*sam* Posted Dec 30, 2006, 1:50 am |
I just patched in some stuff:
1. The weaponfire sounds are finally working. yay! 2. I have added additional keys for raising and lowering the camera: R and F. Useful as some of you have no mousewheel or numpad (laptops I guess). 3. The missing 3D models from the foothills racetrack have been added. So it looks even better. Nice one viKKing!* * viKKing: I had to remove the static vehicles and watchtowers. The vehicles would probably work as wrecks using RigidShape, but as WheeledVehicle objects they were crashing the gameserver, I assume due to all the additional code that's carried out when cars are spawned, and these ones not conforming. Or something. The watchtowers seem to have mucked up textures that were upsetting the Linux server (on which filenames are case sensitive).. but all the trees and walls etc. are there now.. |
*viKKing* Posted Dec 30, 2006, 2:24 pm |
Sam,
yeah, we figured out those static vehicles problems and they happened as expected. I'm surprised on the watchtowers side, I'll eventually re-export them with better filenames. Artists! I tested this track on my iBook G4, and it ran fine. The FPS is a bit low, but that's not a problem for a TBG (Turn Based Game). I did not experienced Joer problems. There were only 5 cars (included mine) in the race though. I'm sure our community will enjoy the track a little bit more, with the fixed starting camera position. |
Jim Posted Dec 30, 2006, 5:13 pm |
Pole Position cheers!
Hmm we'll have to come out of retirement soon.. |
*sam* Posted Dec 30, 2006, 5:52 pm |
That'd be good. For all you 'newbies', Jim used to (aguably) be our best player, back in May-June.. :-) |
*comp112* mcomp112@aol.com Posted Dec 31, 2006, 8:34 am |
if you start racing again watch out for wolf and dj >.> (dont tell any1, but when i gflipped them by "accident" i really did it on purpose because i didnt want em to beat me :P) |
JoeR Posted Dec 31, 2006, 3:35 pm |
hey, it's whoever crosses the finish line first.
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