Darkwind
Engine v.93, Scripts v.192

*sam*


Posted May 23, 2008, 10:56 pm
* More looting/ped fixes (e.g. a commandeered car was not having its driver stored in it, so was not appearing in subsequent encounters as it had no characters in).
* A new map near Gateway (telegraph road) - thanks Vikk!
* Engine power is now cut when ?close to zero?, so you stop your car better
* The Preferences dialog now lets you choose KMH rather than MPH as your units.
* Some framerate improvements, including billboarding of trees/bushes in the distance ? this will increase loading time slightly but enables good framerates on maps with lots of trees ? I?m aiming to use the same approach with insects and wild animals to allow large numbers of them without hammering the framerate too much.
Jansan


Posted May 23, 2008, 11:32 pm
Does this include the shotgun and general hand-gun changes?
*Lugal*


Posted May 24, 2008, 12:13 am
Very cool - thankee sai!

I look forward to testing the "close to zero" function!
WolfEater


Posted May 24, 2008, 12:15 am
ya that engine open and close will be very good for me new GL hummer
Hula


Posted Jun 2, 2008, 8:09 am
good map too...a very nice addition, thanks Vikk. ;)
*Zothen*


Posted Jun 2, 2008, 9:31 am
*sam* said:

* Engine power is now cut when ?close to zero?, so you stop your car better


I dont see this working very well, Sam. The speed is still buggering around at -2 to +2 and the needle cant be set to exactly zero.
Also the handbrakes with speed to zero still let the car move a little and sometimes even to the sides on flat ground.

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