RELEASE: Red Eclipse v1.2 (Cosmic Edition)

RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby qreeves » 07 Jan 2012, 04:56

Red Eclipse v1.2 (Cosmic Edition) is out now. With it we have brought an amazing list of changes, additions, and bug fixes; many of which were inspired by community input and poll results. Over the last year, we have seen our community grow and flourish, along with which the quality of the game has increased greatly. We'd like to thank everyone who played a part in making this our best release yet, and we hope you enjoy it as much as we did creating it.

You can download it now from http://www.redeclipse.net/

CHANGELOG
Gameplay:
* Powerjump removed, replaced with "impulse launch", use by jumping whilst
"impulse sliding"
* Impulse moves now disregard cost and scale depending on available energy
* Special melee actions now require an impulse move beforehand
* Plasma primary damage increased
* Plasma secondary fire travels faster if charged for a short time
* Flamer primary & burn damage reduced
* SMG rate of fire decreased
* Sticky grenade can now stick to player
* Zoomlock disabled for rifle
* Added weapon stun effect which impedes movement for a certain time
* Made the carrier of the flag/bomb move slower
* New "buff" system for flag/goal defenders: increases regeneration, damage,
and shielding
Audio & Visuals:
* Ingame music
* New sounds for pistol, SMG, grenade, sword, player death, hit/bleed, etc.
* HUD revamp
* View bobbing
* New font "Play", extended character support
* Female variation of player model (set in profile)
* Added visible counter and warning for imminent explosion in Bomber ball
* New 'radarstyle' option displaying absolute positions
Maps:
* Ares, new map
* Cargo, new map
* Colony, new map
* Isolation, new map
* Purge, new time trial map
* Dutility, revamped
* Tower, re-added and revamped
* Error, added AI waypoints
Modes & Mutators:
* League mutator removed
* Instagib-vampire combination disabled
* Multi-team mutator re-added
* Jetpack mutator re-added
* 'instagibfilter' variable: disallow certain mutators combining with instagib
Modding:
* New map editing menu, available via [F3]
* Editing mode has been made more obvious to the user
* cube2font tool for generating game fonts, including documentation
* Ability to add a second cloudlayer with the envlayer command
* Ability to specify bitwise modes and mutators on entities that check them
Misc:
* AI waypoints separated out from ents, overall major AI improvements
* Split apart kick and ban commands so users can be removed without a ban
* Copyright cleanup, new trademark policy
* *roff manpages for *nix systems
* system-install make target for packaging convenience
Additional Fixed Bugs:
* #8 AI performance issues
* #30 Use RE_DIR=$(dirname $0) in launch script
* #31 Changing weapon name breaks the entry in Variables GUI
* #32 Floating/Infinite Flight Bug
* #33 random weapon selection in arena not working
* #35 /firstpersondist (exploit)
* #37 Player color (skew towards team color)
* #38 Tweaking hit sounds for shotgun/flak bleed
* #39 teampersist crashes server
* #40 dedicated server demo recording is broken
* #42 Plasma Blue-Ball-of-Death sticking to Ragdoll
* #43 Create lower poly weapon models for item and vwep version
* #44 Entity Radius Broken in Edit Mode
* #47 Create "botoffset" variable to replace INSERT/DELETE behaviour
* #50 Use "aiclip" on common areas where bots can't travel
* #53 can't drop flag in ctf-protect
* #60 Live Support does not work correctly
* #65 Clicking the Red Eclipse icon on map selection without selecting a map
produces an error message
* #66 Winning a conquer defend-the-flag match yields an insanely high score
* #69 Edit mode segfault
* #70 Temporarily missing sound for Flamer primary fire after reload
* #74 better Link line colors
* #81 Killing the opponent team in Survivor CTF/BB does not yield you a point
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby TheLastProject » 07 Jan 2012, 10:52

I saw the release date becoming 7 January 2012 while it was 6 January first. Did we re-release it under the same number with those few very important bugfixes?
Hats, Afros, wings and raptor feet. This game is showing progress indeed.
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby Julius » 07 Jan 2012, 11:21

Neat, downloading via Desura (Linux) now... lets hope it is updated there already ;)
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby TheLastProject » 07 Jan 2012, 11:41

Hats, Afros, wings and raptor feet. This game is showing progress indeed.
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby qreeves » 07 Jan 2012, 13:47

TheLastProject {l Wrote}:I saw the release date becoming 7 January 2012 while it was 6 January first. Did we re-release it under the same number with those few very important bugfixes?

Yes, not so important though unless you try to kick/ban.
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby Julius » 07 Jan 2012, 14:17

hmm Linux Desura still seems to be on 1.1 :(
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby inpersona64 » 07 Jan 2012, 15:22

I've been trying to figure out why I like this version so much better than 1.1. I mean I can't say it's the HUD cause then I'd sound like a Call of Duty fanboy (cause that's the only real thing that changes in COD games) and it's not the maps cause most of the maps were ported from 1.1. Yes, the game looks slightly different but that couldn't be it. It had to be something subtle. And then I read your list of things:
* View bobbing

Yep, this is definitely it. It's almost unnoticeable in the game but I had about a minute of recording and when I looked over it, I can pretty much see it clearly. That might be why this game seems so much more fun to me now. I'm not saying that feature alone is what keeps me playing (it's the headshots too :P) but I think it's safe to say view bobbing makes this game at the very least, much more enjoyable. In my opinion of course ;)
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby Julius » 07 Jan 2012, 16:22

I would have guessed "less annoying hit sounds" :p
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby Julius » 08 Jan 2012, 19:02

Hmm, the desura linux version is still on 1.1 :(
And problems with updating it? How does it work in general btw? Do you have to wait for an Desura employee to do it for you or do you have direct access?
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby qreeves » 08 Jan 2012, 19:49

Julius {l Wrote}:Hmm, the desura linux version is still on 1.1 :(
And problems with updating it? How does it work in general btw? Do you have to wait for an Desura employee to do it for you or do you have direct access?

No idea, the Desura guys did up the v1.1 stuff themselves when they first released the Linux Beta.
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby TheLastProject » 08 Jan 2012, 19:55

qreeves {l Wrote}:
Julius {l Wrote}:Hmm, the desura linux version is still on 1.1 :(
And problems with updating it? How does it work in general btw? Do you have to wait for an Desura employee to do it for you or do you have direct access?

No idea, the Desura guys did up the v1.1 stuff themselves when they first released the Linux Beta.

Don't you have an account linked to RE on Desura/ModDB/IndieDB?
Hats, Afros, wings and raptor feet. This game is showing progress indeed.
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby Ulukai » 09 Jan 2012, 10:11

Once more congratulations to the whole RE team for the best release so far!

Sticky grenades!
Editing menu!!!
View bobbing!
Kick-ass pistol!
Great new maps, I really like Cargo the most (Deck16 remake?)
...

There will be nothing more to do for 1.3...!? ;)
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby qreeves » 10 Jan 2012, 02:06

There will always be more to do, it's the great thing about an FPS, you can keep improving it :)
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby Julius » 10 Jan 2012, 09:29

The guys from desura are asking for a contact to you Quin, so that they can make you the admin for managing the game on Desura. If you PM me an email adress I can forward it to them.
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby qreeves » 10 Jan 2012, 13:02

If PM'ing you were an option that would work, but my Desura account (qreeves) has current information and is listed as the Leader of "Red Eclipse Team". Still doesn't tell me much about actually publishing it there though.
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby Julius » 10 Jan 2012, 13:21

I think the guy that wrote me will explain you how to do it then, no big deal probably. I just need to forward him your email and he promised to manage it with you... alternatively you can of course talk to him directly (account "Protektor") if you have a desura account.

Edit: below the message I got from him in answer to the question I posted on the desura forums.

If you have the developer of Red Eclipse contact me here via PM then I can make him the owner of the game and he can do the updates himself.
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby NetMassimo » 10 Jan 2012, 14:44

I tried played a few maps in version 1.2 but I'm already impressed by the improvements that make Red Eclipse even better. Congratulations to all developers, artists and contributors!
Ciao :-)
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby DroiD » 12 Jan 2012, 20:04

i like to hear u put my female model in :3
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby Catalanoic » 13 Jan 2012, 14:21

NetMassimo {l Wrote}:I tried played a few maps in version 1.2 but I'm already impressed by the improvements that make Red Eclipse even better. Congratulations to all developers, artists and contributors!

I think the same, congratulations!!!!!!
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby Architect » 13 Jan 2012, 15:22

best one yet, but i need to be able to change vars in servers, yes, even if it isn't mine
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby inpersona64 » 13 Jan 2012, 16:25

Architect {l Wrote}:best one yet, but i need to be able to change vars in servers, yes, even if it isn't mine

Variable voting?
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby Architect » 13 Jan 2012, 19:15

no, the game variables, i used to be able to change them and would change them back when asked or when i left server
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby ZeroKnight » 16 Jan 2012, 02:14

What he means is that when an auth user changes variables on someone else's server, those changes are reverted with another command, and/or when said auth user leaves the server.
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby raiden » 23 Jan 2012, 14:21

The many small additions and changes are nice. My favourite is the editing menue. Thanks for your work. Maybe more new maps will come :).
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Re: RELEASE: Red Eclipse v1.2 (Cosmic Edition)

Postby Remilia Scarlet » 13 Feb 2012, 19:49

I have a problem...
As of the new release, no crosshairs other than the default set will be accepted by the game. This occurs both when I use the in-game command to change the crosshair texture and when I directly edited one of the existing textures without renaming it(only to see whether it would work).

Also, with the option of changing the crosshair for each weapon, what would the commands be(if they have already been implemented)? If not, where would the file that tells the game which crosshair to display(I would like to analyze it, see what I can learn...) be?
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