*Reaper* Posted May 10, 2010 Posted May 10, 2010 (edited) Alien ArenaDescriptionDo you like fast paced deathmatch? How about rich, colorful, arcadelike atmospheres? How about...retro Sci Fi? Then you're going to love what Alien Arena has in store for you! This game combines some of the very best aspects of such games as Quake III and Unreal Tournament and wraps them up with a retro alien theme, while adding tons of original ideas to make the game quite unique.Alien Arena is a fast paced, furious frag fest with arenas ranging from the small, to the massive. With a large built-in player base, it's never hard to find a good match going on, at any hour of the day. The community is friendly, as well as prolific. Dozens of maps, models, and various accessories have been created by community members to add on to the game experience. The CRX engine that powers Alien Arena has received very signifigant upgrades in recent releases, resulting not only in stunning new visuals, but vastly increased performance as wellChangelogWhat's NewMajor 7.53 features:1. Extended use of VBO for signifigant performance increases on high settings.2. A number of bot AI changes to improve navigation, combat and more human like behavior.3. Added a number of video resolutions.4. "Dm Lights" server option.5. Menu changes to make things behave more consistently and intuitively.6. When entering join server menu, servers only refreshed on first entry, unless refresh button is pressed.7. Entity def files to allow maps to have multiple game types and configurations.8. Chaingun behavior smoothed out.9. Grass/vegetation rendering visually improved, and optimized.10. CTF scoring improvements.11. Smarter precaching.12. Speed hack detection improvements.13. Fixed account bugs.14. Optimizations for IQM and MD2 rendering.15. Stats math refactoring.16. New maps - TCA-Invasion, CTF-Zion2k917. New violator sounds, skin, and effects.18. Added "ultra" skill level to single player mode.19. Added sun object control to scripts.Important SVN commits:Revision: 2701Author: maxDate: 7:27:53 PM, Monday, December 19, 2011Message:FOR TESTING: Add "hang" command to simulate hangs.Can be used to study the effect of client or server-side hangs on the netcode.Currently Unix-only. Only useful for developers.Revision: 2700Author: irritantDate: 5:07:38 PM, Monday, December 19, 2011Message:Changed some compiler optimization settings, this appeared to be causing memory issues.Revision: 2697Author: irritantDate: 11:54:13 AM, Saturday, December 17, 2011Message:Removed gl_lockarray calls when using vbo on meshes. Seems to have fixed any crashing issues.Revision: 2695Author: stratDate: 1:23:21 PM, Wednesday, December 14, 2011Message:Fixed bot fuzzy aim so skill and accuracy config differences make a difference.Revision: 2694Author: irritantDate: 6:47:12 PM, Tuesday, December 13, 2011Message:Added "nosun" field in .fog files.Revision: 2693Author: irritantDate: 12:52:31 AM, Tuesday, December 13, 2011Message:Added ultra skill level to single player menu.Working shadow vbo's using dynamic vbo(slower, so commented out for now).Revision: 2690Author: irritantDate: 1:06:35 AM, Saturday, December 10, 2011Message:Large number of bot improvements with navigation, accuracy, and AI. Removed unused bot code(the stuff where bots could drop nodes and build links, i.e. learn the map). This was never used(and potentially ruined existing paths).CTF nodes added to code(but ifdef'd out, as it's not quite working yet). Test using ctf-zion2k9(it has the base node paths added).Revision: 2687Author: irritantDate: 1:15:48 AM, Wednesday, December 07, 2011Message:Bots no longer fire back when attacked by their own teammates.Revision: 2686Author: irritantDate: 1:01:07 AM, Wednesday, December 07, 2011Message:Improvements to movement AI.Revision: 2684Author: irritantDate: 11:12:28 PM, Tuesday, December 06, 2011Message:Added some better strafejump checking for level 3 bots.Revision: 2683Author: stratDate: 7:44:15 PM, Tuesday, December 06, 2011Message:Update Autotools build for newer .m4 macros.Update version to 7.53.First cut on README updates for 7.53.Update game_data.am with ctf-zion2k9.nod.Revision: 2682Author: irritantDate: 4:14:38 PM, Tuesday, December 06, 2011Message:Fix vid res bugs, add 1366x768, 1280x1024.Revision: 2681Author: irritantDate: 1:16:24 AM, Tuesday, December 06, 2011Message:Violator alt-fire uses different effect.Revision: 2680Author: irritantDate: 12:33:34 AM, Tuesday, December 06, 2011Message:Ctf-Zion2k9 final version.Ctf-Zion2k9 bot path.Added 1920x1080 screen res to menu.Added VBO to vid menu(on by default).sv_enforcetime set to 0 by default until further tested and bugs fixed.Statsgen reads ftp account info from file.Updated rev to 7.53Revision: 2679Author: irritantDate: 12:35:34 AM, Monday, December 05, 2011Message:Clear all vbo ID's on map reloads.Revision: 2677Author: stratDate: 10:11:57 PM, Sunday, December 04, 2011Message:Change a packet rate timing variable.Revision: 2676Author: stratDate: 3:32:13 AM, Sunday, December 04, 2011Message:Major update to statsgen with improved data collection and error handling.Revision: 2674Author: irritantDate: 12:30:58 PM, Friday, December 02, 2011Message:Menu items now consistent with highlighting.Rethink - vbo now on by default for any card that can use it.Revision: 2672Author: irritantDate: 12:35:14 AM, Friday, December 02, 2011Message:Level 0 bots should not crouch.Revision: 2671Author: irritantDate: 12:19:34 AM, Friday, December 02, 2011Message:When entering join server menu, servers only refreshed on first entry, unless refresh button is pressed.Revision: 2670Author: irritantDate: 11:32:33 PM, Thursday, December 01, 2011Message:Fixed some bot configs, changed dm-goregrinder to have easy bots.Revision: 2666Author: stratDate: 4:57:22 PM, Sunday, November 27, 2011Message:Modify error handling and enhance error messages for clc_move command.Remove redundant and unnecessary traces in SV_Multicast.Fix misplaced debug print statement in CL_Frame.Revision: 2664Author: maxDate: 12:59:57 AM, Sunday, November 27, 2011Message:speed cheat code:Add code to reset speed cheat data collection whenever the server hangs.TODO: only reset the data when the hang occurs on the boundary of the 12-second data-collection cycle. I suspect the current code might almostdisable the speed-cheat detection on very overloaded servers. However, thisshould fix false positives at any rate.Revision: 2662Author: irritantDate: 12:30:20 AM, Thursday, November 24, 2011Message:Max fps, pps, default set to 60.Cleanup of some vbo stuff.Revision: 2661Author: stratDate: 1:00:47 AM, Wednesday, November 23, 2011Message:Update for autoconf macro archive changes. (Build requires 'make clean' and './configure')Update game_data.am.Revision: 2658Author: irritantDate: 4:46:29 PM, Tuesday, November 22, 2011Message:Update to violator skin.Revision: 2655Author: stratDate: 2:26:14 AM, Tuesday, November 22, 2011Message:Update game-data.am for tca-invasion and ctf-zion2k9.Add nul-termination to entity string when loaded from .entdef file.Revision: 2654Author: maxDate: 1:31:57 AM, Tuesday, November 22, 2011Message:Fix minor bug where g_dm_lights wouldn't get archived if game code didn't run.Revision: 2650Author: irritantDate: 12:35:54 AM, Tuesday, November 22, 2011Message:Added ctf-zion2k9 courtesy of Rigel.Revision: 2648Author: irritantDate: 12:02:54 AM, Tuesday, November 22, 2011Message:Fixed net error in new team light code.Revision: 2647Author: maxDate: 10:49:41 PM, Monday, November 21, 2011Message:Server: display visibility lights for DM games when g_dm_lights is 1.Client: display those lights in green (older clients will display them blue.)Revision: 2646Author: maxDate: 12:49:53 AM, Monday, November 21, 2011Message:Initial version of tca-invasion.Uses the same BSP as ctf-invasion, but with a separate entdef file.Revision: 2645Author: stratDate: 1:51:21 PM, Sunday, November 20, 2011Message:Fix frag rate and total time in in-game player stats to be consistent with statsgen.Revision: 2644Author: irritantDate: 10:36:50 AM, Sunday, November 20, 2011Message:Fixed bug with name storage and stripped chars.Revision: 2643Author: irritantDate: 11:51:59 PM, Friday, November 18, 2011Message:Cleaned up shadow and vbo code. Revision: 2642Author: maxDate: 9:47:36 PM, Thursday, November 17, 2011Message:Partially fix the false positives for the speed cheat code.I found that this was happening when the *server* hangs, not when the *client*hangs, as I previously thought. This explains why my code to simulate hangs was only duplicating the issue in listen servers. I am now usingSys_Milliseconds instead of svs.realtime, which has partly cured that problem.However, a very long server-side hang can still cause false positives if itfalls on the "cusp" between one 12-second data-gathering period and another. Iplan on fixing that by adding a mechanism to "forgive" anything detectedwhenever this happens. Not ideal, but hey, what can ya do?Revision: 2639Author: irritantDate: 11:57:50 AM, Tuesday, November 15, 2011Message:Some IQM optimization. More to come.Revision: 2638Author: stratDate: 3:16:36 AM, Tuesday, November 15, 2011Message:Read Account Server 'validated' file once per loop.Start decaying score after 2 weeks instead of 4.Revision: 2636Author: irritantDate: 6:17:08 PM, Monday, November 14, 2011Message:Fixed bug with password cvar.Revision: 2634Author: maxDate: 5:45:48 PM, Sunday, November 13, 2011Message:Fix one of two suspected bugs with sv_enforcetime.This is the more obvious problem, where players are always kicked on theirsecond map after a long enough time.Revision: 2633Author: stratDate: 2:39:12 AM, Thursday, November 10, 2011Message:Add timeouts to stats database and latest version cURL reads to prevent hang on Join Server menu.Revision: 2631Author: maxDate: 9:04:43 PM, Sunday, November 06, 2011Message:sv_enforcetime now has a margin of error, but it also now kicks speed cheaters.It's also now on by default.Revision: 2630Author: maxDate: 8:25:04 PM, Sunday, November 06, 2011Message:Don't precache everything on local games where maxclients is 0 or 1.This is so I don't have to wait for ages just so I can test some code.Revision: 2629Author: stratDate: 7:55:39 PM, Tuesday, November 01, 2011Message:Add Rigel's CTF scoring improvements: return flag was 2, now 5 points; frag enemy flag carrier was 1, now 5 points.Fix screenshots for 1366 video width.Revision: 2628Author: irritantDate: 5:58:26 PM, Tuesday, November 01, 2011Message:Fix vegetation draw order.Revision: 2627Author: irritantDate: 4:40:01 PM, Tuesday, November 01, 2011Message:Some more efficient grass rendering.Revision: 2626Author: maxDate: 10:30:27 PM, Saturday, October 29, 2011Message:Remove code that calculates "move" and adds it to every vertex's position.Experimental observation indicates that IQM_DrawFrame is never called on an entity where oldorigin != origin, so the code was useless anyway. Thiscommit unbreaks cl_testentities. It also probably improves fps very slightly,but not enough for me to notice.Revision: 2625Author: irritantDate: 7:42:12 PM, Saturday, October 29, 2011Message:Much improved grass rendering.Revision: 2624Author: maxDate: 1:07:48 AM, Friday, October 28, 2011Message:Factor out a few if-statements from the IQM VArray-building loops.Revision: 2622Author: irritantDate: 12:31:57 AM, Wednesday, October 26, 2011Message:1. Mesh vbo now fully working. I've left r_test as a toggle for testing performance. (must also be used in conjuction with gl_usevbo).2. A number of debugging statements in AccountServ.Revision: 2621Author: irritantDate: 12:48:54 AM, Saturday, October 22, 2011Message:Mostly working mesh vbo. There is still a problem with tangents. Use gl_usevbo 1 and r_test 1 to test. r_test enables and disables the mesh portion of the code.Fixed string bugs with accountserver.Revision: 2620Author: maxDate: 3:36:54 PM, Wednesday, October 19, 2011Message:Fix irritating chaingun behavior when letting go of the primary-attack button.The chaingun will no longer waste ammo going through the whole firinganimation even when the fire button is no longer held.Revision: 2618Author: maxDate: 6:49:36 PM, Monday, October 10, 2011Message:Script to generate entdef files (dumps of the entity data) from a source .map.The R1Q2 project has a C program to generate dumps from a .bsp file, which Imay also commit later (for maps where the source is lost.)Revision: 2617Author: maxDate: 6:40:49 PM, Monday, October 10, 2011Message:System for breaking various hunks out of BSP files. Only entity data for now.This is very slightly different to the patch I initially submitted. I will make a forum post on it and possibly work with Strat to get it documented inthe "devref" document.Revision: 2616Author: maxDate: 1:16:21 AM, Thursday, September 29, 2011Message:Get rid of fixed FOV from the server-side and menu code.TODO: Ignore fixed FOV on the client side if a legacy server has it enabled.Revision: 2615Author: maxDate: 1:09:17 AM, Thursday, September 29, 2011Message:target_speaker rejects any file with "music" in its name.This is a fix for legacy maps.Revision: 2614Author: maxDate: 1:04:07 AM, Thursday, September 29, 2011Message:On Unix, ungrab the mouse during demo playback.The IN_Frame function for Win32 is slightly different, and I can't test it, soI won't risk messing with it.Revision: 2613Author: maxDate: 12:56:57 AM, Thursday, September 29, 2011Message:Haste does nothing unless forward key is held.Revision: 2612Author: irritantDate: 12:36:34 AM, Thursday, September 29, 2011Message:Added (re-added) mesh vbo code. Extended stats decay time to 1 month instead of 1 week, which seemed a bit too fast.Version: 7.53Addon Release Date: May 23, 2012Shortcut created in: Games FolderUninstallable: YesCredit: *Reaper*x64 Part 1 Part 2 Part 3 Part 4 318 MB 1baf6ff6c3ca9fa7654d82c8ef335c86x86 Part 1 Part 2 Part 3 Part 4 318 MB 861c2879f63ff917eaadb53e91c23a38ENJOY! Edited May 24, 2012 by *Reaper* NIM 1 Quote
ccl0 Posted July 23, 2011 Posted July 23, 2011 (edited) Request filled Edited September 4, 2011 by *Reaper* Quote
bphlpt Posted July 24, 2011 Posted July 24, 2011 (edited) Request filled Edited September 4, 2011 by *Reaper* Quote
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