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Up Topic Release 5.0: Second try

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In Response to Sven2
So I've gone through the changelog, removed all bugfixes and tried to collect the most important stuff into paragraphs for the news posting:

New stuff


Finally, music has been added! K-Pone has contributed three exciting pieces which you can hear in the game if music is enabled (Press F3 to toggle music). Under the hood, our sound system has been migrated to OpenAL and big plans are in progress to improve the music even more(link to ala's forum posting).

The league has opened. Compete online for ranks and play against the best of the best. Just press the league button when hosting a game to sign it up to the league server, then use your forum username and password to join. If you prefer cooperative play, the settlement and adventure league are also soon to be opened.

For those who rather play offline, achievements (link blog posting) have been added. Achievements are little icons beside the scenarios which you can earn by playing through scenarios. In some worlds, you can get special symbols for finishing them in harder difficulty and some missions contain special icons unlocked by finding secrets.

We've also added new scenarios: The Raid, Deep Sea Mining and Treasure Hunt (link blog postings) are beautifully designed new missions especially targeted at new players. Chine and Flooded Veins are two new worlds which can provide a challenge for the more experienced Clonkers. Finally, Fight for Gidl (link to blog) is an action-packed, cooperative scenario where you defend against waves of attackers.

Some new objects can be found in the scenarios: Underwater you can now find corals as well as fish both peaceful and evil. To secure your settlements, you can now also build basements available in all scenarios in the worlds folder.

Improved stuff


We've started a big overhaul of the missions folder by connecting the scenarios with a thrilling storyline. The hero is sent all over the world of Openclonk in a great endeavour to kill the evil king. So far, the first five missions have been integrated into the story but more are yet to come.

The worlds folder has also been reworked significantly. Most worlds got parameters to adjust difficulty and map size before the game so both rookies and experienced players can enjoy these scenarios. Maps have been improved using better dynamic map generation and features such as regrowing gems in the Gem Grabbers scenario. Short intro sequences have been added to introduce the game goals. Goals have been made more interesting in Gold Rush and Iron Peak. Finally, player knowledge and base material have been improved in all the worlds.

Additional gameplay improvement has been targeted especially at settlement players. For example: You should no longer be afraid of solid, single pixels as they're now removed before you can get stuck on them. Acid now corrodes coal and firestone. Snow and ice can be used to melt loam. Pumping pipe heads shouldn't get stuck any more. And many more...

Attentive players will also notice some work on cosmetics. For example, ice and gem sounds have been tweaked and smoke graphics reworked. If the cool graphics run slow for you, there's a new option to skip graphics frames if the game is lagging especially useful in internet games.

...and of course, as usual we've done lots and lots of bugfixes.

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Changes currently not in this list:

Installation:
* The installer now deletes some obsolete files
* Add option to link Boost dynamically

Missions:
* added pump knowledge to golden mountain

Parkour:
* HeartOfTheMountain: Starting platform area increased; Spawn clubs instead of swords; Do not kill clonk on Ctrl+F9
* Tweaked VolcanoEscapeEx: A bit harder in the end. Volcano doesn't leave as many gaps.

Tutorial:
* Add a few more things to the player knowledge in the settlement tutorial.
* In the settlement tutorial tell players to keep holding down the mouse button to chop trees.

Gameplay:
* Improved information of SellGems goal
* AutoFrameSkip: Graphics option to reduce lag by slow clients in network games
* SpinWheel sets view to controlled door on open/close command.
* Objects levitated by TeleGlove do not hit Clonks while they're being held and 5 frames after release.
* added hitpoints to flagpole
* make gravestone non-lethal
* Object fading: Don't kill newly bought objects or active objects like e.g. fused iron bombs
* Increase display time of global messages.
* Smoke graphics rework
* make coconut less lethal
* Prevent NPCs from accidentally collecting things.

Sound:
* Replace sizzle sound for foundry, use foundry's sizzle for lava/water reactions

Startup menus:
* Remove obsolete effect level slider and configuration option
* Options/Graphics: tidy up
* Put missions above worlds in scenario selection

Scripting of Storyline/Dialogues:
* Decoration (AltMaterials, Straw man, Hat, Ruins)
* Dialogue/Sequence. Added attention symbol to dialogues
* Added BaseRespawn rule and neutral flagpoles to be used for consistent respawn handling in all missions.
* Change MessageWindow (i.e. the default goal messages) to use decorated messages instead of menus.
* Dialogue is blocked for a short time after it was stopped, so players don't restart it accidentally
* Broadcasting option to all players for important dialogues
* Speakers face each other
* add_attention parameter for SetDialogueProgress
* Extend Dialogue and Sequence object with some message and viewport functions for upcoming missions.
* (Re)implement text completion in dialogue text windows as an async control. Default to Space, i.e. MenuOK.

Script/Development:
* PV_Step: added "maximumValue" parameter
* C4Script: Allow more format flags (+, -, <space>, #)
* Warn on unsupported accelerator keys
* Validate texmap entries on load
* Cleaned up base material in library and engine
* Script: Constant expressions can access properties of constant proplists
* Add parameter type check for FnCall
* Store modified mesh material assignments in saved scenarios.
* GetMeshMaterial called from definition context now returns default mesh materials.
* Change == and != to do pointer comparison on arrays and proplists (formerly === and !==). Remove === and !=== and introduce function DeepEqual for contents comparison.
* Added script functions SetLeagueProgressData, GetLeagueProgressData, GetLeagueScore and SetLeaguePerformance.
* Added mode TopOpen=2: Pixels above landscape are partly free and partly solid depending on corresponding top row map IFT. Analogous to BottomOpen=2.
* Add script function SetPlayerZoom to set zoom factors directly instead of by view range (#1065)
* Move contents ejection on death after Death Call
* Added new callback: DugOut(object object_by).
* Added SolidMaskPlane property: If an object moves and other objects are attached to its SolidMask, only objects in front of this plane are moved along with it. Defaults to Plane if zero.
* Aul: Allow '...' as final parameter in func decls
* Implement PLRZOOM_Set flag to allow setting current zoom and limits in the same call.
* Added script function GetPlayerZoomLimits.
* Removed unnecessary defcore Value entries
* Modify enemy AI to allow easier overload of functions for custom scenario AI.
* added callback IsPrey() to the Clonk so that future evil predators can only search for IsPrey and will attack both Clonks and cute little animals
* added Place()-function to sea weed
* added GetSurfaceVector() to Math.c which can be used to get informations about the surface of the landscape at some point (f.e. for bouncing projectiles)
* Add particle value provider function PV_Sin
* Construction site: Added function to disallow site cancellation. Added callback to structure for custom build preview.
* Added some dialogue functions and speaker portraits. UpdatedAddMenuItem and CustomMessage to allow more customization for picture graphics.
* Ruby and Amethyst material moved to main Material.ocg
* Add Dlg_*_Init callback to dialogues. To be used e.g. for starting timers of NPC activities.
* mape: Add interface to run the new script map generator
* Add player parameter to SetPlayList (#1084)
* Base variable naming in scenario saving on saved object count of same type name instead of object number.
* Heavy smoke is a particle parameter
* FuzzyLogic

(Bugfixes would probably triple the list so they're excluded)

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