FrozenSand would like to welcome La$er to the team. He is an enthusiastic Urban Terror movie maker and will be making promotional movies for the team. You can view his work at his Youtube channel
His first project with FrozenSand will be to run the following video contest:
Urban Arts Competition 2013
The competition is entirely managed by our new Dev Team member La$er, together with rlnqq on behalf of FrozenSand. It is the first time that they have organized this type of competition and they would appreciate if you are patient with them. They will try their best to make the entire contest as pleasant as possible for you. But just to make it clear we prefer a reasonable conversation instead of pointless whining. Always keep in your mind, the more you flame, the less you get.
Check out the trailer for the contest.
For the rules and other information regarding the contest including the prize money please read the forum thread.
Attention: the deadline for the contest has been extended to June 21, 2013
The most noticeable change in this release is removed line of sight visibility requirement.
FreezeTag is a game of freeze or be frozen. Two teams collect weapons, armor, and powerups, and attempt to frag the opposing team, causing them to freeze in place. Frozen players can be thawed by the heat of their teammates standing close by, or by being pushed into an environmental hazard. Teams score points by freezing the entire other team.
As always, the Sampler servers are available in limited capacity, so look for matches named "FreezeTag Sampler" and enjoy!
You can now build teleporters, boosters & radar structures in v0.56a! I've also improved the graphics & made a few important tweaks & improvements to the gameplay.
we just released a new client version that contains in addition to a few bug fixes also some new functions.
First thing is a new graphical effect that is activated in case the own character is dead. This effect was implemented because it looks nice and because it tests some of the possibilities of the new graphic engine was was introduced with the client version 2.1.
Second thing is a change of the number tags of items that show the amount of items on one stack. In case the stack is larger then 999 items, the text is shown in a shorter format.
The most notable change how ever effects the mini map and the quest log. The mini map is now able to show the destinations of quests. Some quests already contain this data, others will follow with upcoming script releases. The destinations are always displayed for the currently selected quest.
A very good week for OpenMW. Programmers were able to introduce new features and (again) fix many bugs.
First off, scrawl introduced opening doors. This should help testing openmw with collision enabled (in case you didn’t know: you can enable collision with the tcl command, console can be opened with F2 key). Gus added rendering of equipped weapon and shield, unfortunately animation layering is still WIP and without this feature there is no way to correctly draw weapons or play attack animations.
Currently scrawl works in the journal branch on, well… journal! Mostly. There is a graphics related fix there as well, while Chris keeps the focus on animation layering. Gus will probably go for AI once again now.
And as I said, large count of bugfixes again. Glorf is fixing one after another while scrawl makes use of his large experience in OpenMW to quickly fix bugs – like the one that gave ten times more enchanting points than it should have to every item in the game.
Newly released arenas will remain exclusive for at least three months, but every other arena is eligible to be included in the cycle.
Standard Map Pool:
Start date: May 6, 2013
End date: June 3, 2013
Base Siege (CTF)
Distant Screams (CTF)
Industrial Accident (CTF)
Troubled Waters (CTF)
Vortex Portal (CTF)
In contrast to what we heard before the proposals mostly had a rather high quality, we didn't receive many 'spam' proposals (e.g. proposals completely unrelated to SuperTuxKart). Google had changed the number of proposals a student can submit from 20 to 5, and this might be responsible for this: less opportunity for students to 'spam' mentoring organisations with bad proposals (and since it appears we had an above average number of proposals we were even less likely to be targeted by those, since the chances for a bad proposal with us would be even worse).
Some of the proposals were extremely long and detailed (one proposal had 18 pages in an attached pdf file). Not that we expected that much detail in the proposals, but it shows how much effort some students put into their proposal. And most of them also reacted positively to feedback we gave them, so a compliment to the students at this stage as well.
Here some common problems we noticed so far:
- Not having the right level of description: Stating that you are going to 'write a battle AI using some existing path finding algorithm' isn't really enough to tell us how your code is supposed to work. Path finding was only one part of that project, how does this work with all the other missing parts? On the other hand, a list of function names and parameters does not tell us how those functions are supposed to work together. That part is the important part, we don't need to know about function names here.
- Not understanding the project. Many people used encryption/signing to make sure that replay files saved from SuperTuxKart can not be altered, completely forgetting that it's trivial with an open source game to modify the data written before it is signed.
- Untested patches. Some of the patches appeared to have not been tested, and did not work as expected. If you replace a printf warning message with our new Log::warn(...) interface, you should at least test that this warning works as expected, and not only if it compiles: do something to get this warning printed, and make sure it works as expected.
It will be another few days before google lets us know how many slots (students) we are going to get. Then we will be busy for the next two weeks to read and rank 79 proposals, and pick the final selection of students. But one thing is already obvious: we have many more good proposal than we will get slots in the best case.
Version: 9.727 Games Freeware
your favorite game with the funny commanders.
version: XTA 9.727
Logo by ElementalGizmo
XTA 9.727 —————— by Deadnight Warrior, Jools
* Widget to set commander as member of group number 1 on gamestart (default disabled).
* Add avoidGround=0; and avoidNeutral=0; to disintegrator weapons.
* Update mission stuff
* Add debug mode (allows gadget profiler to run, use it to troubleshoot which gadget is the problem)
* Remove stop and wait commands from units that cannot do that,
remove fight from units that cannot attack (like mine layers, construction
units, air scouts, spies), remove attack from anti-nukes (they still do their
thing), remove move, attack and patrol from air repair pad. Add a self-destruct
button to all units (can be hidden with hidecommands.lua widget, that widget
added to xta but isn’t enabled by default).
* Nerf ambusher and toaster range from 1330 to 1250 as it was in kloot’s patches. Increase flak-weapon’s
projectile speed and areaofeffect (they differ, but for example arm flakker has
speed 1950 -> 2450 and aoe 150 -> 176), and decrease their damage vs ground
units by about 30%. Decreased flakker projectile’s amount of particles from 20
to 10 and their separation from 0.35 to 0.15.
* Changed dragon’s teeth’s collision volume scales: arm: 28 34 28 -> 26 34 26,
core: 26 36 26 -> 26 36 26, so that they let more shots pass.
* Fix for anti-nuke interception fail
* Set cannon velocity default to 0.25 instead of 0.5
* Add reclaim method as mod option: continuous = instant reclaim, discreet = lump sum reclaim after completion
* Fix hammer and jeffy (to be present again)
* Add snd_volume_osd widget. Decrease/Increase sound with – and +. Engine changed the
shortcut for speed change to alt – +/-
* Prevent crashing aircraft from continuing to fire on enemies.
Another Spring engine related poster. Made by Malric, should be printable on A1 (high resolution for images). Images taken from Zero-K. QR image points to www.springrts.org.
Poster made with LibreOffice Impress 4.0, images edited with GIMP. All sources are included, in case other people want to make adjustments.