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Posted about 14 years ago
After many months of development Turtle Arena 0.5.0 is now available for your enjoyment! There have been many improvements and new features. There is now four player splitscreen and many higher resolution graphics, among other things!
Posted about 14 years ago
After many months of development Turtle Arena 0.5.0 is now available for your enjoyment! There have been many improvements and new features. There is now four player splitscreen and many higher resolution graphics, among other things!
Posted about 14 years ago by [email protected] (ZTurtleMan)
I am still planning on having a preview/unstable/development release as stated in the last post. It may be a week or two until I am ready. I haven't worked on fixing up the game as much as I had hoped thus far, but it will be released.I am planning ... [More] on removing the Ninja Turtles from the game and replacing with other original anthropomorphic animal characters. Each character would be based on a different animal, such as turtle, rabbit, frog, rat, etc. I think it would be best for the game; it allows the characters to be more unique (different species with different abilities), may help game development (in almost five years I have not come up with an special ability for Michelangelo), and solve the main legality issue of the game (in my mind at least). Side note, the enemies in single player / co-op are planned to be robots.The game will also likely be renamed again, though I have not come up with a new name yet. It will not be Something Arena this time. It will take time to plan and design all of the changes before I really get started on this, so the next major release (0.6) may still have Ninja Turtles. There will be more on this in a later post.Changes since the last development status.* Added missing announcer vocal sound effects. In CTF the announcer now give feedback for flag pickup, capture and return.* Capturing a flag in CTF, or 1 flag CTF, now shows the capture message in the middle of the screen instead of just in the console notify area.* Flag messages now have the team name in color (of the team), it looks nice.* Moving "brushes" (the things the maps are made of) can now push other brushes (if they are set to pushable). While this isn't that exciting, it should help the process of allowing players to push bushes, to reveal tunnels, doors, etc.* TGA screenshot support has been replaced with PNG.* Added PNG screenshot support. The game save additional information in the screenshot to help debugging and be more informative in general. It saves the location of the player's location so if someone gives me the screenshot I know exactly where they were in the picture. Also saves the version, map, and playername which would be helpful at times.* Changed Voice over IP to default to off. Users should enable if it they want to use it. I plan to add it to the menu. Currently changing "cl_voip" console variable requires restarting the game to take affect. I plan to fix that before adding it to the menu.* Bots are somewhat better about shuriken usage. They do not constantly use them until gone done when they have no target anymore...* Fixed two bugs? One did not currently effect the game, but the other one resulted in the game crashing. [Less]
Posted about 14 years ago by [email protected] (ZTurtleMan)
I am still planning on having a preview/unstable/development release as stated in the last post. It may be a week or two until I am ready. I haven't worked on fixing up the game as much as I had hoped thus far, but it will be released.I am planning ... [More] on removing the Ninja Turtles from the game and replacing with other original anthropomorphic animal characters. Each character would be based on a different animal, such as turtle, rabbit, frog, rat, etc. I think it would be best for the game; it allows the characters to be more unique (different species with different abilities), may help game development (in almost five years I have not come up with an special ability for Michelangelo), and solve the main legality issue of the game (in my mind at least). Side note, the enemies in single player / co-op are planned to be robots.The game will also likely be renamed again, though I have not come up with a new name yet. It will not be Something Arena this time. It will take time to plan and design all of the changes before I really get started on this, so the next major release (0.6) may still have Ninja Turtles. There will be more on this in a later post.Changes since the last development status.* Added missing announcer vocal sound effects. In CTF the announcer now give feedback for flag pickup, capture and return.* Capturing a flag in CTF, or 1 flag CTF, now shows the capture message in the middle of the screen instead of just in the console notify area.* Flag messages now have the team name in color (of the team), it looks nice.* Moving "brushes" (the things the maps are made of) can now push other brushes (if they are set to pushable). While this isn't that exciting, it should help the process of allowing players to push bushes, to reveal tunnels, doors, etc.* TGA screenshot support has been replaced with PNG.* Added PNG screenshot support. The game save additional information in the screenshot to help debugging and be more informative in general. It saves the location of the player's location so if someone gives me the screenshot I know exactly where they were in the picture. Also saves the version, map, and playername which would be helpful at times.* Changed Voice over IP to default to off. Users should enable if it they want to use it. I plan to add it to the menu. Currently changing "cl_voip" console variable requires restarting the game to take affect. I plan to fix that before adding it to the menu.* Bots are somewhat better about shuriken usage. They do not constantly use them until gone done when they have no target anymore...* Fixed two bugs? One did not currently effect the game, but the other one resulted in the game crashing. [Less]
Posted about 14 years ago by [email protected] (ZTurtleMan)
I am still planning on having a preview/unstable/development release as stated in the last post. It may be a week or two until I am ready. I haven't worked on fixing up the game as much as I had hoped thus far, but it will be released.I am planning ... [More] on removing the Ninja Turtles from the game and replacing with other original anthropomorphic animal characters. Each character would be based on a different animal, such as turtle, rabbit, frog, rat, etc. I think it would be best for the game; it allows the characters to be more unique (different species with different abilities), may help game development (in almost five years I have not come up with an special ability for Michelangelo), and solve the main legality issue of the game (in my mind at least). Side note, the enemies in single player / co-op are planned to be robots.The game will also likely be renamed again, though I have not come up with a new name yet. It will not be Something Arena this time. It will take time to plan and design all of the changes before I really get started on this, so the next major release (0.6) may still have Ninja Turtles. There will be more on this in a later post.Changes since the last development status.* Added missing announcer vocal sound effects. In CTF the announcer now give feedback for flag pickup, capture and return.* Capturing a flag in CTF, or 1 flag CTF, now shows the capture message in the middle of the screen instead of just in the console notify area.* Flag messages now have the team name in color (of the team), it looks nice.* Moving "brushes" (the things the maps are made of) can now push other brushes (if they are set to pushable). While this isn't that exciting, it should help the process of allowing players to push bushes, to reveal tunnels, doors, etc.* TGA screenshot support has been replaced with PNG.* Added PNG screenshot support. The game save additional information in the screenshot to help debugging and be more informative in general. It saves the location of the player's location so if someone gives me the screenshot I know exactly where they were in the picture. Also saves the version, map, and playername which would be helpful at times.* Changed Voice over IP to default to off. Users should enable if it they want to use it. I plan to add it to the menu. Currently changing "cl_voip" console variable requires restarting the game to take affect. I plan to fix that before adding it to the menu.* Bots are somewhat better about shuriken usage. They do not constantly use them until gone done when they have no target anymore...* Fixed two bugs? One did not currently effect the game, but the other one resulted in the game crashing. [Less]
Posted about 14 years ago by [email protected] (ZTurtleMan)
Currently planning for a "preview release", Turtle Arena 0.5.0 release early June 2011, if not sooner. Development has been going on for 6 months since the last major release, so I'm just try to finish up somethings before release. I referred to it ... [More] as a preview release as it is a preview of Turtle Arena 0.6, but will likely have some issues and missing features intended to be in the 0.6 release.Changes since last development status.* Did some work on ioquake3, helped add/fix/finish IQM (Inter-Quake Model) support, redid model and sound locate/load code. All of this has been imported from ioquake3 into Turtle Arena as usual.* Got the Turtle Arena Client to build for Wii, though it is not useable yet.* MacOSX builds are more likely to work now, though I've never tested it on MacOSX.* Single player no longer shows loading item icons and names, their could be secret items in single player. Which probably means it should be disabled in all gametypes, otherwise players can just load map in another gametype... but I think it look nicer anyway.* Added a loading image when the game is starting up (but it only works in windowed mode?)* Made new speed icon and model, blue lightning.* Added new defense model, yellow shield (like the icon)* The turtle players now have tails!* Objects (misc_object entities) can now explode when they are destroyed, use damage alphaGen options, and use skins. Skins can be set per-entity allowing different colored cars and the like.* Added 3D cel shaded smoke model for explosions. (In the future I will likely replace all 2D smoke and explosions with 3D models.) It is currently used by misc_object explosions and missile explosions.* Other misc fixes. [Less]
Posted about 14 years ago by [email protected] (ZTurtleMan)
Currently planning for a "preview release", Turtle Arena 0.5.0 release early June 2011, if not sooner. Development has been going on for 6 months since the last major release, so I'm just try to finish up somethings before release. I referred to it ... [More] as a preview release as it is a preview of Turtle Arena 0.6, but will likely have some issues and missing features intended to be in the 0.6 release.Changes since last development status.* Did some work on ioquake3, helped add/fix/finish IQM (Inter-Quake Model) support, redid model and sound locate/load code. All of this has been imported from ioquake3 into Turtle Arena as usual.* Got the Turtle Arena Client to build for Wii, though it is not useable yet.* MacOSX builds are more likely to work now, though I've never tested it on MacOSX.* Single player no longer shows loading item icons and names, their could be secret items in single player. Which probably means it should be disabled in all gametypes, otherwise players can just load map in another gametype... but I think it look nicer anyway.* Added a loading image when the game is starting up (but it only works in windowed mode?)* Made new speed icon and model, blue lightning.* Added new defense model, yellow shield (like the icon)* The turtle players now have tails!* Objects (misc_object entities) can now explode when they are destroyed, use damage alphaGen options, and use skins. Skins can be set per-entity allowing different colored cars and the like.* Added 3D cel shaded smoke model for explosions. (In the future I will likely replace all 2D smoke and explosions with 3D models.) It is currently used by misc_object explosions and missile explosions.* Other misc fixes. [Less]
Posted about 14 years ago by [email protected] (ZTurtleMan)
Currently planning for a "preview release", Turtle Arena 0.5.0 release early June 2011, if not sooner. Development has been going on for 6 months since the last major release, so I'm just try to finish up somethings before release. I referred to it ... [More] as a preview release as it is a preview of Turtle Arena 0.6, but will likely have some issues and missing features intended to be in the 0.6 release.Changes since last development status.* Did some work on ioquake3, helped add/fix/finish IQM (Inter-Quake Model) support, redid model and sound locate/load code. All of this has been imported from ioquake3 into Turtle Arena as usual.* Got the Turtle Arena Client to build for Wii, though it is not useable yet.* MacOSX builds are more likely to work now, though I've never tested it on MacOSX.* Single player no longer shows loading item icons and names, their could be secret items in single player. Which probably means it should be disabled in all gametypes, otherwise players can just load map in another gametype... but I think it look nicer anyway.* Added a loading image when the game is starting up (but it only works in windowed mode?)* Made new speed icon and model, blue lightning.* Added new defense model, yellow shield (like the icon)* The turtle players now have tails!* Objects (misc_object entities) can now explode when they are destroyed, use damage alphaGen options, and use skins. Skins can be set per-entity allowing different colored cars and the like.* Added 3D cel shaded smoke model for explosions. (In the future I will likely replace all 2D smoke and explosions with 3D models.) It is currently used by misc_object explosions and missile explosions.* Other misc fixes. [Less]
Posted about 14 years ago by [email protected] (ZTurtleMan)
Changes since the last development status post.* Increased max gentities (level objects) from 1024 to 4096, this should allow future levels (especially single player levels) to have detailed levels using many objects.* Added cel shading support from ... [More] ZEQ2-lite. It is used by turtle players and some other objects. I am still working on having all (or most) of the models use cel shading. Old, standard Quake3, shading. New ZEQ2-lite Cel-Shading. * Improved pizza health items, better texture and fixed vextexes (to fix lighting on crust). Old pizza. New pizza. * Split assets from a single zip file (assets0.pk3) into three zip files (assets0.pk3, assets1-qvms.pk3, assets2-music.pk3). Music assets are now optional, so the game does not require non-commercial music to be run and dedicated servers do not need ~40MB of music they do not use.* Cleanup and fixes. (Disabled some unused code, among other things.)Stay tuned for more exciting changes. [Less]
Posted about 14 years ago by [email protected] (ZTurtleMan)
Changes since the last development status post.* Increased max gentities (level objects) from 1024 to 4096, this should allow future levels (especially single player levels) to have detailed levels using many objects.* Added cel shading support from ... [More] ZEQ2-lite. It is used by turtle players and some other objects. I am still working on having all (or most) of the models use cel shading. Old, standard Quake3, shading. New ZEQ2-lite Cel-Shading. * Improved pizza health items, better texture and fixed vextexes (to fix lighting on crust). Old pizza. New pizza. * Split assets from a single zip file (assets0.pk3) into three zip files (assets0.pk3, assets1-qvms.pk3, assets2-music.pk3). Music assets are now optional, so the game does not require non-commercial music to be run and dedicated servers do not need ~40MB of music they do not use.* Cleanup and fixes. (Disabled some unused code, among other things.)Stay tuned for more exciting changes. [Less]