As the creator of Tenrai/Angelus (Angelus initially, name changed to Tenrai to avoid copyright), I should mention that their motto is "Faster Than Angels"
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As the creator of Tenrai/Angelus (Angelus initially, name changed to Tenrai to avoid copyright), I should mention that their motto is "Faster Than Angels"
Hey everyone, today I'm releasing the Wipeout Anniversary Build. I was able to get everything I wanted setup earlier then expected so I might as well release it early for people to try out :)
As a side note, this version of the game might be more resource heavy then others on the graphics side. There's a bunch of graphics presets when you launch the game so if your computer is struggling then try turning the graphics down.
Download here
As usual, tell me what you like/dislike and I hope you enjoy it!
https://www.youtube.com/watch?v=KM0ff474QZs
There's a cheat you can type on the menu to unlock a secret ship, you can find the cheat on the video.
Hi !
Very impressive :+:+:+
There are 2 bugs that prevented me fully enjoying it, however :
- if you run out of time, there is no escape but Alt-F4 as going back to menu will freeze while 'loading'
- Xbox One Controller : default config turns to the left, I remapped the input and while steering is okay, acceleration does not work anymore after starting blocks
Other than it's really great :guitar
Can't wait to see your code so I can learn a bit more on the topic !
Btw, do you have any time frame on when you'll make it public ?
Thank you !
Cheers for the feedback!
I'm currently looking into the loading issue, Maciek reported it just a minute ago too. Does the Xbox One controller still use XInput? There's not too much I can do on the input front at the moment because I'm still using Unity's input manager.
If you PM me your email I'll add you to my private bitbucket repository, since there's remakes of copyrighted material I'm holding off going completely open source until I can make a minimal starter assets only version.
As said by Microsoft, it's 'binary compatible' with the X360 controller, i.e. it is using XInput.
The trigger axes however are seen as independent by Unity but IIRC this is wrong (the design decision of MS to map them as a single axis for DInput).
That's not a big deal after all, i.e. you made a great job for the game (most important), this being minor bugs (btw, for Unity there is this library https://github.com/speps/XInputDotNet)
just PM'd you :D
Thanks for the info :) I can remember implementing XInputDotNet into AGR2280 before ditching it for BallisticNG so it will be easy enough to implement.
I've tracked down and fixed the loading freeze issue and I'm fixing a problem with the camera that occurs if you respawn, progress on fixes reported will be updated on my trello board. I'll release a hotfix update on the 29th.
alright, great !
I'll impregnate myself of the content of the repository tomorrow,
By the way, I've seen that on your trello board you've mentioned WO3 tracks :p have you made any progress on the WO3 reverse engineering ??? :g
Maybe you've seen my WO3 unpacking tools already, here they are anyway :
http://www.wipeoutzone.com/forum/sho...287#post243287
http://www.wipeoutzone.com/forum/sho...339#post243339
It is a bit dated since I did it but basically WO3 PBPs are CMPs in disguise, the main difference though is that there is a higher level architecture with objects compared to WO1 and WOXL (undeciphered for now).
My tools will unpack every file in a PBP, now remains the hard work of :pirate :pirate :pirate TBC !
I know very little about reverse engineering files so I wouldn't know where to begin trying to reverse engineer WO3 :)
All the track remakes are being done from scratch with birdseye screenshots from the model viewer from Phoboslab
The hotfix is up. You can download it here, from the original anniversary post or go to the github download page manually, here's the changelog:
Code:- Fixed loading freeze bug
- Camera now updates correctly on respawns
- Modified start boost
> Increased accuracy zone from 0.7 - 0.8 to 0.65 - 0.85
> Going over the accuracy zone resets engine power to zero
> Added start boost sound
- Ship selection arrows can now be clicked
- Added temp invisible floor on right branch jump to make it possible on spark class
- Fixed loading screen hints being chopped off
- Added more hints to the loading screen
- Updated Wyvern's livery to make it a bit more distinct from GTek's
Hot damn, this release is the best yet. Everything still runs smooth even on max settings, and the worldspace feels "filled" enough. Good job Snake.
However, there were painful glitches, and I have to be elaborate just to make them clear.
# Side walls on the track are not solid. You'll fall straight down, and then respawn so far away from where you fell. It's frustrating but I guess it can be easily fixed.
# Sometimes running up ramps can mess up the camera, making it go psudeo-first-person (in short, ship disappears). Trying to reset the camera will crash the game. Everything hangs up, and the HUD will disappear. Most likely because the camera being switched into cockpit mode.
# Switching cameras before the race starts works, but the model of the bare cocpkit can be seen in third-person as the camera zooms into the ship. It's spoopy. Trust me.
# The track is too easy. :beer jk
I have some opinions on making the track better, but whether you like it or not is your choice.
# The track lacks a blue, snowy feel. It should have blue tint and some snowstorms to make it much more atmospheric.
# The skybox can use a flat mountain background and auroras like the original. Yes, there are color-changing auroras in the PSX WipEout. Made in 1995. Such anal attention to detail.
I'm not sure if I'm just nitpicking for anything, but I just can't see BnG go off being too generic. I know I'm being annoying again without contributing much, but what I know best is playing the game, naturally pretty much becoming a beta tester. I might create something in the year-end holidays, but this is what I can do now.
But you still impressed me, Snake. Dank job m8