Lee has now said what will be in V1.05 in another thread. So it doesn't get buried and / or missed, I've started this thread with a better title, over to Lee:
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Hi Guys,
Rick dragged me kicking and screaming out of the X10 cave to answer the concern over X9 development this year. The concern is that there will not be any. I can assure you that there will be plenty of X9 development, more than X10 development too! I am currently working through some multiplayer fixing for V105 and then I will release the first candidate for public testing. I have also toned down the lightmapper so it consumes less, which might help with those with larger levels. I have posted below the current V105 fixed list:
* Changed V103/V105 texts in all languages to V105
* Fixed bug to restore ability to move the selection area splitter (making property area wider)
* Fixed bug to restore the colour dialog on the object properties field
* Selecting EDIT LOADING SCREEN without selecting a level no longer freezes the editor
* Reverted to DirectX OCTOBER 2006 (d3dx9_31.dll) due to compatibility issues with 1.X Shaders
* Replaced DirectX detector with simpler method, earlier in the Editor Initialisation Phase
* Reduced lightmapquality to 10 in setup.ini (reduces texture consumption by 800%)
* Fixed bug causing lightmapper to use an old mesh buffer after secondary UV added (replace=true)
* Ensured New Arena and Arena tab work in the new update of the FPS Creator interface
The reason the V105 is taking slow steps is the plan I have. Rather than operate two code paths for X10 and X9, because the main FPSC code base is largely the same, they will be integrated into a single code path so fixes and feature enhancements to X10 that are XP compatible will migrate to the original FPSC. And vice versa. Nearly all of the X10 work is with the engine. The actual DBP source code is hardly changing.
One such benefit we had not planned for XP users is the inclusion of ragdoll physics into the engine. We currently have it up and running, and now that characters fall and tumble realistically, it really changes the feel of a fire fight, and adds a realism and polish that was no there before. We are also simplifying the AI, so it is more in line with user expectations (that is, enemies won't blindly run into walls and keep running, even if you throw things at them). DarkAI integration is another feature.
I will nevertheless continue making critical fixes to the X9 code in order that you don't hit too many obstacles which you wait for X10 and the features it will bring.
As soon as I have sorted out the multiplayer tweaks, I will get V105 uploaded so you can have a go.
HellHouse