This package contains the Mac+Windows versions of the Editor and the Mac+PSP+Windows versions of the Dungeons Assault Run game.
www.caweb.de
Download Version 1.0.6
07-09-2008 Version 1.0.6
- some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file / create game format)
editor changes:
- set hitpoints of each enemy
game changes:
- set hitpoints of player (config.txt)
- faster rendering of world geometry
06-28-2008 Version 1.0.5
- faster collision detection of enemy bullets vs. player
- faster collision detection of enemy vs. world geometry
- slightly faster rendering of bullets and world geometry
- new option in config.txt: [GODMODE] on/off
- weapon shooting range + enemy sight range limited to 50 meter
06-21-2008 Version 1.0.4
editor changes:
- game geometry view shows enemie's attack animation frame with the bullet's starting position
game changes:
- simple enemy AI:
- enemies check, if they see the player and alarm other enemies
- enemies are alarmed when the player shoots
- global alarm stops when no enemy sees the player for some time
- enemies evade when the player aims at them
- enemies try to aim at the player, when they are in alarmed state
- enemies shoot at the player (visible bullets)
- collision detection bullets - player, player dies after some hits
05-02-2008 Version 1.0.3
- some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file / create game format)
editor changes:
- bug removed when opening a map that has fewer mapareas than the currently selected maparea (now the current maparea after opening a map is always the first)
new property per component: is level-exit (yes/no)
- when the player collides with this component, the current map is deleted from memory and the next map is loaded (the map names must be map001.d2, map002.d2, map003.d2...).
- when a map has a level exit and there is no next map, the map001.d2 is loaded again
- when the next map has a different modelpack, the md3 models are also deleted and loaded
game changes:
- config.txt file (in system folder), here you can set vsync on/off and change the titlescreen text
- particle effect when hitting enemies
04-12-2008 Version 1.0.2
new properties per maparea:
- fog on/off
- fog color
- fog start/end distance
- z-clipping distance
new property per map:
- load complete map into game on/off
other editor changes:
- rotate and mirror local texture coordinates
- confirmation before deleting items
other game changes:
- md3 object culling against viewing frustum
03-16-2008 Version 1.0.1
New:
- some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file / create game format)
Editor changes:
- lights: size 0 = invisible light
- startweapon: -1 = rendering no weapon, no crosshairs in game (=standard for new map)
- now possible to make maps without a modelpack (enemies/weapons), player weapon and crosshairs
- fixed: crash of weaponlist in edit startpoint, when no modelpack loaded
- fixed: calculation of game geometry for open areas didn't remove hidden polygons (means, calculated too many lightmaps, rendered to many polys)
- calculate game geometry depends now on maparea properties (lightmaps yes/no, so lightmaps can be deleted, sealed/open area)
- editor help file updated
- new option in modelpack (per weapon): 1st person offset x,y,z
- "real" skybox per maparea (no more big, far away walls needed) yes/no + index of 6 textures: front, back, left, right, top, bottom (the sample textures are from http://skymatter.thegamecreators.com/?f=sample)
Maps:
Racing Room by BTR711
Resident Evil Mansion map by waywardson (work in progress video)
Download map
The first level for the Frack Mod V by Frack
New levels by Frack: (work in progress)
Black Pearl:
Spacestation:
Frack's website:
http://pagesperso-orange.fr/frack.psp/downloads.html


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