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Old 03-22-2018, 07:00 PM
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Shadow Shadow is offline
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Default Version 0.705 done list

The previous done list is here.
  • added a loading screen logo
  • moved logo down a bit
  • added mutation XP orbs
  • added acid barrels
  • added water barrels
  • added a shadow to logo to make it standout a little more
  • water can now spread
  • water now stays around for 30 seconds instead of 10
  • got rid of TrapWaterBig stuff
  • hazards can now apply status effects directly (instead of needing to be a trap or actor)
  • hazards can now apply multiple status effects
  • steam now adds wet and fog status effects
  • fog now debuffs perception and casting time also
  • water + fire now equals steam cloud (causes wet & fog status effects)
  • wet status effect now lasts 10 seconds
  • lava + water/cold equals steam cloud
  • now get warm status effect when near braziers and campfires (+cold resistance, -fire resistance)
  • now outside in rain gives you wet status effect
  • now outside in snow gives you cold status effect
  • now inside a house prevents rain/wet and snow/cold
  • now full level fog adds fog status effect to sentients
  • now models can specify more than one object type (will use 1 randomly)
  • changed decorative objects in towns into real objects
  • now putting out a fire with water/ice causes smoke, smoke does fog status effect
  • changed fog status effect name to Fog/Smoke/Steam
  • increased relative chances of barrels
  • now breaking a manastone might result in a temporal flux, an anti-magic area, an explosion, or nothing happening
  • moved random hazard stuff from chest to entity so more types of entities could do it
  • wet status effect now debuffs cold resistance also
  • added Minor Darkness, Darkness, and Major Darkness status effects
  • human, mutated, and bounty hunters can't see in the dark - all other monsters can
  • hooked up 3 battlemage sounds
  • fixed some radar stuff still being applied in some cases
  • now get attack bonus if higher than enemy
  • now get attack penalty if lower than enemy
  • strong winds (wind trap, tornados, maelstrom, etc) can now disperse things like clouds, gas, and fire
  • set up dinslegacy dns stuff on server
  • pointed godaddy.con dns stuff to our server
  • added Dins Legacy section on website
  • added Overview category on website
  • added left and top menus on website
  • added overview page on website
  • fixed top and side menus on website
  • made TM in logo and loading screen smaller
  • wind gusts can now close doors (not just wind traps)
  • smoke & steam clouds are now clouds that will dissipate with wind
  • now player light attracts monsters
  • now some mutations that add/subtract "light" don't affect monster aggression range (night blindness, night vision, echo location, etc)
  • fixed a case when scale could be wrong if a shadow being drawn was using vbo but model not using a normal map
  • can now specify that effect is attached to a tag on an item model instead of parent model
  • added torch items
  • added corruption mechanic
  • hazards can now cause named corruption to any entity in range
  • now hazards on entities can respond to specific named corruptions to spawn new entities
  • critters now become giant versions when get too close to a giant obelisk
  • unique monster and renegade quests that can be on any level now try to sync more times (now 200, was 20)
  • now corruption response can be a status effect
  • wisps now get a lightning imbued bonus when they get near manastones and energy vortexes
  • saurian mages now get a lightning imbued bonus when they get near energy vortexes
  • anti-magic can now kill skeletons
  • fixed liquids getting destroyed, not removed, and then no longer working correctly
  • now liquids and other things that spread will go down hill
  • added fire mushrooms
  • added yellow mushrooms
  • added yellow mold
  • removed saturated versions of human and mutated characters
  • now blocks have a chance to regrow (higher with rain)
  • added timer to player environmental stuff - should make sure never a slow down
  • ice bombs now have chance of leaving some ice behind
  • now lava can flow out of volcano (in addition to lava projectiles)
  • turned stamina off as a test
  • added Death Swarm skill to wisps
  • added a rain scroll
  • projectiles no longer cause explosion effect on something that wasn't damaged
  • yellow mold spores no longer hit other yellow mold
  • caveins should now be immune from damage from other caveins
  • made it so using correct icon on Windows is now automatic (Zombasite and next game icon)
  • built Windows icon
  • built Linux icon - just a 256x256 png
  • built Mac icon (didn't hook it up though)
  • improved lobbing projectiles and fixed a few issues with new ground height
  • added sparks to open torches (can set things on fire)
  • now need to stand still to throw ice bombs and other similar things
  • fixed torch effect not turning off when torch broke
  • torches now have level limits (a little strange but their defensive bonus does go up at higher levels)
  • fixed some issues when wielding a broken bow
  • traps are no longer triggered by a dead player
  • if yellow mold kills something, it spreads more
  • added MaxSpawnDistance to hazards so they can spread spawns out more
  • now small chance for any zombie to spready yellow mold on death
  • now yellow mold can grow into a yellow mushroom if rained on
  • added fire mold
  • added damage over time skill mutation
  • added hardcore/semi-hardcore character options back in
  • added min level to many scenarios (min level 5 for not starting character, min level 10 for more advanced things)
  • turned top on/off menus on and fixed a few things (website)
  • shortened Kivi's Underworld to Kivi (website)
  • fixed left menu (website)
  • announcement coming soon post (website)
  • fix top bar spacing slightly (website)
  • fixed page title (website)
  • set up dinslegacy.com redirect to http://www.soldak.com/Dins-Legacy/Overview.html (website)
  • changed to a Zombasite screenshot for now (website)
  • added logo to website
  • changed order link in game to correct webpage
  • ghost now counts as flying
  • speed now varies with terrain height changes
  • earthquakes can now hit town
  • now natural earthquakes & ones from earthquake machines can destroy houses
  • added Cemetery Hill unique graveyard
  • fires now go out with rain and start smoke
  • now add colored @ symbols to show which clan(s) are in a level
  • auto extra projectiles now are homing
  • added rain skill to druid
  • now get fog status effect from fog from the weather
  • turned off keys in next game
  • fixed a compile order issue in encryption stuff (needed to add Main.hpp include to Encryption.hpp)
  • set up everything for master server for next game
  • fixed game stats html
  • fixed a state issue im RenderingState::setAlphaTestMode
  • got shadow mapping basics working
  • now only show shadow mapping option if supported
  • added framebuffer support
  • now grab maxTextureSize from openGL
  • now bind and unbind depth texture to/from framebuffer (safer)
  • added r_shadowMapSize so easy to change depth shadow map size
  • now handle if shadow map size call fails
  • added showShadowMapShadowing user var - easier to see where shadows are drawn
  • fixed shadows not working over models very well
  • fixed shadows not working on player model - had to turn off see through stuff
  • fixed shadows on effects - turned off anything not writing depth
  • now fallback from framebuffer version to normal version
  • set up framebuffer stuff on Mac and Linux
  • split drawSurfaces/renderSurface into 3 version so can simplify them a lot
  • fixed shadows blinking in and out - had to set glColor4f after turning color array off
  • simplified renderSurfaceLightPass quite a bit
  • now check maxTextureUnits
  • changed light to a square fov
  • can now pass fov in view stuff
  • moved sun position for shadows to correct position
  • now calculate near/far z instead of hardcoding them
  • fixed not using vbos for animating models with shadow mapping on - at least for now shadow mapping is now faster
  • moved sun closer
  • fixed no shadows drawn every once in a while - forced setUseTextureAlpha to true in shadow map pass
  • fixed scale not working on non-entity models
  • moved depthClear call to framebuffer init
  • fixed vidRestart stuff
  • fixed model scale issue - not using vertex program, doing in model matrix
  • moved scale for all vbos to model matrix instead of vertex program - gets rid of some jitters
  • moved all model scaling to model matrix - faster and fixes some issues with shadow mapping
  • now use multitexturing to get shadows to work nicely with alphaTest surfaces
  • fixed YellowMushroom and FireMushroom
  • changed default to new shadow mapping
  • added filtering to shadow maps (just 1 extra mipmap level)
  • made glClientActiveTextureARB stuff safe
  • added glClientActiveTextureARB stuff to Mac and Linux
  • fixed shadows in dungeons
  • changed roofs to not fade out all of the way
  • fixed Matrix4x4 multiply being backwards
  • hooked up 4 battlemage sounds
  • stalker hunter shuriken now draws shadow
  • hooked up 10 mutation icons
  • changed bloom claming from GL_CLAMP to GL_CLAMP_TO_EDGE
  • fixed animating bush being destroyable
  • improved shadow mapping filtering
  • decreased default sun fov from 5.0 to 3.0
  • increased depth half spread from 600 to 1000
  • fixed r_shadowMapFilterting spelling
  • fixed ModificatioSkillDamagePrefix
  • for light stage no longer cull front or back for transparent objects - plant shadows more full
  • some short desert plants no longer fade out when "in way"
  • dead trees no longer fade out when in way
  • update donation lists from Patreon on website and Zombasite/next game
  • fixed Athleticism spelling
  • fixed Frost Hands mutation description
  • fixed Shadow mutation description
  • fixed Charged mutation description
  • decreased MaxTileHeightChange for ruins from 16.0 to 8.0
  • hooked up male battle shout sound
  • fixed aura/status effect text indentation
  • teleport stone hotkey now defaults to backspace
  • ground cracks, liquids, and other things no longer draw shadows with new shadow mapping
  • crystals no longer self shadow since they generate light themselves
  • hooked up concentrate fire battle mage sound
  • changed r_lodbias default from 0.0 to -0.2
  • fixed shadows not being cast on grass (use alphaTest from model instead of hardcoded value)
  • now when flattening blocks use average of edge instead of entire block
  • fixed highlighting objects causing them to be drawn darker
  • pets no longer trigger town attack sound/icon
  • fixed scale with old shadows (bug never public)
  • got compiling on Mac again
  • got compiling on Linux again
  • got shadow mapping working on Mac
  • whirlwind now repeats correctly when using right click (Mortac)
  • guard crystals no longer self shadow
  • fixed ice bomb not putting out fires any more (bug never public)
  • fixed shadow mapping drawing over effects
  • now start all players in same level in multiplayer
  • now cull models correctly when using shadow mapping
  • got shadow mapping working on Linux
  • fixed 1 DarkLord texture capitalization issue (Linux is case sensitive)
  • fixed 9 PlagueLord texture capitalization issues (Linux is case sensitive)
  • increased shadow mapping fov from 3.0 to 5.0 (good most of the time, eventually will calculate this so as
  • small as possible)
  • reworded RightClickMainSlot slightly
  • can now change left mouse click to a skill instead of basic attack
  • hooked up 8 mutation icons
  • fixed a few things so that immortal clan members would work (treborx555)
  • ui_hideItemsDuringCombat now defaults to on
  • fixed claustrophobia icon
  • fixed animation timing issue with new animation variants
  • added many unique monsters from DC into DL
  • fixed always dark in coop player towns (=TEF= Alpha-9 the Ratman)
  • fixed model culling in light and shadow mapping pass
  • got rid of several lock functions and associated bool
  • added Mutated History button to character screen
  • improved build tool to not include duplicate files when have multiple source directories like Din's Legacy does
  • changed stamina potions spawn chance to 0.0 (will need to turn back on if readd stamina)
  • now cull models better in light pass of shadow mapping
  • updated donation lists from Patreon
  • fixed a rare infinite loop in trap activation
  • split levels and world stuff so can make big changes for Din's Legacy
  • made boundaries must more obvious (rock, fence, wall) - desert1, desert2, desert3, desert4, tropics1, tropics2, tropics3, graveyard1, graveyard2, graveyard3, graveyard4, graveyard5, grassland1, grassland2, grassland3, grassland4, grassland5, forest1, forest2, forest3, forest4, forest5, forest6, forest7, forest8, and forest9
  • can now have multiple BlockTypeIndex/BlockTypeMult for the same index (now multiple together instead of replacing)
  • made forest, deserts, plains, and tropics more open
  • made male imps much faster
  • doubled NoiseAmbushChance
  • increased OutdoorSunrisePitch/OutdoorSundownPitch another 10 degrees
  • decreased game to real time (day twice as long now)
  • added Mutated to bestiary
  • fixed player double footstep sounds
  • fixed getting partial zombie immunity sometimes - no longer go through clear infection if don't have one
  • YellowMold and FireMold now give you 5 seconds before they can trigger first time
  • removed an extra getGroundHeightAtPosition call in shouldCullModel - went from 64.9 to 69.2
  • now cache tile normals - went from 73.2 to 75.2
  • now cache tile heights/normals - went from 70.4 to 73.4
  • now cache static object heights - went from 75.8 to 77.3
  • removed SimplePerLevel stuff, it wasn't working as intended
  • can no longer get stealth buff skill modifier on other buffs
  • sped up movement to zombasite with full stamina levels
  • added Dense Projectiles skill modification (slow, but powerful)
  • added Knockback skill modification (50% more knockback)
  • added Homing Projectiles skill modification
  • added Swarm Projectiles skill modification (extra projectiles, but less damage)
  • fixed Echolocation icon not being power of 2
  • hooked up new buttons
  • hooked up 2 mutation icons
  • fixed mana steal/life steal on item not color coded and indented
  • fixed "Attacking or using a skill disrupts this effect" not indented correctly (Prayer skill)
  • doubled MaxDropAmount for mana potions
  • removed stamina from player menu, stamina item modifier, Infused Energy skill, and ObjectObeliskInfiniteStamina
  • removed stamina part of StatusEffectFastDraw, StatusEffectSprint, and StatusEffectGaseousForm
  • changed monster stamina drain enhancements to slow player directly instead of draining some stamina
  • added Rebecca to the credits
  • now adding points to basic skills gives you a stat benefit
  • increased terrain height changes by 50%
  • fixed not being able to equip weapons any more
  • no longer draw linked box on linked skills (no longer necessarily next to each other or in order)
  • fixed value for UseSymbolsForSystemControl not being used
  • sped up attacks without a weapon
  • hooked up Relentless Strikes, Bleeding Strike, and Retreat skill sounds
  • can no longer attack camp fires
  • fixed ?, !, and other UI icons drawing before shadows
  • now can decrease basic skills after adding skill points to them
  • can now get rid of positive mutations that you don't want
  • no longer show next level data if no per level database entry for that skill
  • fixed being able to increase multi-strike skill modification (and others like it)
  • fixed not being able to decrease multi-strike skill modification (and others like it)
  • removed 2 extra right click slots
  • starting town can now overlap inwards
  • starting town can now be more open to neighbor level
  • hooked up 7 mutation icons
  • changed IronMan from stamina to armor
  • changed HugeHeart from stamina to health
  • changed ExtraLungs from stamina to move speed
  • removed stamina from Zealot and Ruthless
  • improved fire mold texture
  • improved yellow mold texture
  • fixed destroy clan quests failing
  • fixed brawl not finishing correctly when all clans destroyed
  • added CovenantXEmerged
  • can no longer get tunnels to shared levels
  • no longer show @ on level name for clans not met
  • now player starts at war with other clans in brawl scenario (still have to meet them though)
  • fixed god altar blessing prints
  • changed god altar text to gold instead of white/green
  • hooked up 9 mutation icons
  • added Well of Life
  • added Fuse's Orb, Fountain of Youth, Elder Tree, Spirit of Lulan, Draaien's Banner, Tree of Life, Tree of Knowledge, Holy Well, Corrupted Lifestone, Corrupted Manastone, Corrupted Healthstone, Mudbeard's Stump, Ciglio's Bones, Fryse's Crystal, Freeze, Corruption, Hellfire, Bolt, Lishlot's Cauldron, Vakoil's Obelisk, Ciglio's Cauldron, Bevan's Grave, Brenna's Grave, Greta's Grave, Retter's Grave, Skadd's Grave, Damek's Grave, Sven's Grave, Tover's Grave, Eeanlee's Grave, Drel's Grave, Raven's Grave, Dez's Grave, Alek's Grave, and Charmed Trillium
  • detail models in longer hide in model editor
  • increased AntiMagic effect time from 2.5 to 10.0
  • male imps, torvas, and skeletons now have add additional chances (more horde like)
  • now hellhounds and ragnars have much higher sprint speed
  • increased DeathKnight defense mult from 1.5 to 3.0
  • doubled DeathKnight mana drain
  • increased DeathKnight life steal from enhancement 1 to 2
  • increased Guardian ArmorMult from 3.0 to 5.0
  • scree and dark elf warriors now have longer attack range
  • got rid of old hamstring stuff
  • hellhounds and ragnars now both have hamstring skill
  • hooked up 3 battle mage sounds
  • added backstab skill to dark elf assassins
  • decreased ComboMaxMult from 5.0 to 2.0
  • stalker hunters and fire throwers now throw where their enemy is going to be, not where they are
  • decreased challenge chest IncreasedMagicChance from 1000.0 to 500.0, but added a minimum of rare item
  • increased vendors IncreasedMagicChance from 1000.0 to 1500.0
  • increased elite vendors IncreasedMagicChance from 1500.0 to 2500.0
  • changelings now only change when they have been damaged a little bit
  • hooked up 2 mutation icons
  • hooked up 8 spellsword icons
  • fixed conflicting energy shield skills
  • fixed Flametongue status effect
  • created new versions of caves and dungeons
  • added Ancient Ruins specific special room - arches, stone ground, traps, hidden chests, and monsters
  • added Encampment specific special room - campfires, alarm traps, chests, lots of monsters
  • added Monolith specific special room - towering stone pillar, skeletons, ambush traps
  • added Sacred Grove specific special room - ring of tree, altar, possible specific god altar
  • added Ancient Grove specific special room - different trees, manastone, healthstone
  • added another Sacred Grove to a tropics area
  • added Haunted Meadow specific special room - ghost ambush traps
  • added Mushroom Grove specific special room - possible poison mushroom, manastone
  • some special rooms now marked as a Sanctuary - monsters will not see or hear you there, they will still follow
  • you in if they already hate you
  • fixed GargoyleGroupMult stuff
  • detail models always drawn in editor now
  • added Statuary special rooms
  • added Witch Circle specific special room - pentagram trap, circle of candles, witches
  • added Warlock Circle specific special room - pentagram trap, circle of candles, warlocks
  • added Forest Temple specific special room - evil altar(s), fanatics
  • added Mystic Arch specific special room - dungeon arch, possible ambush traps, possible altar
  • added Temple Ruins specific special room - temple walls/floors, possible altar, possible evil altar(s), monsters
  • added Chamber of Gold specific special room - lots of gold veins
  • added Hall of Death specific special room - oil, fire nova traps, and exploding barrels
  • added Unstable Chamber specific special room - lots of support beams, possible alarm, possible explosion trap
  • now NPCs spawned in special rooms can be attached to a quest
  • hopefully made it so enemies don't telport around in brawl
  • changed ui outlines to a purple color to match buttons better
  • now if player dies during survive X minutes quests, that world is lost
  • fixed effects on items not always carrying over after a world win/loss
  • fixed a crash when a level 100 npc goes renegade in a level 200 world - might happen any time an NPC goes
  • renegade and is below the min level of that world (Buttermilk)
  • fixed getting fog status effect when no fog could be seen
  • now when spawning guards tries to find a valid position
  • fixed sometimes monster getting double promoted or saying player ran away when the player died
  • added ghost crystals (can break to release the ghost trapped inside)
  • added ghost chests (can break to release the ghost trapped inside)
__________________
Steven Peeler
Designer/programmer
Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, & Din's Legacy
Patreon

Last edited by Shadow : 07-06-2018 at 06:44 PM.
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  #2  
Old 03-23-2018, 07:06 PM
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Shadow Shadow is offline
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Location: Dallas, TX
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  • added a shadow to logo to make it standout a little more
  • water can now spread
  • water now stays around for 30 seconds instead of 10
  • got rid of TrapWaterBig stuff
  • hazards can now apply status effects directly (instead of needing to be a trap or actor)
  • hazards can now apply multiple status effects
  • steam now adds wet and fog status effects
  • fog now debuffs perception and casting time also
  • water + fire now equals steam cloud (causes wet & fog status effects)
  • wet status effect now lasts 10 seconds
  • lava + water/cold equals steam cloud
  • now get warm status effect when near braziers and campfires (+cold resistance, -fire resistance)
  • now outside in rain gives you wet status effect
  • now outside in snow gives you cold status effect
  • now inside a house prevents rain/wet and snow/cold
  • now full level fog adds fog status effect to sentients
  • now models can specify more than one object type (will use 1 randomly)
  • changed decorative objects in towns into real objects
  • now putting out a fire with water/ice causes smoke, smoke does fog status effect
  • changed fog status effect name to Fog/Smoke/Steam
  • increased relative chances of barrels
  • now breaking a manastone might result in a temporal flux, an anti-magic area, an explosion, or nothing happening
  • moved random hazard stuff from chest to entity so more types of entities could do it
  • wet status effect now debuffs cold resistance also
  • added Minor Darkness, Darkness, and Major Darkness status effects
  • human, mutated, and bounty hunters can't see in the dark - all other monsters can
__________________
Steven Peeler
Designer/programmer
Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, & Din's Legacy
Patreon
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  #3  
Old 03-26-2018, 07:14 PM
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Shadow Shadow is offline
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  • hooked up 3 battlemage sounds
  • fixed some radar stuff still being applied in some cases
  • now get attack bonus if higher than enemy
  • now get attack penalty if lower than enemy
  • strong winds (wind trap, tornados, maelstrom, etc) can now disperse things like clouds, gas, and fire
  • set up dinslegacy dns stuff on server
  • pointed godaddy.con dns stuff to our server
  • added Dins Legacy section on website
  • added Overview category on website
  • added left and top menus on website
  • added overview page on website
  • fixed top and side menus on website
  • made TM in logo and loading screen smaller
__________________
Steven Peeler
Designer/programmer
Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, & Din's Legacy
Patreon
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  #4  
Old 03-27-2018, 06:54 PM
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Shadow Shadow is offline
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Location: Dallas, TX
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  • wind gusts can now close doors (not just wind traps)
  • smoke & steam clouds are now clouds that will dissipate with wind
  • now player light attracts monsters
  • now some mutations that add/subtract "light" don't affect monster aggression range (night blindness, night vision, echo location, etc)
  • fixed a case when scale could be wrong if a shadow being drawn was using vbo but model not using a normal map
  • can now specify that effect is attached to a tag on an item model instead of parent model
  • added torch items
__________________
Steven Peeler
Designer/programmer
Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, & Din's Legacy
Patreon
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  #5  
Old 03-28-2018, 07:10 PM
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Shadow Shadow is offline
Super Moderator
 
Join Date: Jun 2007
Location: Dallas, TX
Posts: 8,739
Default

  • added corruption mechanic
  • hazards can now cause named corruption to any entity in range
  • now hazards on entities can respond to specific named corruptions to spawn new entities
  • critters now become giant versions when get too close to a giant obelisk
  • unique monster and renegade quests that can be on any level now try to sync more times (now 200, was 20)
  • now corruption response can be a status effect
  • wisps now get a lightning imbued bonus when they get near manastones and energy vortexes
  • saurian mages now get a lightning imbued bonus when they get near energy vortexes
  • anti-magic can now kill skeletons
  • fixed liquids getting destroyed, not removed, and then no longer working correctly
  • now liquids and other things that spread will go down hill
  • added fire mushrooms
  • added yellow mushrooms
  • added yellow mold
__________________
Steven Peeler
Designer/programmer
Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, & Din's Legacy
Patreon
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  #6  
Old 03-29-2018, 08:13 PM
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Shadow Shadow is offline
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Join Date: Jun 2007
Location: Dallas, TX
Posts: 8,739
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  • removed saturated versions of human and mutated characters
  • now blocks have a chance to regrow (higher with rain)
  • added timer to player environmental stuff - should make sure never a slow down
  • ice bombs now have chance of leaving some ice behind
  • now lava can flow out of volcano (in addition to lava projectiles)
  • turned stamina off as a test
  • added Death Swarm skill to wisps
  • added a rain scroll
  • projectiles no longer cause explosion effect on something that wasn't damaged
  • yellow mold spores no longer hit other yellow mold
  • caveins should now be immune from damage from other caveins
  • made it so using correct icon on Windows is now automatic (Zombasite and next game icon)
  • built Windows icon
  • built Linux icon - just a 256x256 png
  • built Mac icon (didn't hook it up though)
  • improved lobbing projectiles and fixed a few issues with new ground height
  • added sparks to open torches (can set things on fire)
__________________
Steven Peeler
Designer/programmer
Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, & Din's Legacy
Patreon
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  #7  
Old 03-30-2018, 07:09 PM
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Shadow Shadow is offline
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Join Date: Jun 2007
Location: Dallas, TX
Posts: 8,739
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  • now need to stand still to throw ice bombs and other similar things
  • fixed torch effect not turning off when torch broke
  • torches now have level limits (a little strange but their defensive bonus does go up at higher levels)
  • fixed some issues when wielding a broken bow
  • traps are no longer triggered by a dead player
  • if yellow mold kills something, it spreads more
  • added MaxSpawnDistance to hazards so they can spread spawns out more
  • now small chance for any zombie to spready yellow mold on death
  • now yellow mold can grow into a yellow mushroom if rained on
  • added fire mold
  • added damage over time skill mutation
  • added hardcore/semi-hardcore character options back in
  • added min level to many scenarios (min level 5 for not starting character, min level 10 for more advanced things)
  • turned top on/off menus on and fixed a few things (website)
  • shortened Kivi's Underworld to Kivi (website)
  • fixed left menu (website)
  • announcement coming soon post (website)
  • fix top bar spacing slightly (website)
  • fixed page title (website)
  • set up dinslegacy.com redirect to http://www.soldak.com/Dins-Legacy/Overview.html (website)
  • changed to a Zombasite screenshot for now (website)
  • added logo to website
  • changed order link in game to correct webpage
  • ghost now counts as flying
  • speed now varies with terrain height changes
  • earthquakes can now hit town
  • now natural earthquakes & ones from earthquake machines can destroy houses
__________________
Steven Peeler
Designer/programmer
Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, & Din's Legacy
Patreon
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  #8  
Old 04-02-2018, 06:49 PM
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  • added Cemetery Hill unique graveyard
  • fires now go out with rain and start smoke
  • now add colored @ symbols to show which clan(s) are in a level
  • auto extra projectiles now are homing
  • added rain skill to druid
  • now get fog status effect from fog from the weather
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  #9  
Old 04-03-2018, 06:45 PM
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  • turned off keys in next game
  • fixed a compile order issue in encryption stuff (needed to add Main.hpp include to Encryption.hpp)
  • set up everything for master server for next game
  • fixed game stats html
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  #10  
Old 04-12-2018, 06:51 PM
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  • fixed a state issue im RenderingState::setAlphaTestMode
  • got shadow mapping basics working
  • now only show shadow mapping option if supported
  • added framebuffer support
  • now grab maxTextureSize from openGL
  • now bind and unbind depth texture to/from framebuffer (safer)
  • added r_shadowMapSize so easy to change depth shadow map size
  • now handle if shadow map size call fails
  • added showShadowMapShadowing user var - easier to see where shadows are drawn
  • fixed shadows not working over models very well
  • fixed shadows not working on player model - had to turn off see through stuff
  • fixed shadows on effects - turned off anything not writing depth
  • now fallback from framebuffer version to normal version
  • set up framebuffer stuff on Mac and Linux
  • split drawSurfaces/renderSurface into 3 version so can simplify them a lot
  • fixed shadows blinking in and out - had to set glColor4f after turning color array off
  • simplified renderSurfaceLightPass quite a bit
  • now check maxTextureUnits
  • changed light to a square fov
  • can now pass fov in view stuff
  • moved sun position for shadows to correct position
  • now calculate near/far z instead of hardcoding them
  • fixed not using vbos for animating models with shadow mapping on - at least for now shadow mapping is now faster
  • moved sun closer
  • fixed no shadows drawn every once in a while - forced setUseTextureAlpha to true in shadow map pass
  • fixed scale not working on non-entity models
  • moved depthClear call to framebuffer init
  • fixed vidRestart stuff
  • fixed model scale issue - not using vertex program, doing in model matrix
  • moved scale for all vbos to model matrix instead of vertex program - gets rid of some jitters
  • moved all model scaling to model matrix - faster and fixes some issues with shadow mapping
  • now use multitexturing to get shadows to work nicely with alphaTest surfaces
  • fixed YellowMushroom and FireMushroom
  • changed default to new shadow mapping
  • added filtering to shadow maps (just 1 extra mipmap level)
  • made glClientActiveTextureARB stuff safe
  • added glClientActiveTextureARB stuff to Mac and Linux
  • fixed shadows in dungeons
  • changed roofs to not fade out all of the way
  • fixed Matrix4x4 multiply being backwards
  • hooked up 4 battlemage sounds
  • stalker hunter shuriken now draws shadow
  • hooked up 10 mutation icons
  • changed bloom claming from GL_CLAMP to GL_CLAMP_TO_EDGE
  • fixed animating bush being destroyable
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