* 0.1: First Vore Tournament release. * 0.2: Bug fixes: - Fixed a major bug that caused player models to lag and get stuck in multiplayer games. It was caused by an attempt to animate the stomach model, which is static and may not be animated. Attempting to do so caused the model to lag around and made the game unplayable. - Fixed a bug where a player would occasionally pop out immediately after getting swallowed. Not sure what caused it but a small check prevents the code from re-executing the next frame. - Fixed bugs with all mutators. Weapon Stay used to give infinite weapons until running reaching your ammo limit, Cloaked would make players visible again if they got regurgitated, Vampire would also give damage from digestion (which is done separately) and you could use the Jetpack inside bellies. Features: - Most requested feature: A Linux version. I found and included the Linux binaries for Darkplaces, and of course branded them properly. Both 32bit and 64bit versions are now available (Linux only). SDL version is also included too. - Included jpeg62.dll. The engine seems to require this file as of recent, and many people couldn't start the game because it was missing. - Added an RPG gametype, where there's no scoring and no winning (you can still fight as in all other gametypes though). You just do whatever you want, talk to people, and most of all can do vore RP :) Voretown (now called Voretemple) is now part of this gametype. - The Stomach Board doesn't disappear any more when you get eaten. Instead, it shows the predator's stomach, so you get to see who has eaten you and who you are inside with. Colors make it easy to see if the Stomach Board is addressing you or someone who ate you. - Weapon indicator on the HUD. Even if we have one weapon, it's common to be get disarmed, and this should illustrate it better. - Escape probability factor while performing stomach kicks, to give prey more chances. When you stomach kick and do damage, there is also a 1/4 chance to get regurgitated. This makes the voring more of a struggle too. - Players now rocket out when getting regurgitating. The predator is pushed in the opposite direction and by a smaller amount. - Added a random chance of stealing your prey's prey when eating them. When true, eating someone who already has another player in them will cause that player to become your prey as well (and sit next to its previous predator in your stomach). - Hide the chat bubble and team bubble for eaten players, as they gave the impression they address the predator. This was likely a big annoyance in team games and good to be fixed. - Ambient gurgling sound. Stomachs now gurgle loudly when there's someone in them. The fuller you are, the louder the noise. - Your weapon also gets dirty and becomes green when you get regurgitated, like the player model. Since there's no way apply color to weapon entities in inventory individually, any new weapon you get is automatically green. This might not make sense but it's the only way it could be done, and better than nothing imo. - Teach bots not to vore players who are typing or in the menu. - Players who are in the stomach don't bleed or gib any more. That was incorrect and unrealistic :P - Belly sound occlusion. Players in the stomach will now generate sounds at a lower volume. This also applies to pain sounds and directional voice messages. - Camera lowering effect when getting swallowed, for more realism. Not really the way I intended it, but you see yourself sliding down a little. * 0.3: Bug fixes: - Fixed a bug that caused entities to get broken if eating someone before a match starts in Clan Arena (by disabling the vore system until the match starts, since that makes most sense). Thanks to maraudingmarauder for reporting this :) - Fix a bug where the grabber would stick to the player you have swallowed, if you were still keeping the fire button down (causing your grabber to stick to you). - Fixed a bug which caused prey to be regurgitated at a spawnpoint if you went spectating with someone in your belly (they are now released at your last position before becoming a spectator). - Fix the old Nexuiz bug that caused bot announcers to be heard by all players. The tick sounds caused by bots are also fixed. - Fix the stealprey feature. It was broken and could even cause some major issues. Features: - Bot AI was heavily modified and improved (as well as most of the vore code). Bots won't randomly spit you out at lower skills any more, and just start digesting you later instead. Bots have also learned the secrets of team healing, and will swallow team mates they can heal and spit them out once they reach maximum health. Bots will also automatically leave you once they've been team healed to the max (see the new leaving feature below). - Vore personalities for bots. 4 new skills have been added in bots.txt, specifying how good that bot is at different parts of the vore act. The main ones are pred skill and prey skill. A bot with a good pred skill will eat and handle you quicker, while the prey skill makes bots kick your stomach more often. - Regurgitating someone in a deadly pit now gives you a frag. Previously this wasn't considered a push, and the prey was just "in the wrong place". Thanks to maraudingmarauder for reporting this. - The team bubble will now show which team mates can be healed in team games. When it's the case, you will see an additional "HEAL" panel under the "TEAM MATE" panel of the team bubble, indicating you can swallow that team mate to heal them. - Prey can press the jump button to get out of their predator willingly in some circumstances. Currently, this is available for team mates, and all players in the RPG gametype (if a cvar to enable it is turned on). A message on the HUD lets prey know when this is possible. - Adapt and fix the accuracy stats window. Players will now see their Grabber stats properly. - Two new settings for the RPG gametype. One allows bots to not attack you in this gametype, or swallow you harmlessly (without digesting or kicking). The other enables the leave feature for all players in RPG (you can press jump to get out of anyone at any time, like you always can for team mates). - Recoil effect when swallowing / regurgitating. You will now see your view tilting up or down, simulating swallowing better. * 0.4: Bug fixes: - Fixed a bug that caused the third person weapon entity to show on dead players - Fixed a bug that made the view get stuck in the ground if eating / being eaten while crouching - Fixed a bug that caused players to float in Arena and Clan Arena if a new round caught them with someone in their belly - Map voting screen fixed. You can now vote for a map at the end of the game like in Nexuiz - Switched engine to div0-stable branch. All lib issues (including Linux issues) should now be fixed, and other improvements should be visible too (no more startup hitch). Also included 64bit Windows engine (be careful however, this might crash sometimes!) Features: - Loads of new maps ported from Nexuiz. Some are official maps, others are maps that never made it in Nexuiz. Onslaught can now be played too, and you'll also face automated turrets on some maps. - We now have a single player campaign / story. The story has 20 levels of different gametypes, and features automated in-game dialogs and a detailed story mode. - Tutorial map. Can be found in the Single Player menu (not related to the campaign) and should cover all basics. - A lot of awesome new music (made for Nexuiz but that didn't get in it). - Many new sounds for items, the grabber, jump pads / teleporters and other stuff. The vixens also have a higher pitch voice now, more suitable for a foxy :) - Intermission sound and artwork. If you are the winner when the match ends, you'll see a picture of a predator and hear an RPG-ish "won music". If you lose, you'll see a picture of a prey and hear an RPG-ish "lost music". - A Gentle Vore mutator, for those who don't like digestion and harmful stuff. When enabled, you can't digest or stomach kick, thought you can still die / kill using non-vore means. - Stomach kick force. A predator will lightly get pushed in the direction their prey is facing when it kicks. * 0.5.0: Bug fixes: - Only major bugfix I noted was a bug that VT always had. The server tried animating the stomach model like the normal player model (which is a static md3), which caused a lot of console spam. I finally managed to nail down this issue, and prevent the model from being animated. This saves a lot of console spam with "developer 1" enabled, and might prevent some deeper technical issues as well. Features: - Updated to the latest darkplaces engine, which has several changes and improvements (especially better performance compared to the previous VT engine). The 64 bit version is also stable now, compared to the engine a few months ago. - Lots of new effects and eye candy! This includes the HUD damage blur (proposed for Xonotic too), screen splashes when damaged or in the stomach, over-bloom, and many other effects. You can also see your weapon model inside the stomach now, and Grabber alt fire now uses a swing attack. The green goo will also wash off players now, although slowly. - When getting swallowed, the volume of sounds and music are smoothly reduced, and music is turned down. This gives a pretty cool effect. - Special crosshair indicators. One is the "coloring by health" feature from Xonotic. The crosshair will also turn into a (!) symbol when you can swallow an enemy, a (?) symbol when you can swallow a team mate, or a (/) symbol when you cannot swallow a player, making it easier to know. - Prey now stays in the stomach after being eaten, rather than the predator throwing up their dead body. Even while dead, victims can still see their predator's belly. - Ambient autotaunts for predators and prey. Predators will laugh when having someone inside their belly, while prey will cry out for help. - Re-integrated armor system. Vore Tournament now has armor as well! There are no armor pickups (and likely never will be), but armor is self-rechargeable if you don't take any damage for several seconds (similar to Halo). - Reload system for Grabber weapon, with crosshair ring indicating load (uses my reload code from Xonotic). - Multi-jump feature (jumping again in the air). Ported from Xonotic, original code by me. By default, you can jump a second time in the air, UT2004 style. - True type fonts for menu and HUD, like Xonotic. MUCH prettier than the old ones. Known bugs: - Prey staying in the stomach after they die has a bug. Sometimes, their dead body is still thrown up, and it also collides when it is. The reason for this is still unknown. - In Keyhunt, if you are inside a player's stomach when the round starts, your team's key can still be given to you (since KH keys are only dropped when you are swallowed). Not a real bug, but it looks ugly and is incorrect. The reason for this is known, and to be fixed in a later release. - While reloading the Grabber, you may sometimes go below 0 ammo, and be able to reload and keep going down in minus. The reason for this is still unknown. - Swallowed players still appear on the radar. Not a bug, but it looks ugly and isn't right. To be found and fixed. Planned features: - Many players requested that swallowing is done slowly rather than instantly. Although this is harder for a 3D project, I will see what I can do in 0.6. No promises though! - I plan to try improving the media and assets a bit in the next release. Although this depends on what content I'll have available, and to which extent I can adapt it. * 0.5.1: Bug fixes: - Prey not staying in the stomach after dying at times. It was caused by a VERY ugly code I used, which had an improper deadflag check in one spot and health check in another. Prolly one of my biggest recent fails in coding :P - The issue with keyhunt keys is now fixed. If you're in a belly when your team's key is given to you, you instantly drop it. No better way I could think of, but now it works well. - Fixed the minus ammo bug (one of the biggest issues in last night's release). It was caused by the Grabber not being force switched when having no ammo left (since VT doesn't have an infinite ammo gun like Xonotic has the laser, so there's nothing else to switch to). Due to that, the weapon could still fire when out of ammo. Ammo is now checked when firing, for each of the firing modes. * 0.5.2: Bug fixes: - Fixed a big issue in multiplayer, that would cause players with high ping to brake animations on players who ate them. - Fix the timer background being positioned incorrectly when showing remaining time. - Fix numbers in the map voting screen using the old HUD numbers which were removed. * 0.6.0: Bug fixes: - Toggling g_vore while players were inside their predators would brake everything. - Fix a bug that caused the bot AI to get stuck after bots were getting eaten. - Fixed bots not knowing how to select the Grabber gun. They can now hold the Grabber for the first time in VT! - Fix grabber checking the wrong ammo value while being hooked, causing the hook to disconnect while ammo was still available. - Fix a bug causing ammo to get to negative values at times. - Fix stomach states not being applied properly when swallowing more than 3 players, breaking the player model. - (Re)fix players showing as floating stomachs after being spectated, then the spectator becoming an observer. - Fixed a visual bug that caused spectated dead prey to not follow the stomach model. - Spectating prey while chase_active was enabled showed the stomach model. - Fix objects and surfaces showing through the stomach when the predator was too close to a wall. The stomach is now drawn in front of everything, covering anything intersecting it (except neighboring prey). - Fixed a visual bug when being hooked, pressing crouch, and letting go of the hook button. Features: - Many new and exciting gameplay changes, graphics and sounds! Very more random and complex gameplay, as well as modern and exciting visual effects. - Realistic micro / macro support, with player size depending on health. Being low on health will make you tiny, while having over-health makes you grow bigger. Size difference between predators and prey affects the damage you deal / take, how fast you swallow your prey, and other aspects. A feature for micro / macro lovers :) - Slow swallowing. You no longer swallow your prey instantly when pressing the fire button while standing close to them. Instead, you need to aim at them for a second, and keep the fire button down until the swallow progress ring fills up. - Swallow models for the slow swallowing feature. Prey can see theirselves sliding down the predator's throat as they're being swallowed, with a detailed view of their maw and gut. - Prey can now see neighboring prey inside the same stomach. - HUD rings that fill / empty with progress, indicating many important things, such as your swallowing / being swallowed progress. - Floating names above players (ported from Xonotic). In team games, they will also show the health of your team mates, and tell you if you can heal them (replaces the old team icons above players). - Post processing: Enabled HDR iris adaptation. This causes the view to get brighter when the player is sitting in a dark spot, and vice versa (same as in real life). Saturation will also lower when you're low on armor. - Gameplay: Stomach kicks no longer have a direct escape probability. Instead, dealing any damage to a predator can make him randomly regurgitate his prey, stomach kicks included. - Gameplay: Digestion is now applied to all prey at the same time. Also, by default, digestion damage is divided by the amount of prey you have. For instance, if digesting two prey at the same time, you will do half the normal damage to each. - 4 new Nexuiz maps, including desert and snowy environments. - Adapted the coloring system in Xonotic. The second customizable player color is no longer pants, but a bright neon-like glow. Can be seen on both players and weapons. Much prettier and more scifi-ish :) - Improved bot AI for much smarter bots in many circumstances. They will choose their prey wisely based on size (and stay away from larger predators like anyone should), and take other decisions more wisely. - Vore Tounament now has its own icon and logo, which is a pretty self explanatory symbol. Known bugs: - Due to the darkplaces engine not supporting custom bounding box (collision) sizes for movement prediction, player collisions do not change with size (only the size of the player model visually). This means that tiny players will have a large collision around them, while large players can partly go through walls. The camera can also go through the ceiling if it's too low, for macro players. I must wait for the engine to have customizable bbox sizes for this. * 0.6.1: Bug fixes: - Fix swallowing not working in multiplayer, due to the predator's angles not being updated properly. This also fixes jittering in bot matches, that has always eixsted in VT. - Tweak Grabber fuel usage and the fuel system, improving some things and fixing minor bugs. - Disable GLSL color control by default, as it seems to be the cause for some video card issues. This MIGHT fix the white screen problem some people have been reporting, as well as the game crashing between map changes.