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Vore Tournament (game forked from Nexuiz)

#62
As of today, Vore Tournament 0.7.0 has been released and is available for download. This is one of the most major releases, with the greatest number of changes, bug fixes, and exciting new features. Release notes and media below. Download available from SourceForge.

* Bug fixes:

- Fixed a major bug which caused the engine to crash if loading a new level after the intermission song stopped playing. This was caused by attempting to free a null song. Debugged and fixed with LordHavoc.

- Fix the stomach board showing the wrong player (predator) when spectating someone in multiplayer.

- Fixed a bug causing Grabber recoil to not work.

- Prevent bots switching to weapons they don't own in order to reload them, causing weird animations.

- Fix health rot not pausing when gaining health from digestion.

- Fix a few divisions by 0, specifically those that would take place constantly.

- Holding the Regurgitate button down would cause the process to loop infinitely, which could also cause bots to get stuck trying to throw up.

- If holding the alt fire button while reloading, the grabber would fire the hook (and take ammo) after reload, but the hook would not spawn.

- Fix floating player names showing for prey, which was both wrong and caused overlapping.

- Fix prey showing on the radar.

* Features:

- There is no longer a player swallow limit. Players have a stomach capacity (for predators) and a mass (for prey), both based on player scale. As long as your mass is not exceeded, you can keep swallowing players. This affects your weight and overall player capacity based on player size as well. eg: You might be able to eat only one large player, three tiny players, or two normal sized players at the same time. Stomach size will also reflect your capacity, not the player count, being bigger or smaller based on the prey inside and their size compared to yours. By default, a macro can swallow up to 15 mircos and a micro up to 1 macro.

- Fire button functionality has been reworked. Both the grabber primary and secondary modes use the attack2 button, the bolt attack automatically replacing the hook if looking at a surface in its range (crosshair changes to indicate that). The primary fire button is used for swallowing prey only, and to perform stomach kick. You can still hook to a player while swallowing them, by holding both firing buttons. This will take some getting used to, but I find it best to keep vore functions on their own button than weapons.

- Prey can now be digested when dead. Previously, prey would be instantly regurgitated (or fakely kept in the stomach) after it died. Now dead prey will show on the stomach board and load the predator's stomach just like live prey. Dead prey can be digested down to -100 health by default, and cannot respawn while digesting. Once dead prey reaches -100 health, it's automatically regurgitated. Note that you cannot eat dead bodies from the ground, just keep your prey for longer.

- Dead predators can keep their prey until they respawn, as long as they aren't gibbed. Prey needs to kick as usual to get out of a dead predator, or wait for them to respawn.

- Picking up health items no longer increases your health immediately. Health is now eaten and digested like players, and increase stomach load while carried. Players inside the stomach will also be able to see the food inside. Health items can also be thrown up at their existing consumption and eaten by other players, as unpleasant as the thought might sound to some Smile

- Grabber alt fire barely deals any damage now. However, it will heavily decrease the victim's armor, and also stun them (making it difficult to walk for a few seconds).

- Helper system. A voice will talk in the background when the player is in a dangerous situation (similar to the suit in Half Life, which warns you when you're low on health).

- Footstep sounds accommodate to player size. A micro player will have no footstep / landing sounds, while a macro will have additional walking sounds to simulate that giantess effect. The ground will also visibly shake when a macro walks nearby.

- Voice pitch depends on player size, using a recent engine feature which allows changing pitch by code. Micros will have high-pitch voices while macros will have lower pitch sounds.

- Bootable subsystems. The crosshair, HUD, and helper voice will take 2 seconds to startup when the player spawns. Also, if armor (now considered charge) is below 5, you will not have enough energy to run your subsystems, and must wait for your armor to recharge.

- Skill based damage for bots. The higher the skill, the more damage bots do and the less they take. At the highest skill, bots are extremely difficult to defeat. Does not apply to campaign.

- The Grabber now has a screen which displays ammo count as well as weapon load.

- Improvements to the vixen mesh. Models have been switched from zym to iqm (better and newer format), polygon count has been doubled, stomach bulges are more detailed, and the vixens are a bit more chubby and fluffy.

- 8 new Nexuiz maps, including Race and CTF.

- Post-processing: Add a permenent cartoon effect to the menu, previously visible when having the Strength or Shield powerups. Instead, the effect is always visible now, but the cartoon lines are white instead of black while you own a powerup.

- Post-processing: Much higher quality bloom, using r_viewfbo by default (looks similar to that in UT3 / GTA4).

- Visuals: Cubemap reflections on several map textures. You'll commonly see them on metal surfaces, but also on some stone floors.

- Character portraits, which show when getting fragged or shooting team mates.

- Improved radar (minimap), which shows in both team games and standalone games by default.

- Added settings for anaglyph stereo in the Video menu, so people with 3D glasses can play Vore Tournament in 3D. Includes settings for any type of glasses.

* Known bugs:

- When players die, they occasionally keep throwing gibs and blood infinitely from their death spot. The reason for this is still unknown, and the bug will also decrease performance, although it doesn't happen too often.

- Sometimes the swallow model gets bumped, causing the camera to see outside of its bounds. This happens rarely and was no longer noticed, so it might have been fixed. I remember it was related to weapon display digits and changing the scale of the view weapon.

- When players get stomach kicked or grow, weapon reload keeps resetting and starting over again. I'm not sure if to fix this or if it's better this way (since it simulates loss of handling).

- Some bots still don't select the Grabber gun when they have it.

- Respawn ghosts don't fade smoothly, and disappear instantly instead.

- There is still an issue with the weapon model attempting to attach to the stomach model, which is configured per-player. This doesn't cause any visible problems but still shouldn't happen.

- Several divisions by zero still exist in the code (visible with developer 1). They doesn't cause visible issues but should still not happen.



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Messages In This Thread
RE: Vore Tournament (game forked from Nexuiz) - by MirceaKitsune - 03-19-2012, 05:41 AM
Hands and bulges - by MirceaKitsune - 03-13-2017, 08:20 AM
Vehicle & Graphics update - by MirceaKitsune - 05-03-2017, 09:22 AM

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