Post news RSS LTKTBM 1.7 is coming

well just over 6 months from the original release of ltktbm the next version is quickly nearing completion, so heres some quick pics of what to expect. First up, some new, Moddb exclusive images for you all. LTKTBM 1.6(package1.3) stand alone has been in semi private testing for the past 3 weeks and

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well just over 6 months from the original release of ltktbm the next version is quickly nearing completion, so heres some quick pics of what to expect. First up, some new, Moddb exclusive images for you all.

LTKTBM 1.6(package1.3) stand alone has been in semi private testing for the past 3 weeks and is already freely available to all registered forum members, the 1.7 package is now virtually ready save a few picture conversions and a couple of scripts. and is planned for (forum) release sometime within the next 24 hours . Many Many thanks to everyone whos helped bring us to where we are now. enjoy

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mSparks Author
mSparks

and of course, the all important changelog

==========
ltktbm 1.7(included in test release 1.3b->1.7b)
==========
holding down fire when using the sniper rifle now holds zoom untill released.(kudos tiger('s daughter))
Teamplay combat sword is back to lin kuei training, with no leg damage on fall
sniper rifle now causes reduced damage when delfected by a sword.
fixed dedicated server crash (eh!)
genades now eject smoking debris and also cause damage over a wider radius when exploding under water.
bots team killing much improved.
bot dispersion and pause code added.
added the following maps to installer: actcity3,cliff2,murder.
improved teamjungle gfx(thnx to BLeacH)
ladder movement should now be much improved.
fixed bot skill issue when they switched from one enemy to another
taught bots to use grenades.
fixed movie script 'pause and wait' code for leaders (range=0)
fixed an issue with changing many config strings causing overflows
_______________
Engine code base changes:
_______________
client side effects improvements: "gl_particlelight 0/1"<-possible performance hit, but very nice
"cl_partflash 0/1"<-client side particle muzzleflashes,
New smoke and explosion effects.
improved stainmap code.
client side clipped decals for splats and bulletholes (bholelimit and splatlimit now default to 0 to reflect this)
added propogation of bullet decels through thin objects like glass.
effects menu back + updated.
fixed issue with linkfile preventing finding linked textures in their non primary folder.
greatly improved IR_vision goggles <- map lighting for IR_vision controled by gl_particlelight

==========
ltktbm 1.6(included in 1.3b test release)
==========
autoskill now tweeked up, resulting in removal of ltk_skill.
More TBM code, including various movement fixes.
movie script code, including leader/guard and hostage code
added lens 1/2/4/6 for sniper rifle
new sword model curtosy of Birdman/BirdBird and skin by mSparks/ along with relavent fixes.
various other minor fixes and improvements
teamplay wide, and movie script specific primary weapon dissallow
fixed spelling bug with sas/sasurban model
lin kuei changed to combat sword and leg damage returned (dont like it this way, will change for 1.7)
_______________
Engine code base is now straight 3.21 for compatibility, with the following changes:
_______________
*)new particle effects, including smoke, splash and explosion.
*)explosion stainmaps added.
*)Gamespy/other launchers should now work properly.
*)linkfile code for duplicate textures
*)added optional OpenAL sound engine to engine code for proper sound FX
*)completely optional .jpg texture loading for high resolution/colour images.
*)added blood particle generated stain maps and 'gore 0-20' command for truly bloody battles
*)Implimented linkfile system for reduction in texture number and ease of retexturing.
*)WSAECONNRESET fix.
*)various improvements to menu system (specifically controls menu).

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mSparks Author
mSparks

eh, why was the explosion image removed from the post???

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