* zooming
* 3D rendering
* losing backwards compability (one could say it's a mis-feature)
* usage of mouse
* better in-game ui
* clonks can hold more things
* agility (moving while jumping)
* diging while hangling / climbing
In this newest installment of the Clonk series, we've left behind the old shackles and created something more advanced than anything you've ever seen in Clonk.
*The graphics engine has been built upon to render real-time 3D graphics for a clonk experience like no other.
*New Clonk controls fully utilize mouse control, giving you precise control over all the items and weapons.
*Nimbler clonks can dig during climbing or hangling and jump with precision
*New User-Interface allows zooming, crew status display, and inventory management
>Lets collect what all new and shiny in OC / what has been changed.
EVER WANTED YOUR FAVOURITE COMPUTER GAME TO BE EVEN MORE AWESOME? NOW WITH NEW AND VERY SHINY ENGINE FEATURES NEVER SEEN BEFORE; AND EVEN MORE TO COME!!!
http://wiki.openclonk.org/w/New_features_since_Clonk_Rage
Also: This is clearly targeting the previous Clonk players. There should be a very short description of gameplay features for players new to clonk on the main page or somesch (ie: Pixel Physics, platformer, etc.)
Do you want to try to write something?
> The renderer loads models in the Ogre 3D format, a lightweight format for 3d models tailored to be rendered in realtime.
To me, it is not clear what "tailored" relates to. It can both mean that the models are tailored or the format is tailored. Which is it?
> As opposed to the classic sprite graphics, 3D models are much more versatile: First ...
It seems to miss a "Second, ..." or something similar. I can hardly translate it with "Erstens" when there is no "Zweitens". Am I misunderstanding its meaning?
> However this feature is still experimental and does only work for one gamepad.
As the state of gamepad support is unknown to me, does this mean only one gamepad can be used at any time, no matter how many are actually connected? Or is there only one model of gamepads currently supported, e.g. the XBox360 controller and no others?
> Overall, the clonk has been made more agile than before: He can not only move and use stuff while jumping,
This is ambiguous. Does it mean that the Clonk can "not only (move+use stuff) while jumping", or does it mean that the Clonk can "not only (move) and (use stuff while jumping)"? E.g., the first case would translate to "Im Sprung kann er sich nicht nur bewegen und Dinge benutzen", the second one to "Er kann sich nicht nur bewegen, und Zeug im Sprung nutzen, ...".
> All object manipulation functions have been stripped of their respective object parameters. E.g., write clonk->GetX(); instead GetX(clonk)
This is a terrible example, because GetX() does not manipulate an object. You could perhaps say "all functions concerning object state" or something similar. Or give a better example. ;)
> Many functionalities, like climbing ladders, rope physics, bases, workshop or clonk controls have been written in unitized library objects which are then included by the concrete objects.
For easier understanding, you could add that this is like it was with the DOOR object in CR.
> Local named variables are now properties of the object.
First you introduce the data type "proplist" and suddenly talk about properties of objects. You should elaborate that more in detail what a "property" is and how they and proplists relate to each other. Perhaps you could also explain what "proplist" abbreviates. "Property list" if I'm not mistaken? The most important thing I didn't understand here is: How can an object have a property list as property?
I hope you can clear these few things up.
> To me, it is not clear what "tailored" relates to. It can both mean that the models are tailored or the format is tailored. Which is it?
Both actually ;-). What I meant, though, was the format.
> As the state of gamepad support is unknown to me, does this mean only one gamepad can be used at any time, no matter how many are actually connected? Or is there only one model of gamepads currently supported, e.g. the XBox360 controller and no others?
The first. Only one gamepad can be used.
> For easier understanding, you could add that this is like it was with the DOOR object in CR.
The example with the workshop should work too, because all workshops inherited from the WRKS(?) in CR too. The only problem was, that all workshop-like-objects then had a fundament the size of the workshop because it was never realised as a clean inheritance based on functionalities.
> Ah, darn! I wanted to wait with that
Oh? I'm sorry if I was a bit overeager with bringing this article to a wider audience. I didn't even consider you wanted to wait any more time, as it is publicly viewable and contains so much relevant/informative stuff. I would have asked otherwise, of course.
Well, if that comforts you a little, the changes are very well received so far. :)
I completely forgot about another great and big, wall-breaking feature of OC because it is optional and you don't see it all the time when you are playing OpenClonk - at least if you are not using it right now: The C4DT Eclipse plugin with the possibility to run a scenario in DEBUG mode(!)
I also added some other stuff and corrected others. Look at the diff if you want to see exactly what I changed.
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