Quasar
Moderator

Posts: 2200
Registered: 08-00 |
Alright. Here's some recent progress. Release is very near now, as the sound sequence integration is about 75% finished.
1. More sound engine revisions. Priority values defined in sounds are now used fully; sound priority scales with volume, and sounds will be cut off lowest priority first when too many are playing at once. Long-standing problem with sounds being given the wrong volume has also finally been identified and repaired. Volume precision has been expanded by a factor of eight, allowing better attenuation.
2. EDF stuff. Sounds can now have aliases, and properties of the environmental ambience engine can be modified. topdamage and topdamagemask thing fields allow customized burn damage when the player stands on top of hot objects.
3. Spechit overflow emulation. Special thanks to Andrey and fraggle.
4. Huge memory usage improvements. Much more data is now cachable, and the zone realloc function has been totally rewritten.
5. MDK console command for killing anything in one hit :)
6. Screen patch scaling improved to perfection for normal aspect ratios and improved for others by rounding up inverse column scaling factors. 960x600 now has perfect scaling, for example.
Expect EE 3.33.50 to come out at any time :P I am steadily working even though it may seem like nothing's getting done. Check out my changelog to see more info and news.
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