05-03-2017, 09:22 AM
The past week sees a slew of new additions and fixes to Vore Tournament. This comes in preparation for a potential first release in the following months. The most important changes, now available in Git master as well as the gamecode snapshots, include the following:
http://imgur.com/a/5GtjY
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- Hyper-realistic renderer containing new settings for bloom, iris adaptation, offset mapping, motion blur, shadows. The configuration can be found in: https://gitlab.com/voretournament/data_v...nderVT.cfg
- The vore system has a better understanding of vehicles. Previously there were a few bugs which are now safeguarded against, such as players floating above their vehicle due to a vore function overriding player hiding. You can also optionally make it so that predators cough up their prey when entering or exiting a vehicle.
- The dirty screen effect from the old VT is back. After being eaten or swallowed, your screen gets covered in droplets and yellow goop, which slowly fade away over time.
- Prey reorientation also makes a comeback. When a predator grabs you for the first time, you will be spun around to face the opposite way from them. Unlike the old VT, the effect is only applied once and not continuously, which was bandwidth costly as well as annoying.
- Fixed neighboring prey not showing. The internal model no longer uses NODEPTHTEST which caused it to be rendered on top of everything else, instead the world is hidden when a prey's view is obstructed.
- Fixed 1st person weapon model scaling. Both static and animated weapons now grow or shrink as the player becomes bigger or smaller.
- New default font: http://www.dafont.com/peace-sans.font
- New default settings for countless builtin cvars, which now differ from those of Xonotic. This includes a whole new weapon balance designed specifically for Vore Tournament!
http://imgur.com/a/5GtjY
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