker:
- Bugfix: Fixed crash on login if username contained %n.
- Bugfix: Changing userinfo broke "whois" cmd and stats collection.
- Bugfix: Stats sometimes got lost, especially in duel/da due match UUID generating.
Gameplay:
- Bugfix: After running out of ammo, player could change back to empty weapon and firing weapon with empty weapon, which would fire previous weapon with ammo, causing firing have no sound aka "EB ammo bug".
- Bugfix: TDO points didn't work in some maps.
- Bugfix: vid_restart reset cg_clienthud variable to cg_spechud.
- Bugfix: Turret firing-flash shader was missing.
- Bugfix: Automatic respawn didn't work after completing a race.
- Bugfix: Damaging dead things and world objects no longer increases damage stats.
- Bumped Lasergun damage from 6.5 to 6.75 (130 > 135dps).
- Bumped Riotgun damage from 90 to 95 per blast.
- Bumped CA ammo counts: +20 rl +5 rg +5 eb.
- Bumped Bomb ammo counts: +5 eb gl +40 lg +20 pg.
- Electrobolt now always gibs.
Maps:
- New feature: maps can now include custom entities written with AngelScript.
Platform specific fixes:
Windows:
- Bugfix: Removed portable profile option from windows installer. Fixes permission problems after installation with Vista/Windows 7.
Mac:
- Bugfix: Toggling r_swapinterval didn't affect vsync.
- Bugfix: Fixed crash on startup with Mountain Lion.
Linux:
- Bugfix: Fixed segmentation fault when changing fs_game (Linux).
SDK:
- Packaged API documentation for AS was out of date.
I would like to present new Xonotic race movie by Lady*D - "The Chase". Featured players are hunnybunny_, pV.Nimbus, Lady*D, eThaD aka DeaTh, pV.vaan.
Some words from author: "The creating of this movie is finally over. This is my second work for this game. I've tried to collect the best runs and present them in one single movie, in general it was done well. All the records were made on-line. I hope you will enjoy it, even though I am not a pro at using video editors."
Music:
Seba - Never Let You Go
Blue Motion - Spring (Original Mix)
Commix - Painted Smile
Komatic - Lucid
Chymera - The Chase (Original Mix)
Amon tobin - Mighty Micro People
sjn|nexus: "I had several months of down time before I shipped out for the military and wanted to create a team video, but no one had demos so I just collected them as I went. Some of the runs were/are racenet records, some aren't - if you're curious to check, visit warsow-race.net. The video was more or less an outlet for myself, the footage was recorded at 125 fps then rendered from 50fps @ 1st to 29.97 at 2nd."
Posted by adem @ 03:48 CST, 20 January 2012 - iMsg
European organization Project1league proudly presents brand new Warsow events in the beginning of 2012. Fight for a total amount of 500 euro in a number of exiting matchups! iCA 4vs4 Tourney is already ongoing, it would identify the owner of 300 euro. But in the near future we get expected by dueling leagues in the classic and instagib modes.
Project1 1on1 Aim Masters Season 1 Game Mode: iDuel Registration: until February 13, 2012 Date: February 14, 2012 - April 3, 2012 Tournament format:Swiss-system, 6 rounds, round per week. Maps: wdm1, wdm2, wdm3, wdm5, wdm6, acidwdm2 Prizes: 1st place - 100 euro
Project1 1on1 Weapon Masters Season 1 Game Mode: Duel / Promod Registration: until February 13, 2012 Date: February 14, 2012 - April 3, 2012 Tournament format:Swiss-system, 6 rounds, round per week. Maps: wdm2, wdm5, wdm6, wdm12, wdm14 Prizes: 1st place - 100 euro
P. S. Read the tournament rules at the site of the league carefully, under Account - My Profile - Tournaments - Select Tournament - Rules. All games are going to be held on project1leage's servers!
Edited by adem at 04:19 CST, 20 January 2012 - 4672 Hits