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<  Endless Forest News  ~  Version 1 beta 5 released

Michael
Posted: Tue Nov 08, 2005 2:57 pm Reply with quote
Site Administrator Joined: 07 Jun 2002 Posts: 8065 Location: Gent, Belgium
MAJOR CHANGES:
-screensaver should not crash on exit anymore (thank you Ferry Marcelis!)
-added the "Hop" action
-after rotating the camera, your avatar will look in the same direction
-made the graveyard around the ruin static and removed Ename exhibition code (no more souls)
-added WASD navigation (ZQSD on azerty keyboards)
-Implemented first live performance elements (including day-night switch)


Last edited by Michael on Tue Nov 08, 2005 5:27 pm; edited 1 time in total
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Auriea
Posted: Tue Nov 08, 2005 4:59 pm Reply with quote
Site Administrator Joined: 07 Jun 2002 Posts: 454 Location: at your fingertips
you forgot to mention that icons of roaring deer get larger in the border for a moment so one can see who is making the noise. Very Happy
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Michael
Posted: Tue Nov 08, 2005 5:26 pm Reply with quote
Site Administrator Joined: 07 Jun 2002 Posts: 8065 Location: Gent, Belgium
There's a lot more I didn't mention. Wink
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Yak
Posted: Wed Nov 09, 2005 7:03 pm Reply with quote
Joined: 28 Oct 2005 Posts: 24
We saw it turn to night, and found glowing orbs that made the near-deer glow when you got near them, and then there was the blue flames... Wink

I like the fact that Llamasoftie Hill is now surrounded by a ring of shrooms Very Happy.

Any chance that the jump anim could be triggered whilst running? As it is you have to stop, fiddle around for the icon, jump from static... I kinda imagined running through the forest leaping as I went along... mind you maybe I am missing it, if so tell me I'm an idiot Very Happy.

It's a bit better behaved switching to windowed mode - it didn't crash my machine this time, but it has left my left and right monitors in different resolutions Smile.
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Michael
Posted: Wed Nov 09, 2005 8:21 pm Reply with quote
Site Administrator Joined: 07 Jun 2002 Posts: 8065 Location: Gent, Belgium
Yak wrote:
We saw it turn to night, and found glowing orbs that made the near-deer glow when you got near them, and then there was the blue flames... Wink

We'll let it all remain a mystery... Smile
(We're actually just testing... there will be more and more things like this with every new release, I think. This is all working up to our live performances in February.)

Yak wrote:
I like the fact that Llamasoftie Hill is now surrounded by a ring of shrooms Very Happy.

They just started growing because you're always there!... Wink

Yak wrote:
Any chance that the jump anim could be triggered whilst running?

Not this one. This jump is a silly stand-still jump. In fact, it has a function: during the jump, collision detection is disabled. This allows you to get out of difficult situations.
You can also jump (we call this one "hop") by pressing the "H" key, but only from standstill.

We will implement a running jump in Phase Two!
And pronking! Smile

Yak wrote:
It's a bit better behaved switching to windowed mode - it didn't crash my machine this time, but it has left my left and right monitors in different resolutions Smile.


Pure coincidence the it worked! Confused
I'm not sure if we can do anything about the resolution problem when switching to windowed mode. But I've just heard from the Quest3D team that they have made an improved version of the system that was causing the irregular behaviour (the vector shader we use for the character animations). Hopefully that will fix it.
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Hoborg
Posted: Thu Nov 10, 2005 9:33 pm Reply with quote
Joined: 05 May 2005 Posts: 73
I kept hopping and hopping and now I can't hop anymore.

Did I go over my hop quota?
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Michael
Posted: Thu Nov 10, 2005 10:45 pm Reply with quote
Site Administrator Joined: 07 Jun 2002 Posts: 8065 Location: Gent, Belgium
Haha. Yes, we put a limit on it. It's for your own good. Wink

No. It's probably some variable that is stuck. It should be fine after a restart.
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