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Savage: XR is a new patch for Savage, created by the Newerth.com staff. The RC3 Client is out now! Download it now!
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Author Topic: INFO: XR 1.0 RC1 - Feature List & Change Log  (Read 9182 times)
Mohican (Fr)
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« on: June 10, 2009, 09:51:45 pm »

Below is a list of all major features implemented in XR 1.0 RC1 (Released 10/06/2009):


Compilation of minor changes and fixes: Here
« Last Edit: June 11, 2009, 01:14:14 am by Django » Logged


Mohican (Fr)
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« Reply #1 on: June 10, 2009, 09:52:23 pm »

With this new section in the Editor, Mappers are now able to:
(1) Create their own Particle Effects, like:
      - A small fire over a bush.
      - Green myst & mosquitoes over a swamp.
      - Lightning striking repeatedly a certain boulder.
      - And so much more...
(2) Place emitters anywhere on the map, to show the effects.

With this new function, mappers willl be able to create better "atmospheres" on their maps.
The new interface comes with a big list of templates, so it is easy to get started!

Effects Interface (click to enlarge)

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Mohican (Fr)
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« Reply #2 on: June 10, 2009, 09:52:47 pm »

With this new section in the Editor, Mappers can add "Triggers" to their maps.
A wiki section has been written to explain how the Triggers work: Wiki Guide.

A special Demo Map called "xr_triggers" shows you what Triggers can do:
  - The objective is to build gars/subs on both hills north of the map.
  - The command centres cannot be damaged (!), and restone mines are unlimited.

To make things more interesting there is:
  - A central hill with bushes containing "surprises" (you get on this hill with the jumppad or teleporter).
  - A platform between the north hills, with "ejectors" on each side (and a "surprise" at the bottom of the ladders)
  - A redstone mine south of the map, standing on an "icerink"

To play this map, go on the XR Public Server, and type /callvote world xr_triggers in the chat box.

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Mohican (Fr)
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« Reply #3 on: June 10, 2009, 09:53:11 pm »

This a very BIG improvement to Savage!
The Bullet Engine has been integrated to enable Full World Physics!

Map Makers can now add "dynamic" objects to their maps, like:
  - Large Boulders.
  - Building Materials (planks, walls).
  - Crates, Barrels...
  - Portable Ladders.
  - and more...

These Objects can be pushed, grabbed, even set on fire!!
Important Note: The Player Physics have NOT been changed at all. You can still jump/bounce slopes.

A special Demo Map called "xr_physics" shows what the Physics Engine can do.
To play this map, go on the XR Public Server, and type /callvote world xr_physics in the chat box.

We also created a trailer of this map, which you can view by clicking the image or links below.


High-Resolution / Low-Resolution


Simple Example by Overon:


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Mohican (Fr)
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« Reply #4 on: June 10, 2009, 09:53:41 pm »

The Samurai Heal War & Wind Shrines have been completely remodelled.
They all come complete with new particle effects (unique to each shrine), which also appear when their associated buffs is enabled on a player.
So keep an eye out for the funky new effects in-game! Cheesy

Sukuna-Biko (Heal) Shrine: [click image to enlarge]
Render


Hachiman (War) Shrine: [click image to enlarge]
Render


Fujin (Wind) Shrine: [click image to enlarge]
Render



We also have a much improved Sentry Tower. Expect some interesting fights around those rope ladders!

Sentry Tower: [click image to enlarge]
Render



The Battering Ram has been remodelled, and comes with a new ability: the Spike Trap!
Spears jut out of the ground around the ram, trapping enemies in place and dealing damage.

Battering Ram: [click image to enlarge]
Render


Spike Trap: [click image to enlarge]
In-Game



The Officer Flag has been replaced with traditional Samurai Noboris!

Spike Trap: [click image to enlarge]
In-Game



Finally, some Balance fixes:
  • Musket causes slightly less Damage.
  • Naginata's reach has been tamed down a little bit.
  • Barricade & Sentry Tower have more HP.
« Last Edit: June 11, 2009, 08:52:35 am by Epoks » Logged


Mohican (Fr)
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« Reply #5 on: June 10, 2009, 09:54:35 pm »

Redstone Mine: [click image to enlarge]
Render

In-game


Ruins Bunker: [click image to enlarge]
Render

In-game


Ruins Front Gate: [click image to enlarge]
Render

In-game
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Mohican (Fr)
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« Reply #6 on: June 10, 2009, 09:55:04 pm »

A new icon set has been designed and implemented in the Game.
The full set may hopefully be added to the website's Stats & Rankings page sometime soon (thank God & Senthryl!).

[click image to enlarge]

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Mohican (Fr)
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« Reply #7 on: June 10, 2009, 09:55:25 pm »

New Features:
  - NEW Build/Mine anims for Scavenger.
  - Added Cvar p_leapUphill for Chocolate Server.

Bug Fixes:
  - THE BIG ONE: Minimap FPS drop fully fixed!!!
  - Fixed Voice blips on MiniMap.
  - Fixed most problems with Squads:
    * Not able to promote Officers.
    * SFE users showing as catapults.
    * Officers per squad ratio issues.
  - Fixed the Scattergun (and others) particle effects.
  - Fixed the Predator's side-step animation.
  - Fixed the anti-exploit garrison code (there were problems on some maps).
  - Fixed Player Brightness setting not getting saved.
  - Fixed shaders not showing on maps with no fog.
  - Fixed predator left side-step animation.
  - Fixed towers Firing on Dead Siege Units.
  - Fixed dynamic Planks going through Terrain.
  - Fixed killed Reloc Inventory Bug.
  - Fixed physics Engine Memory Leaks.
  - Fixed Linux editor start-up script fixed.
  - Fixed hosting a game via the client now works correctly.
  - Fixed command line mode output of the Auto-Updater (for server).
  - Fixed Linux library issues on older distro's (after upgrading XR Linux build host).
  - Fixed commander elect bug on XR servers.

Additional software released since beta:

  - S2G file converter.
  - 3DS Max 9 and 2008 plugin.
« Last Edit: June 11, 2009, 12:12:42 am by Mohican (Fr) » Logged


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« Reply #8 on: June 27, 2009, 01:44:43 pm »

Mohican, ur the best!!! By the way, I really like the way the new gateway looks.
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Mohican (Fr)
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« Reply #9 on: June 28, 2009, 12:14:13 am »

Mohican, ur the best!!! By the way, I really like the way the new gateway looks.

lol, it's not all MY work.
For this patch, I did most of the programming Skope did most of the modelling, and Daemon did most of the 2D GUI stuff.
Thanks for the nice comment anyway!
 afro
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« Reply #10 on: June 28, 2009, 01:18:55 pm »

I have a friend who bought the game when it came out, and he never plays anymore, but during a party at his house, I found in his basement the old game, so I asked him if I could have it, and being the nice friend that he is, He gave to me.

I tried it and I realized how much work needed to be done on the game when it came out. But thanks to Uttar, the new XR testers and makers, I thank you for giving something to do for the past 10 months.  afro
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