errors/bugs
+ graphics card fixes?
+ Savegames of network games don't work
+ The usage of the hammer doesn't work sometimes with one click
+ if you have a shield, climb (or hangle or swim...) and use it the Clonk always turns around which looks very strange when climbing.
+ remove FIXMEs while loading meshes
+ elevator bug(s): http://forum.openclonk.org/topic_show.pl?tid=2562
+ kill them with fire!: search & destroy in the bugtracker
Enhancements
+ make connection between flag and power clearer
+ make it clearer how to pick up stuff (Tutorial 1: remove first chest, instead put objects in wall, ceiling and ground)
+ On first start of the game: automatically activate newly created player
+ particle drawing offsets don't zoom properly under certain conditions. http://forum.openclonk.org/topic_show.pl?tid=2503
+ make the pump a 3d model instead of an animated graphic
other
+ gather with which graphics cards does OC have problems exactly? -> put them into the FAQ. I read enough posts and bugtracker entries about crappy Intel chipsets already.
> OCUs do not work apparently. OpenClonk 3.0 didn't even try to download the ocu but said straight that I will have to redownload
For 5.3.0 we didn't even provide updates, did we? Do you mean the update from 5.3.0 to 5.3.1?
>+ make the pump a 3d model instead of an animated graphic
This could pose quite a problem, because the OGRE exporter does not properly export the animation. The pump uses some fancy rigging which isn't "baked" into the animations.
>+ The usage of the hammer doesn't work sometimes with one click
To be exact the menu interprets the left click also as left click on the menu-item that is created when you use the hammer. (So the left click to open the menu also is interpreted as a click on an entry that is created during said left click. Don't ask me why.)
>+ Boompack attaches to wrong vertex as an heavy item
Generally Carry-Heavy items are just attached to the back-bone. The same other items are attached to when they're worn on the back.
> To be exact the menu interprets the left click also as left click on the menu-item that is created when you use the hammer. (So the left click to open the menu also is interpreted as a click on an entry that is created during said left click. Don't ask me why.)
I have fixed this. The problem Newton is talking about is a different one. It seems like ControlUse() is not even called in the hammer in this case.
>+ kill them with fire!: search & destroy in the bugtracker
It would be good to clean up the bugtracker a bit, especially the number of unassigned issues is very high, we should reduce that by closing the old ones, and assigning the relevant ones.
Ps: and the shield whch should be ~trivial :)
> Flag markers don't fade out when a new flag is added that extends the territory
Fixed in c6bd1ada1272.
> + remove FIXMEs while loading meshes
I have changed the meshes so they do not contain more than one set of texture coordinates.
>+ On first start of the game: automatically activate newly created player
I had a quick look in the source code, it seems to be implemented. There might be an update necessary for the startup screen to reflect the change. I haven't got my develepement machine here currently, but I might play around with it myself later today and add a patch here.
Now that activity died down a bit in general again, I would like to ask if anybody else still got something plans to contribute to the bugfix release. Otherwise, we could bring forward the release and do it during this week.
Default material zoom is also now 8 (up from 4), as I see way too many screenshots with blurry material textures. I like it better this way - if somebody strongly dislikes this, please speak up!
Should I maybe push the up-scaled textures as well? Or how to be get textures that are "made for" viewing at 8x8 level?
The only way to scale them up properly is to create them anew completely from the source material keeping those limitations in mind. Given that the quality of the source material is high enough of course.
Please do not underestimate the amount of consideration I put into it while making the material textures.
The question is - how exactly are we going to go about that change? In contrast to our early expectations, people seem to go up to 6x zoom relatively often, so 4x textures simply won't cut it.
I don't really see a problem here. I never noticed a blurryness in the game, perhaps partly because there are much more noticeable things that need to be improved graphically.
>Also - am I the only one that after looking at the textures more closely now sees JPEG artifacts everywhere?
Yes... where in your screenshot is one? :o
If you look at the bottom-left corner (without looking at anythinbg else) you will most likely start to think that brown color is actualy the background
>(when not even we ourselves place them right).
I do! :)
Though I see your point now. I guess something more sensible would be to allow materials to change colour based on depth. Would look really cool for deep lakes which get dark at the bottom. Of course this sounds like a lot of work for not a lot of pay-off. And could look really weird. :/
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