Nightblade Changelog
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2008-05-16
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[r612]
- Fixed an issue causing the spectator cam to teleport when ceasing to follow a player.
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2008-05-15
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[r611]
- Finished off rat spectator mode:
* Can dance with the RatDance command
* Spawns at a random location
* Can bite other rats (with attack animation)
* Dies on contact with a player
* Can change to behindview in multiplayer
* Lots of little bugs with rat spectating fixed
- Change the thief's walk run and crouch animations vary playrate by speed.
- Changed the thief to not hold his arms out when climbing.
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2008-05-13
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[r610]
- Implemented support for spectating as a rat. Still lots of bugs to sort out with it.
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2008-05-11
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[r609]
- Added display of a map description to the midgame menu page. This can be set through the NbMapInfo object (MapFlavorText variable).
- Added display of the map objective to the midgame menu page.
- Moved the Denny Thief animation code into the main code body.
- Started work on making the rat player controllable (for use by spectators). Created an animation tree for the rat.
- Remove the old Thief package.
- Reduced the physics momentum produced by attacks, so slashing junk with the sword doesn't cause it fly out of the world.
- Fixed up an issue where players could push around KOed bodies by walking into them.
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2008-05-09
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[r608]
- Created a Kismet event for when objects are frobbed. Currently only triggered by loot and readables.
- Fixed an issue with the Guard scoreboard in the midgame menu showing thieves.
- Cleaned up a few UI bits and pieces.
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2008-05-06
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[r607]
- Changed the weapon hud display to show water and vine arrows rather than a bow when those weapons are selected.
- Changed weapons to be affected by nearby lights.
- Made the sword a little shiny.
- Fixed an issue with weapon attachments flashing visible.
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[r606]
- A couple of fixes to the readables system: the readable now properly fills the screen, defaults to the correct collision settings, and the buttons are shown in front of the readable panel.
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2008-05-05
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[r605]
- Added initial code for NbReadables. This allows mappers to place down a readable book and assign textures for each of the pages.
- Added collision boxes to readable meshes (scrolls, books).
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2008-05-04
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[r604]
- Changed Doors, Scarabs, Mines and Lockpicking to generate noise for AI
- Created a NbBaseGameInfo to allow some noise code to sink down into NbLowLevel
- Made Scarabs repairable, fixed up some netcode issues with scarabs and whistlers.
- Added some code to allow long running sounds to change occlusion state.
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2008-05-03
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[r603]
- Changed the positioning of the target enemy name slightly.
- Fixed an issue causing footsteps sounds to not be created on dedicated servers.
- Fixed up the closing of the midgame menu after a level transition.
- The scarab now detects noise and makes a racket. It is also disabled by water.
- Fixed an issue with the spark particle effect stopping after a while.
- Fixed some accessed nones between levels.
- Made a couple of small tweaks to DE.
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2008-05-01
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[r602]
- Moved the third person camera down for easier screenshotting in vanitymode.
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[r601]
- Made footstep and landing noise strength modified by the material of the ground.
- Made the thief's feet align to the ground.
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2008-04-30
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[r600]
- Some tweaks to Noise propagation
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[r599]
- Fixed up AI guard hearing
- Added a NoiseManager to propagate noise to AI
- Started working on making scarabs respond to noise
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2008-04-28
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[r598]
- Added a mapper setting for whether torch flames can be lit by thrown flares.
- Started working on the recording of statistics. At the moment an XML file is created at the end of every match recording some simple details.
- Fixed up the damage types of a number of weapons to allow stats to be recorded for them.
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2008-04-28
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[r597]
- Removed UT open/close sound from the mid-game menu.
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2008-04-26
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[r596]
- Fixed a few small animation issues.
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[r595]
- Changed Nightblade crouch bind to be the same as UT3's
- Stopped AI guards footstepping while KOed.
- Implemented the potion drink and lockpick animations.
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2008-04-26
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[r594]
- Bow charge animation rate for third person sped up to twice the speed to match first person.
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2008-04-26
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[r593]
- Fixed an issue with the Nightblade Launcher sometimes adding in the NBKeyBindDataProvider references when it already exists.
- Implemented weapon charging and firing animations.
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2008-04-25
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[r591]
- A blendbyspeed value has been fixed so the thief doesn't use the run animation when sneaking.
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2008-04-24
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[r590]
- Moved the bow to the Thief's left hand.
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[r589]
- More work on the thief animations, added new anim node types to allow blending by Nightblade weapon type, blending by hands holding things, and a node to make playing actions easier.
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2008-04-23
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[r588]
Implemented weapon idles.
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[r587]
- Implemented Thief Frob animation.
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2008-04-21
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[r586]
- Set the thief to use Denny's animations by default.
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[r585]
- Set the thief to use Denny's animations by default.
- Fixed up the weapon sockets on Denny's thief so that weapons are held the right way.
- Modified the AnimTree to support the current method of attack animations for the moment.
- Switched some AnimTree nodes with versions that support animation previewing.
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2008-04-20
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[r584]
- All required animations for functional gameplay has been added for the new Thief rigg. It's now ready for implementation.
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2008-04-20
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[r583]
- Changed Marios to cause KOs.
- Made Whistlers, Mines, Bolts and Arrows make splashes when entering water.
- Removed speed potions from thief and guard loadouts.
- Fixed a bug causing Whistlers to fail to debase multiple actors when picked up
- Fixed up tag bolts so that the bolt does not stick into stone/etc.
- Tag bolt smoke and light is extinguished by water.
- Fixed up an issue with melee attacks being blocked by Music triggers and torches.
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2008-04-19
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[r582]
-Swimming animations added for the Thief.
-Some changes in the AnimTree for future purposes.
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2008-04-19
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[r581]
- Fixed up numerous issues with the Carleton font.
- Finished setting up keybinding support.
- Updated the Nightblade Launcher to make a change to UTGame.ini needed for keybinding support.
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2008-04-17
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[r580]
-Jumping animation added
-Fixed AnimTree miss
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[r579]
-Crouch animations added.
-AnimTree corrected to fix animation sliding.
-All animations corrected so the mesh doesn't stick outside the collision cylinder in the moving direction, to avoid risk of making the character intersect a wall.
-Mesh was 5 units above the floor, lowered.
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2008-04-17
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[r578]
- Made AI pawn team's configurable.
- Setting up the Key Bindings page to use a separate list of bindings than normal UT3, although it will crash if you try to set the keys the first time you play (UT3 issue).
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2008-04-16
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[r577]
- Switched the settings menus with Nightblade ones.
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2008-04-13
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[r576]
- Started work on fixing up/replacing the midgame menu. The Scoreboard is now the same as the ingame scoreboard, and the non-functional Change Teams button has been removed.
- Looked into PostProcessEffects further. Have set up the system to allow for effects to co-exist with PostProcessVolumes in maps, but have removed the DarkVision and Invis potion effects for now.
- Fixed an issue with guards waking up crouched on client machines.