Ya3dag is based on the quake 2 modification Quake2maX and the lazarus game dll. Want to create your own levels? Well, you've come to the right place. Ya3dag has a built-in "what you see is what you get" level-editor and has been specifically designed for rapid level creation. Terrain, smart NPC's, weather, physic simulation, ...

Report abuse Ya3dag V1.40
Filename
Ya3dag_V1.40_Installer.exe
Type
Full Version
Uploader
robert.reinhard
Date
Aug 20th, 2012
Size
302.38mb (317,073,365 bytes)
Downloads
144 (1 today)
Embed Button
Mirrors
Download now
Description

Game modification demo 'Lego playground', support for multiple games, configurable main menues, reworked splatter drawing, ...


Release Notes Ya3dag  V1.40

Summary of changes for the update of Ya3dag V 1.40.

Maps

  * Map 'Lego playground'Lego challenge
    This is a 'game modification demo'.
    This level has it't own game directory. It can be
    selected from the main menu by 'Games'.
    This level features
      * Lego player models and weapons from the
        'Lego Carnage Pro' package. This is a Quake3
        modification (the creator is not known to me).
      * LetGo texture pack from BerneyBoy.
        A Lego styled texture pack.

Gameplay

  * Added the possibility to select between different games
    or modifications.
    * A game/modification has it't own subdirectory
    * This directory must hold a
      * GameConfiguration.txt file
      * GameImage.jpg
    * The new main menu entry 'Games' allows switching between
      the games/modifictions.
      This entry is only offert if there are two or more
      games/modifications existing.
    * There must be one games/modifications existing
      for Ya3dag to startup.
    * If there is only one games/modifications at startup,
      this one will be selected for playing.
   
  * GameConfiguration.txt file
    * Specififes text strings for the game to select.
    * Customize the main menu of a game/modification.
   
  * Rearranged directories for better support of mulitple
    games/modifications.
    * Moved the .qtr files (the terrain levels) from the
      subdirectory 'maps' to the subdirectory 'levels'.
    * Moved many files/subirectories from 'RRGame' to 'BASEQ2' subdirectory.
      'BASEQ2' is holds files for all games/modifications.
      'RRGame' holds only modifacation specific files.
    * Reorganized mapmodels in subdirectories.

      PLEASE: keep the syntax to help to manage all the things in the editor
              * The mapmodel .bsp filename should begin with PF (like prefab)
                to have a difference to real maps.
      Some of the mapmodel entities support up to three levels of subdirectories.
              
      Please use this name for subdirectories.
      * ModXXX      Mapmodels.
                    XXX is a shortcut for the modification/game.
                    ModCommon is used for the 'xxx/BASEQ2/maps' maps directory.
                    The models here are availible for all modifications/games.
      * LightsXXX   Mapmodels used as light sources.
                    XXX is a shortcut for the modification/game.
                    LightsCommon is used for the 'xxx/BASEQ2/maps' maps directory.
                    The models here are availible for all modifications/games.
      * FxXXX       Models for 'func_xxx' entities.
                    No further subdirectores are allowed here.
                    Example: The models for 'func_button' are inside the
                              subdirectory 'FxButton'.

Display

  * Postprocessing effect sepia filter.
    If the menu is activated during gameplay, the game background is
    colored with a sepia filter.

  * Adjust screen FOV angles for wide screen displays.
 
  * Optimized display of subdivided surfaces. All triangles
    are drawn in one mesh (and not as many polygons).
   
  * Reworked splatter drawing
    * Splatter textures new support normal and depth textures.
    * Splatters are drawn faster
    * Splatters can overlap

  * Circle shadow of entities depent from sizefactor of
    model (before there was the same shadow size for
    different sized models).
   
Editor

  * The keys 'Ctrl S' save the current map.
    Show a messagebox with text "Saving done" for 2 seconds
    as visual feedback.

  * Minimap of the editor, the view direction (white arrow)
    reflects also the scene view.
                
  * Moving opjects with the numpad cursor keys is now done
    in view direction. After move, the objects position are
    rounded to multiple of 1 unit.
  
  * quake2RR.ent
    Changed 'filedef' to have on line in place of three lines

      filedef "FilesItemRecipe"
      {
        "gamedata/Recipe*.txt"   "file selection"
        "gamedata/"              "part1 to skip, at the begin"
        ".txt"                   "part2 to skip, at the end"
      }

   is changed to

      filedef "FilesItemRecipe"
      {
        "gamedata/Recipe*.txt;gamedata/;.txt"     "file selection;skip at begin;skip at end"
      }
     
  * Reworked splatter drawing
    * Editor cursor for 'splatter set' action
      shows the splatter (preview)
    * One of the editor drawing flags marks the
      splatter center so it's easier to remove/overwrite a splatter

  * Seleted, marked or viedwed enities get an extented minmax-box.
    This is handy for better alingment of the entities in the world.
    Can be switched on/off by a checkbox inside the editor GUI.

Actors

 * Reworked operators (precedence was from left to right).
   Operator precedence and associativity as known from
   the C programming language.
   Added unary operators.
 
    Operators      Associativity   Remark
    -   +   !   ~     Right to left    unary operators
    *   /   %   ..    Left to right
    +   -              Left to right   + also string concatination
    <<  >>           Left to right
    <   <=  >   >=  Left to right    also string compare
    ==  !=            Left to right   also string compare
    &                 Left to right
    ^                  Left to right
    |                  Left to right
    &&               Left to right
    ||                Left to right   Lowest Precedence  
   
  * Move distance of monsters or actors also depents from
    sizefactor of model. A model with a sizefactor of 2
    moves with doubled speed now.

  * Actor weapons
    * Added 3 lightsaber, 2 knifes and 5 swords to the NPC weapons.
      Give the weapon to the NPC at startup.
    * 'Lightning blue' and 'Lightning red'
      Quake 3 actors have a weapon model (a light sphere) in
      the hand of the NPC now.  
    * Two weapons can be assigned to an actor.
      One for near range combat and one for for range compat.
   
  * New status test's
    * 'HaveFollowPlayer' is true if the actor follows a player
    * 'HaveFollowAny' is true if the actor follows a player or an other actor
    ==> Tuned 'follow player' support.
                
  * Waypoint walking optimized.
    Keep networks of connected waypoints. Start and targer waypoint
    must be on the same network.

Other

  * Added three different colored lightsabers as new player weapons.

  * In-Game Minimap
    Health items are shown as a heart.
   
  * bullet physics, Changed from Version 2.77 to 2.79

  * _modelconfig.txt
    * New optional entry
        NamesFile  xxx  ; A Names_xxx.txt file for automated name generation
      If the actors 'namemake' field is set to 'Automatic' for this actor
      the Names_xxx.txt file (from the gamedata directory) is used for
      automated name generation.
    * New optional entry
        weapon_offset o1 2 o2  ; player model offset to tag_weapon (a x/y/z vector)
      compensate tag_weapon postions for player models

  * GameIntro.cfg files.
     * New keyword 'SizeIn'. Images or textstrings can
       be flagged to grow in size until final size is reached.
     * New keyword 'TurnIn'. Images cn be flagged to rotate
       until final position is reached.
                
  * trigger_push entity
    Can operate in two modes.
    a) target it to an other entity (info_notnull)
    b) push in direction given by yaw angle (Ya3dag's editor shows
       this with an arrow above the trigger box) or set one
       of the spawnflags up/down bits.
          
  * trigger_actor entriy.
    A new entity. Triggers actors which walk into the trigger.
    The target name the trigger_actor is handed to the [ActorUsed]
    script section of the actor.
    Only usable for actors with a script.

Robert

Preview Image
Ya3dag V1.40
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Quake 2 Icon
Platforms
Windows, Linux
Game
Quake 2
Contact
Send Message
Official Page
Ya3dag.de
Release Date
Released Jul 23, 2008
Mod Watch
Track this mod
Download
Browse
Downloads
Add Download
Members only
Report Abuse
Report download
MD5 Hash
8545f68c6661416254762606359300ac
Related Mods
Ya3dag (Quake 2)
Ya3dag Quake 2 - Single Player Adventure
Related Games
Quake 2
Quake 2 Single & Multiplayer First Person Shooter
Related Groups
Ya3dag development team
Ya3dag development team Developer & Publisher with 2 members