Post by MaDPuPPeT on Jul 30, 2014 16:28:01 GMT
CLICK TO DOWNLOAD BUILDVILLE 1.004
It features:
- fairly aggressive mipmapping using a custom atlas mipping algorithm to smooth out those flickering distant pixels
- fire & smoke are now particle effects instead of tile fill types
- poison and mud have been added to replace the old Fire and Smoke
- actors can get poisoned and take damage over time
- actors can catch of fire (jump in water to put yourself out)
- new shader effects for water,lava,poison and mud
- liquid (water/lava/poison/mud) spreads like in minecraft now - the old spreading technique was killing the network play because it required massive amounts of tile changes per frame. The minecraft style means you can get nice water falls or walls-of-water.
- water flow now pushes the player around, so you can do water slides
- enemies now have selectable AI modes and do visibility checks against the player
-- timid - they wander around and will run away if they see you
-- passive - ignores the player. Runs away if hit
-- brave - ignores the player, but attacks if hit
-- aggressive - attacks the player on sight
- enemies can be given weapons (swords or guns) or even a default weapon which won't appear but is used for damage. Use this to emulate claw attacks/unarmed combat.
- new ingame options menu with:
-- autojump - hit a tile you can jump over and it will auto jump
-- draw distance - select up to 300m draw distance, depending on your graphics grunt
- online can now hide player tags
- having ALL actors fly in creative mode is now optional - we set up skins with specific super powers, so only superman can fly, but we like to use creative mode so we have access to editting and all items while playing. Also, combined with turning off the tags, can make for some more fun PVP.
- UI between Creative and Survival is the same now. You have left and right hand items (left/right mouse button) and you can hotswitch the left items.
- lots of bug fixes with the multi-threaded code. Generally more stable exiting/entering levels.
It features:
- fairly aggressive mipmapping using a custom atlas mipping algorithm to smooth out those flickering distant pixels
- fire & smoke are now particle effects instead of tile fill types
- poison and mud have been added to replace the old Fire and Smoke
- actors can get poisoned and take damage over time
- actors can catch of fire (jump in water to put yourself out)
- new shader effects for water,lava,poison and mud
- liquid (water/lava/poison/mud) spreads like in minecraft now - the old spreading technique was killing the network play because it required massive amounts of tile changes per frame. The minecraft style means you can get nice water falls or walls-of-water.
- water flow now pushes the player around, so you can do water slides
- enemies now have selectable AI modes and do visibility checks against the player
-- timid - they wander around and will run away if they see you
-- passive - ignores the player. Runs away if hit
-- brave - ignores the player, but attacks if hit
-- aggressive - attacks the player on sight
- enemies can be given weapons (swords or guns) or even a default weapon which won't appear but is used for damage. Use this to emulate claw attacks/unarmed combat.
- new ingame options menu with:
-- autojump - hit a tile you can jump over and it will auto jump
-- draw distance - select up to 300m draw distance, depending on your graphics grunt
- online can now hide player tags
- having ALL actors fly in creative mode is now optional - we set up skins with specific super powers, so only superman can fly, but we like to use creative mode so we have access to editting and all items while playing. Also, combined with turning off the tags, can make for some more fun PVP.
- UI between Creative and Survival is the same now. You have left and right hand items (left/right mouse button) and you can hotswitch the left items.
- lots of bug fixes with the multi-threaded code. Generally more stable exiting/entering levels.