Archive for August 28th, 2009

Konoko Payne - august 2009 release

Friday, August 28th, 2009

Here is another Konoko Payne release. The last one before moving back to Switzerland! The main change is that pathfinding is now performed via the Recast & Detour library. It’s just the initial implementation, so you may expect some troubles.

Changelist:

  • added achievement stack, to make sure 2 achievements can happen at the same time
  • added “friendly fire” achievement (make a sniper kill a NPC)
  • “devil kick” achievement now unlocked when performed on 3 enemies
  • disabled target lock on thrown characters
  • Barabas: “stronger & stronger” sound is now interrupted if Barabas gets thrown
  • it should now be possible to select the arrow keys for motion
  • removed a lot of duplicate textures on characters
  • disabled raycasts on invisible “cubes” around characters
  • added trail on “COMCOMPunchHeavy” anim
  • used new textures from Severed (there’s an option in the menu)
  • the BV when in crouch but with a firearm should be a bit bigger, to avoid going completely through barriers => we now automatically switch off the weapon
  • some transitions are now banned when in “locked crouch”, e.g. inside a ventilation duct
  • added support for “multiple surface sounds” per texture
  • added “ONI” sprites with shadows on title page
  • weapon is now dropped from correct height in crouch mode
  • added “dash” à la ONI
  • implemented Skybox culling
  • “steady cam” is now the default/preferred camera model
  • the jumping gravity should look more like ONI’s now
  • fixed camera rots for NPCs in jump anims
  • fixed crash when selecting “End game”
  • added ESC menu
  • fixed bug when enabling inventory while there’s an impending intercom
  • walljump is now possible a tiny bit longer against a wall
  • added “land hard” anim for side wall jumps
  • if killed while platform sound is on, it doesn’t stop when restarting from checkpoint <== should now be fixed
  • optimized file loading (binary state machine files, music streaming, better file management, etc)
  • some attacks from Elite Striker should have a fixed rotation => done
  • running and jumping constantly should work better now
  • added message from Shinatama when helipad platform goes down
  • added two new combos
  • there is now an option to disable “attack buffering”
  • switched from PathEngine to Recast. The prototype and the game level should now have better navigation meshes. On the other hand pathfinding against dynamic obstacles may not work anymore.
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