Hi,
Today we're releasing V1.01.002, a big update that brings you new visual controls, improved third person camera controls, the ability to use your avatars from the character creator in multiplayer and many other tweaks, fixes and improvements. Here are the main highlights;
Third Person
* Extra camera properties for this gameplay mode
* Improve camera collision
* Added dynamic light effect to any projectile fired by player
* Added 'Camera Locked' property to third person camera for isometrics
* Restored system of auto-targeting if in camera locked mode
* Camera Offset values allow you to shift the camera for over-shoulder views
* New Run Mode option!
* 'Show Reticle' controls visibility of the third person crosshair
Editor
* You can now use mouse wheel to zoom in and out of free flight mode
* No more water clipping when viewing editor terrain from a distance
* When in entity SPRAY MODE (press I), no longer need to hold SHIFT
* New feature; hold down Ctrl+MouseWheel in free flight to adjust Y-camera clipping NOTE: You can use camera clip by pressing TAB in the IDE editor
* Supports middle button mouse press for camera drag and pan control
* Entities on 'auto find floor' no longer sink below terrain
* Can now put entities on top of other entities of any size
* Marker (player start) entities no longer cast shadows for cleaner visual
Widget
* Added keys 1 through 6 for widget rotation control of entity
* Changed TOOLTIP Test Level to Test Game (aligns with tutorials)
* Widget alignment fix when 'looking up from horizon'
Weapons
* Added dynamic light effect to exploding fireball
* Added SPOT LIGHTING to weapon properties or dynamic spot light effect
* Added dofdistance and dofintensity fields in GUNSPEC for DOF override
* Added smoothing so when enter scope mode, DOF effect fades out slower
Graphics
* Added Vignette to post process shader for more modern game look
* Added general motion blur to post process shader on HIGHEST
* Extended MOTION BLUR to all shader levels as it smooths at low FPS
* Added Depth-Of-Field effect to post process shader (far distance only). NOTE: For MOTION+DOF you need Bloom Level to be a value of one or more
* Added slider panel for POST EFFECTS control (bloom, motion blur, dof)
* New support in LIGHTRAY shader for sun color and strength (skyspec.txt)
LUA Scripting
* Added six new LUA commands to control new POST EFFECTS in scripts;
* SetPostVignetteRadius(v) where v controls the size of the vignette effect
* SetPostVignetteIntensity(v) where v controls the strength of the vignette
* SetPostMotionDistance(v) where v controls distance at which blur starts
* SetPostMotionIntensity(v) where v controls the intensity of motion blur
* SetPostDepthOfFieldDistance(v) where v controls distance DOF starts
* SetPostDepthOfFieldIntensity(v) where v controls the strength of DOF
* Added zoomhidecrosshair to GUNSPEC to hide crosshair when zoomed (sniper)
Performance
* Changed way the weapon ray iterations work for increased performance
Media
* Added new SKYBANK choice called FOREST, special thanks to MR LOGAN!
* Updated Fantasy Level with new FOREST sky and balanced DOF settings
Characters
* Character physics capsules are now created proportional to their size
* Improved 'rate of fire' to produce a less 'timed repeat' feel to it
* Fixed Medieval and Zombie characters so they are not floating
* Discontinued use of OFFY in FPE settings and fixed capsule physics
Multiplayer
* Character Creator characters can now be used as your avatar in multiplayer sessions
* Chat messages that exceed maximum length are now truncated properly rather than losing the last few characters
* You can no longer pick up weapons and ammo when the final score screen is being displayed
Misc
* When saving standalone game that includes Cartoon Gun, works fine now
* Many other fixes and tweaks!
Can you please post any issues with this build into this thread.
Thanks!
Development Director
TGC Team