Hi Guys,
Find RC9 ready for testing:
http://www.fpscreator.com/betafiles/FPSC_104_RC9.zip
The changes:
* Added LOADREPORT field to SETUP.INI, used to track load/build times of each segment of the game level loading sequence
* Added LIGHTMAPTHREADMAX to specify the maximum number of threads to create (for cross-processor calculation) (in testing)
* Can now build more than one level under DarkLIGHTS tech - did not free a kernal DLL link causing an error
* Pre-calculated the physics static geometry in the build phase so it can be loaded in real-time (significant load time saving)
* Bug in AIKO model revealed with update to new lightmapping, sorted by restoring OFFSET LIMB code dealing with character centering
* IMPORTANT: Before going direct to BUILD GAME, ensure you load your FPM levels and re-save them to ensure they are using the latest file version
* A number of brass and decal assets where updated for better quality visuals in the areas of gun firing
* Added new SMOKEDECAL field which overrides the SMOKE value in GUNSPEC.TXT, allowing any decal name to be specified for the gun smoke
* When SMOKE=1 is found in GUNSPEC.TXT, the engine replaces functionality and uses GUNSMOKE decal istead of SMOKE1 decal
This will likely be the last one before christmas, as the team are dispersing to enjoy the holiday of goodwill. I will plod on making changes and responding to feedback here, and deailing with emails on the subject.
"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all
"