Report article RSS Feed Link-Dead new build 1874 released

Lots of changes that will auto-download once you start LD.exe. Most important things are 2 new weapons for Ubermen & Mutants, blinking lights, teamchat, a lot better use of pie menus when switching items and added a lot of fail safe methods to keep the game and server from crashing.

Posted by Michal.Marcinkowski on Nov 26th, 2010


Lots of changes that will auto-download once you start LD.exe.
Most important things are 2 new weapons for Ubermen & Mutants


Scram Cannon - ramjet technology long distant rifle


Nidhogg - automatic grenade launcher


Added blinking lights, teamchat, a lot better use of pie menus when switching items and added a lot of fail safe methods to keep the game and server from crashing. Below is the complete changelog. Please note that the Factory map has been improved and edited so when you run this version for the first time it will need to render again, this might take up to 2 minutes.

To start playing go to this page.

Changes 1865-1874:

[gameplay]
- added team chat (toggled with right ctrl in chat console)
- ragdolls are now more responsive to bullet hits (more force applied on hit)
- fixed grenade not causing damage through platforms
- fixed explosion hit going through wall[weapons]
- added new Mutant gun - Scram cannon (sniper)
- added new Ubermen gun - Nidhogg (grenade launcher)
- Glitnir slugs now pierces through bodies

[map]
- added blinking hanging lights
- added more details to Factory underground

[interface]
- added grenade throw mouse cursor
- fixed changing key when clicked on preset
- pie menus: changed entire concept
- items are now in certain slots and are always in the same position from inventory
- pie menus: menu with 1 item is now called only on half of the pie
- inventory: only ammo from guns chosen appear in ammo belt selection
- inventory: last added item appears under mouse cursor
- action menu: grouped weapon actions in weapon group
- main menu: added "Don't use disk (if pauses when moving)" option

[network]
- fixed possible double player respawn bug
- added fail safe methods to network code to prevent random data crashes
- fixed ragdoll velocity values over network
- disconnection if too much bad deltas

[other]
- moved light textures to Sprites/Lights
- added more detailed map loading messages
- map parts that were changed are now redrawn on map load
- added build number next to FPS
- fixed "Sounds/metal/bullethit_metal" file not found
- fixed messages on startup not being logged to console.txt

[engine]
- fixed more than 2 lights a time visual glitch
- optimized proper light+shadow rendering with RTT
- optimized shadow drawing (reduced shadow polycount by 90%)
- particles don't draw out of screen too
- fixed not rendering sprites out of screen algorithm
- fixed fullscreen shader ATi compile error

[visual]
- bullet trails are rendered now with additive color
- fixed particle lighting on shaders
- modified flashlight texture
- UM bullet shells are now grey
- chrome difracts more
- ash particles don't show on low presets
- fixed blood artifact on shaders on
- fixed minimalist render brightness
- new menu cursor

[editor]
- brushes can be saved and loaded
- added sprites context menu editing
- added free of GUI play test mode to editor
- map automatically compiles before play testing
- fixed playtest exiting

Post comment Comments
TheJx4
TheJx4 Nov 27 2010, 1:34am says:

This isn't a public alpha, you have to Pay2Play.

+2 votes     reply to comment
Avenger2150
Avenger2150 Nov 27 2010, 2:10am replied:

Yeah, shame :(

+1 vote     reply to comment
EvilRunner
EvilRunner Nov 27 2010, 9:35am says:

Give us a free test period for a week for example please : /

+1 vote     reply to comment
Ushiri
Ushiri Nov 27 2010, 12:53pm says:

"To start playing go to this page." Thats totally incorrect...
It should be:
"To start playing pay on this page"

+2 votes     reply to comment
wilbefast
wilbefast Dec 12 2010, 4:29pm replied:

Give the guy a break: programming's a bitch :-/ Okay, so if you're indie you're in it for love, but the thought of a little money at the end of the day is always nice.

Still, making people pay to test something is a little strange. Perhaps it should be *phrased* differently. "Getting to participate in the *exclusive* alpha" sounds better than "paying to find bugs", and that's pretty much what most mainstream multiplayer games do these days...

+1 vote     reply to comment
Ushiri
Ushiri Nov 27 2010, 12:57pm says:

So all publicbeta testers had to pay, how did this game manage that?
I don´t doubt that it´s a good game, but to have no chance to test a level or two..is a weird way to attract players for it.

It should be like " Mount & blade" where you could play to lvl 6, after that you had to pay..something like that..

+1 vote     reply to comment
TheJx4
TheJx4 Nov 27 2010, 6:13pm says:

So we're paying to play something that's gonna be released for free? Just getting a sneak peek?

I'll wait.

+1 vote     reply to comment
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