Also check what CliffyB had to say about the new demo:Performance
- Networking bandwidth and server CPU use improved
- A.I. performance improvements and tweaks
- Replicate all player skins in use to clients when joining to avoid hitch when first see new player
- Performance improvements and cleanup of HUD, messaging, and console
- Precache left hand weapon meshes if using left hand.
- Improved dynamic detail dropping to maintain minframerate
- store list BSP nodes for decals to greatly improve decal clipping speed
- sort decals by texture to improve performance
- increased characters per font page for default font to increase performance
Direct3D
- Increased performance by use of vertex buffers
- Optimized for low memory computers
Servers
- Force Respawn option
- Added kickban administrator console command
- Server passwords now work
- Added webserver settings to Start Multiplayer Game
- Listen servers are back in the server list, but show that they are a listen server in Rules
- WWW remote server admin: friendly fire works correctly
In addition to oodles of misc. improvements, (new pulse skin, menu changes, optimizations, etc...) Steve has also increased the player's drawscale slightly as well as their ambient brightness.
Notice how much easier players are to see now.
I've adapted the Loki Entertainment installer to UT. I changed some features I didn't like and added a couple others. I don't know gtk+ very well, so I'm not straying very far. It only took me about five minutes to get the basic installer up and running. MegaHuge dittos to Loki for sharing this cool bit o' software with the rest of us.
I've also done lots and lots of fixes to the Linux client. And guess what? Are you guessing? UT for Linux will be on the retail CD. The installer will be on the first CD's root directory with a nice fat README on how to get it working.
He also has a little todo list and some other work stuff that you might wanna look at.A few people have emailed me asking about the status of the Linux client. Its ready for release any time, but isn't compatible with the current demo. We have plans to release a patch for the demo at some point. When that is done, the Linux client will be synchronized with the demo and I can release it.
Not really. We think that the Nerf brand has a great, broad fan base. You know, everyone from a 10-year-old kid to a 30-year-old "kid" with a blaster in his office digs Nerf. We know the core Nerf age group will definitely love it and from what we've seen, the hard core gamers are digging it too. And that has been our goal all along. Not to make a game for kids, but to make a game for people who like Nerf, which is a broad age group.
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