RELEASE: 1.4 (Elara Edition)

RELEASE: 1.4 (Elara Edition)

Postby qreeves » 22 Mar 2013, 11:41

Red Eclipse, a fun-filled new take on the casual first person arena shooter, makes even greater strides in its development with the release of version 1.4, codenamed "Elara Edition". The success of "Operation Spitshine" has brought many graphical and gameplay enhancements such as;

  • Vanity items and improved colours: dress up and frag with style.
  • Visible legs in first person: know where you are kicking and parkouring.
  • New and revamped maps: bringing you even more variety.
  • Better viewing: level flythroughs, improved third and first person cameras.
  • Better menus and other HUD elements: easier to see and read at a glance.
  • New weapon: Mines add a new dimension to the existing gameplay.
  • New mode: attack and defend in Gauntlet, competing for the most laps.
  • Automatic demo recording: for those times you just have to watch it again.
  • User Accounts: donate or contribute, and wear the in-game supporter badge.
  • Improved weapon balance and gameplay rules, bugs fixed, and much more.
Even more, our community has been slowly, but surely, growing. We would like to thank each and every person who has contributed to or supported the project so far. Without their time and dedication, Red Eclipse would not even be a fraction of what it is today.

As always, you can download Red Eclipse from http://www.redeclipse.net/

Full log of changes:
Code: Select all
= Red Eclipse 1.4 =
Gameplay:
 * Radar now always tracks players who are dominating you, and shows everyone
   else if you are last alive in duel/survivor
 * New thirdperson style with camera position to the side (adjust with
   /thirdpersondist and /thirdpersonside)
 * New default firstperson style with visible legs
 * Disabled half-impulses when the impulse meter is close to empty (back to 1.1
   behaviour)
 * Added reward for ending killing sprees
 * Removed critical hits
 * Impulse slide duration increased, maintained speed decreased
 * Impulse regeneration now delayed longer, but once started is faster
 * Explosion shaking effect reduced

Weapons:
 * Weapons no longer reset gravity acceleration (reduces in-air pinning)
 * Projectiles now pass through teleporters and interact with pushers
 * Mines, new weapon, primary proximity mine, secondary tripwire mine,
   pickup-based (like grenade)
 * Melee now only activates if player is airborne or dashing/sliding, and only
   in a short window of time
 * Pistol secondary changed to fire single particles, firing rate,
   secondary damage, secondary stun, secondary hitpush, secondary
   particle lifetime and secondary accuracy increased; particle speed and
   secondary firing rate decreased
 * Sword range halved, attack speed decreased
 * Shotgun firing rate decreased
 * SMG secondary now sticks to geometry and explodes radially after a short
   delay, ricochet speed, clip size, particle lifetime, and secondary damage
   increased; reload speed, stun and primary damage decreased
 * Plasma primary damage, projectile speed, stun, particle size and reload
   speed increased; firing rate and clip size decreased
 * Flamer projectile size, projectile speed and secondary explosion radius
   increased; damage, primary explosion radius and secondary firing rate
   decreased
 * Rifle damage, recoil, clip size, and accuracy increased; explosion size,
   hitpush, particle size, reload speed and secondary firing rate decreased
 * Grenade firing rate increased
 * Rocket direct damage increased; flak damage and firing rate decreased

Modes & Mutators:
 * Reduced number of bots in coop to 3/2 of humans
 * Enabled multi-coop (one human team and multiple bot teams)
 * Removed expert from default set of allowed mutators
 * Made duel/survivor enter overtime if a round is in progress when
   intermission is scheduled to start
 * Changed default mutator to arena (classic pickup play available as
   'classic' mutator)
 * Removed ballistic mutator
 * Added kaboom mutator (only grenades and mines with reloading ammo, rockets
   spawn as normal)
 * Added gauntlet mode (one team tries to run to the other side of a map, other
   team tries to hinder, switches at half-time)
 * Time-trial now spawns with weapons for movement tricks, collisions and
   weapons have no effect on opponents
 * Passing the bomber-ball now prioritizes players close to crosshair
 * Bomber-ball 'hold' now resets bomb fuse when bomb-carrier kills enemies
 * Bomber-ball and capture-the-flag 'survivor' and 'duel' now has respawn, no
   regenerating health, and resets after score/capture
 * Capture-the-flag 'return' is now default, old behaviour where flag returns
   instantly is now available as 'quick'

Maps:
 * Assigned map music to all maps
 * Canals, updated and added to rotations
 * Fourplex, updated to version 1.6 and renamed to "4plex"
 * Star Libido, updated to version 1.5
 * Cutec, new map (added from mapversion 1.6)
 * Erosion, new map (added from mapversion 1.5)
 * Battlefield, new map (added from mapversion 1.1, remake of "Wargrounds" from
   Blood Frontier)
 * Suspended Apparatus of Doom "suspended", new map (added from mapversion 1.4)
 * Conflict, updated
 * Blink, removed
 * Facility, removed
 * Cyanide, new time-trial map
 * Dead Simple, updated (retextured)
 * Frag Vault "vault", new map
 * Steel Rat, new time-trial map (added from mapversion 1.3b)
 * Dawn, removed
 * Industrial, removed
 * Lab, removed
 * Wet, updated
 * Ghost, updated (retextured, new lighting)
 * Isolation, removed
 * Live Fire, new map (added from map update 3)
 * Forge, updated (retextured)
 * Bloodlust, new map
 * Tranquility, removed

Interface & Menus:
 * Overall reduced font sizes
 * Added variables for scaling text globally and for specific elements
   (/{text,con,chatcon,command}scale)
 * Added frames around most UI elements
 * Revamped score screen
 * Added ALT+ENTER/CMD+ENTER fullscreen toggle, and ALT+F4/CMD+Q for closing
   the window
 * Added "reset selection" button for mutators
 * Added variables to control death/kill message content
   (/obit{verbose,styles})
 * Removed alternative mouse styles
 * IRC improvements, fixed disconnecting properly
 * Demos and screenshots are now stored in "demos" and "screenshots"
   subdirectories in the homedir, using "<date><time>[.<number>]" for filename
 * Added inline tab completion for commands and inline help descriptions
 * Added ammo bars in weapon inventory
 * Carried flags & similar are now 50% transparent in third person view
 * Revamped clip display with variable clip sizes
 * Added new "circle bar" showing health, impulse and ammo simultaneously at
   crosshair location
 * Added sliders to set player(over|under)tone in extra tab of profile menu
 * Bots now have names
 * Updated options menu, added more user interface options
 * Simple item icons available via /simpleitems 1

Modding & Mapmaking:
 * Added support for up to 4 types of water, lava, and glass
 * Added possible missile behaviour guided style for weapons
 * Added cloudoffsetx, cloudoffsety, envoffsetx, and envoffsety vars
 * Added new variables for proximity & stealth mine-type weapons
 * Changed weapon variables: pusharea -> wavepush1/wavepush2, removed weapon
   jamming
 * Added variable number of loadout weapons in arena via 'maxcarry'
 * Added new variables for projectile collision: "bounce shot" and "drill
   geom/player/shot" which allows penetration through normal collisions
 * Added mapmodels 'roll' property
 * Zooming of weapons is now limited by zoomlimit{min,max}, zoomfov removed
 * Added 'weaponinterrupts' server variable which allows control over which
   weapon states may be interrupted by the player
 * Renamed frag/flak weapon vars for clarity: 'frag' events create 'flak'
 * Added new residual style 'shock' which stuns, now possible to combine
   multiple residual effects
 * Added 'mapbalance' for asymmetrical maps to swap teams at specified
   intervals
 * Added extra obituary message vars for the new lava/water+death variations
   (obit<type>[234]), and for falling out of the level (obitfall)

Data Assets:
 * Renamed 'blarg' directory to 'misc' for random textures
 * Added a few light textures in 'misc' (used in starlibido)
 * Added 19 new skyboxes ('elyvisions' and 'mayhem' directories)
 * Removed texture kurt/rock01
 * Added 121 new textures from philipk's 'pk01' and 'pk02' sets
 * grunt renamed to drone
 * Improved shotgun animation
 * Improved thirdperson player model and weapon animation
 * Added vanity items for players
 * Added new vapour sound
 * Added support for models rotating off of their model links and spin rolling
 * Improved SMG animation
 * Added headless model for headshots

Multiplayer & Servers:
 * Added ability to enable automatic demo recording each match (/demoautorec 1)
 * Incomplete demos discarded by default (/demokeep 1 to enable)
 * Implemented short-term map history to prevent players voting on the same
   maps
 * Added vetolock variable to determine who may force match votes
 * Added additional privilege levels (supporter, operator, developer) and icons
   for all levels
 * Added "maxplayers" server-world variable (defaults to 2x"numplayers")
 * Enabled "maxalive" by default (now corresponds to "maxplayers", limits
   amount of players based on map settings)
 * Merged servexec.cfg into servinit.cfg, servexec.cfg is now unused
 * Changed servinit to only set the "default values" on start, it is never
   re-executed

Core & Install:
 * Added IRC guidelines
 * Client now uses log.txt in the homedir by default
 * Moved binary files to bin/{amd64,x86}/ subdirectories
 * MekArcade source & data tree merged in
 * Enet 1.3.7
 * Workaround for Intel/Apple occlusion bug
 * Network encoding functions moved into tools
 * Weapon variable definitions structured into rows per variable
 * Moved data/maps to game/fps/maps
 * Reorganised data/ with more subdirectories
 * Enabled simpler cross-compile via PLATFORM=CROSSMINGW

Additional fixed bugs:
 * #218 - "Dropping" a weapon in arena makes it unusable until next round
 * #223 - File-writing commands should not be allowed in map scripts
 * #224 - Possible to cut in map "hawk"
 * #219 - Bots do not show proper weapons
 * #320 - Falling or using a jumppad will not change a player's current
   animation
 * #303 - Red Eclipse shortly shows 1 death too many while waiting to respawn
 * #254 - getvartype always returns 0
 * #281 - /resetgl gives blurshader error if octadir is used
 * #344 - "cancel" in loadout selection just makes the loadout selection menu reappear
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
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Re: RELEASE: 1.4 (Elara Edition)

Postby TheLastProject » 22 Mar 2013, 11:50

An amazing release, one the team can be proud of. Definitely worth the weightwait.

As written in the first post, enhancements can be found practically everywhere. Maps which have had improved texturing, HUD improvements and even a whole new gamemode! Red Eclipsers, this is a release to update to. Until you've updated your client, you're missing out!
Hats, Afros, wings and raptor feet. This game is showing progress indeed.
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Re: RELEASE: 1.4 (Elara Edition)

Postby Evropi » 22 Mar 2013, 11:55

Well done Quinton and wider RE development team (arand, LuckyStrike-Rx, Lee Salzman/eihrul, ZeroKnight and more).

Well done to content creators such as the aforementioned LuckyStrike-Rx, who probably has a really sexy Curriculum Vitae by now, and also map makers like Greaserpirate who got 3 maps made by himself into this release.

Well done to the helpful bug reporting community that painstakingly tested this and got me into testing unstable, broken software too (that eventually became awesome)! Shout out especially to The Last Project, which is not a project but a person. His crusade against bugs is a project that never ends. :)

Congratulations to all!

PS: First.
P-PS: RSS, you are my hero.
P-P-PS: Damn it! TLP beat me to it. :(
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Re: RELEASE: 1.4 (Elara Edition)

Postby Julian » 22 Mar 2013, 14:16

Sounds nifty, downloading...


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Re: RELEASE: 1.4 (Elara Edition)

Postby Ulukai » 22 Mar 2013, 14:38

This truly is the greatest RE release ever. So much work has been done in the last past months, and not only by Quin but also by the other members of the dev team, each in their own way. Many features many of us have been talked about for quite some time are now implemented, together with some cool new surprises like popping heads when headshotted etc. Overall, a high degree of polish has been reached and I know I will at least enjoy the next 6 months playing RE.

So thumbs up for everyone and thanks for this awesome release!

Spread the word, tell your friends, enjoy RE and see you online!
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Re: RELEASE: 1.4 (Elara Edition)

Postby raiden » 22 Mar 2013, 15:54

Congratulations to Quin and all the other participants.
I have not much to add, but I can tell the new features, which I personally like.

    _Botnames are nice
    _the visible legs bring a much better feeling to the game
    _the interaction of weapons with the teleporters was also on my personal wishlist
    _crosshair menues - I can just put in my own files and have a preview now - everything without commandlines
    _menue fresh up in genaral, with all new features
    _freshed up maps, and new ones
    _lastly the vanity items - we will surely see a more colorfull community in the future :)
    _...
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Re: RELEASE: 1.4 (Elara Edition)

Postby Julius » 22 Mar 2013, 16:12

Downloading now (Edit: bad connection, failed after a few hundred megs, and I have to pay for traffic out of my nose here in Kampala :( ), will feature it on the blog later edit see here: http://freegamer.blogspot.com/2013/03/r ... thday.html

Anyone up for making a short gameplay video and upload it to YT?
Last edited by Julius on 23 Mar 2013, 18:03, edited 1 time in total.
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Re: RELEASE: 1.4 (Elara Edition)

Postby Sniper-Goth » 22 Mar 2013, 17:27

By far this is the most polished release, i like it much.
i like also the new plasma effects, thirdperson view and the legs.
But remember to add this version to the Moddb page too.
I see lots of people still playing the 1.2 version because of 1.3 hadn't been added to it.
Red Eclipse in game name: Sniper-Goth/Sniper-quake3. Maps in the making: DOTA style map, ringed, train, ladder race,.
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Re: RELEASE: 1.4 (Elara Edition)

Postby TristamK » 22 Mar 2013, 19:55

Sniper-Goth wrote:By far this is the most polished release, i like it much.

I like it too. Good Work.
But on some maps i see some errors (some minor some not (maps hinder and ghost))
Also when you use rockets nades ect screen slightly shakes. If playing more players it can becomes visible.
But If we talk about the impressions of of release it is very good. Some things look not accustomed for me, but it look good. I just need to reconsider some of my works to start work in with this changes.
Last edited by TristamK on 22 Mar 2013, 21:18, edited 1 time in total.
Sorry for my bad English. Sometimes i use google translator.
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Re: RELEASE: 1.4 (Elara Edition)

Postby raiden » 22 Mar 2013, 20:15

TristamK wrote:But on some maps i see some errors (some minor some not...

I also discovered a displaced texture and some wrong particle-colors on "cutec" today. It's sad that I saw it too late, but these are tiny issues, not relevant for the gameplay.
I hope this can be fixed in the new SVN later than. Maybe I do it and somebody submits it, let's see.
Last edited by raiden on 22 Mar 2013, 20:55, edited 1 time in total.
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Re: RELEASE: 1.4 (Elara Edition)

Postby TristamK » 22 Mar 2013, 20:29

raiden wrote:
TristamK wrote:But on some maps i see some errors (some minor some not...

I also discovered a displaced texture and some wrong particle-colors on "cutec" today. It's sad that I saw it too late, but these are tiny issues, not relevant for the gameplay.
I hope this can be fixed in the new SVN later than. Maybe I do it and somebody submits it, let's see.

Or it will be like a patch like 1.3.1 or yes, it can be fixed later
Anyway - i like mines in this release :lol:
Sorry for my bad English. Sometimes i use google translator.
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Re: RELEASE: 1.4 (Elara Edition)

Postby TwistedFury » 22 Mar 2013, 22:44

I love the update and new game modes+maps, but some of the weapons are screwed up.. Smg is very weak and the Flamer secondary one shot one kill (Please don't change it =D)
The game is a little heavier, and I have suffered quite a few FPS drops. On 1.3 I would get 80-140 but now I get around 70-120 and on other occasions 40-80. I love being able to see my legs, I don't like that you can't melee on the ground. I also don't like that the sword sits in your face when running around. I also really don't like the sword range cut.

Overall I give the update a 7/10 =)
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Re: RELEASE: 1.4 (Elara Edition)

Postby Dratz-_C » 22 Mar 2013, 22:58

Hi folks,
Congratulations on releasing the 1.4 content! It has been fun with the SVN on the way here and increases in area of effect with the "Elara Edition." We are now able to play all of the improvements with each other and all general users!
Most of the other changes have already been mentioned positively, so I would like to thank the "Red Eclipse" team for the fall obit which I just added a couple of days ago to my pet project map, "Quaternion."
I shall be able to provide better feedback after playing it for a while so I will see as many of you as I can in the game in the near future. [Edit: Desura is still at 1.3.1, the "Galactic Edition." For those wanting a mirror with a fast download speed, 1.4 (Elara Edition) is now on desura.com.]
Cheers
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Re: RELEASE: 1.4 (Elara Edition)

Postby Evropi » 22 Mar 2013, 23:01

I personally think all the weapon upgrades are great, apart from the rifle reload which I disagree with. Yes, I know a faster reload time make the rifle more run 'n' gun, that argument has been repeated a thousand times over... but I'm thinking, maybe it should be run 'n' gun for a game like Red Eclipse?

Nevertheless, the rifle change is easily the most unpopular of all. As for the rest, I think they're great and well considered. TwistedFury's problem with the flamer is probably that he played against TLP, who is a flamer diehard, haha. I personally am useless with it.
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Re: RELEASE: 1.4 (Elara Edition)

Postby Ulukai » 23 Mar 2013, 02:07

Evropi wrote:I personally think all the weapon upgrades are great, apart from the rifle reload which I disagree with. Yes, I know a faster reload time make the rifle more run 'n' gun, that argument has been repeated a thousand times over... but I'm thinking, maybe it should be run 'n' gun for a game like Red Eclipse?

Nevertheless, the rifle change is easily the most unpopular of all. As for the rest, I think they're great and well considered. TwistedFury's problem with the flamer is probably that he played against TLP, who is a flamer diehard, haha. I personally am useless with it.


After playing 1.4 for a couple of hours I must say that I agree with you: rifle reload is really long now. It also looks kinda weird because of the slowness. Compare it to the SMG and pistol reload animation and you'll see what I mean. I think a 5 shots clip and faster reload would be better then. Other weapons feel great indeed.
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Re: RELEASE: 1.4 (Elara Edition)

Postby S.E.S » 23 Mar 2013, 04:05

Good news. An interesting release. Congratulations to everyone.
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Re: RELEASE: 1.4 (Elara Edition)

Postby arand » 23 Mar 2013, 04:30

Just to note:
Desura has been updated to 1.4 (Linux & Windows).
Debian packages are pending sponsorship (hoping to rush into Ubuntu, but I'm doubtful if it will go into this April release).
OSX tarball has been replaced, due to mismatched paths, it should work now, hopefully.
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Re: RELEASE: 1.4 (Elara Edition)

Postby Dratz-_C » 23 Mar 2013, 19:18

Thanks for continuing to work on distributing the release arand. In my previous testing Desura has been faster for downloading Red Eclipse than SourceForge has.
Cheers
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Re: RELEASE: 1.4 (Elara Edition)

Postby BioHazardX » 23 Mar 2013, 19:36

OMG now RE is back to working in my computer without any crashes, so the previous version had some problems...


Thanks. ^^
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Re: RELEASE: 1.4 (Elara Edition)

Postby ballist1c » 23 Mar 2013, 20:46

Sweet.
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Re: RELEASE: 1.4 (Elara Edition)

Postby Alxandre Notavo » 24 Mar 2013, 03:36

| Deleting it because i was acting like a retard :) .|


You right angeles.
I still through that the sword needs more damage.
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Re: RELEASE: 1.4 (Elara Edition)

Postby FryingHigh » 24 Mar 2013, 03:43

So tempting to take his offer... I bet my motivation to get cash is stronger than skill :D
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Re: RELEASE: 1.4 (Elara Edition)

Postby Alxandre Notavo » 24 Mar 2013, 03:50

Then take it man. I will record the match and post it on the forum to prove my point.
But, if you win, you will have the money immediately.
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Re: RELEASE: 1.4 (Elara Edition)

Postby Evropi » 24 Mar 2013, 03:54

Well, I talked to ZeroKnight about it during the development process and he personally believed his playstyle was still sustainable, just a little harder to pull of, whereas he was raking in the frags previously. So I think your anger is unjustified here Alxandre. You may want to take this up on #redeclipse on Freenode instead, by the way.
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Re: RELEASE: 1.4 (Elara Edition)

Postby Alxandre Notavo » 24 Mar 2013, 04:00

Im not angry. Im sad ;_;.
Thanks for the suggestion, brother.

||||Edit|||

Im more relaxed now. I just found another combo that i like. Im going to accept the thing the way they are.
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