Hello Fellow X10 Users,
You will find the V109 update as part of your auto updater, just check for updates and get the latest version. Change log below. Please feel free to report bugs in this thread as this will be the main area from which the bug fixes for V110 will come from. Thanks for your support and if you also find solutions to some of your problems, post those as well to help other users who may be struggling, thanks!
Here is a log of the changes:
V1.09 BETA 9 - 29/04/09:
* Tweaked internal layout of physics code for better future integration
* Prevented player from jumping when in swimming mode (no jumping out of water)
* Rate Of Fire for characters fixed (reversed and machine independent)
V1.09 BETA 8 - TAKE TWO - 18/03/09:
* Fixed bug causing some models (MP19 and 20) to warp vertex data on loading
* Fix for skinning.fx (which uses texture array) not to get texref from multimaterials
* Fixed MOVEFORE and RUNFORE FPI actions to allow slow movement of characters
* Correction of Y-offset alignment also meant scaling account of ragdoll creation
* Updated Map Editor to reflect new enlarged entity binary data structure (noragdoll)
* Solved object culling problem for models that use VERY LARGE source geometry/frames
* Force universe geometry to FVF274 on import as some segments can use wrong format
* Fixed memory leak when lightmapping universe (conversionmap not needed in LM)
* Fixed memory leak caused by two texture blocks being created over each other
* Added new FPS Creator Cleaner EXE to X10 update installer (to clear old BIN files)
* Fixed UNDERWATER speed to timer based system (slows down aquatic movement)
* Solved bug of low resolution VWEAP D2 texture being chosen over higher D.dds
* Fixed RATE OF FIRE for DARKAI modules, using FPS independent system (timer based)
* Fixed bug causing normal maps to leak onto character textures that do not use them
* Raise ragdoll character based on scale to keep them aligned to floor
* Corrected ragdoll scaling in ODE DLL to pass in the scale based on the SCALE field
* NORAGDOLLs do not execute their destroy scripts, they just stay there
* The CULLING issue does not work for the Tourus guy, fixed for large objects scaled down
* Did not copy over all DDS and JPG from gun folder when building EXE, now all files copied
* Uploaded MP17 and MP18 with new X10 normal and specular textures, and MP3 for TGA/DDS correction
* Allies will no longer shoot at spawn points of characters relentlessly (only when characters appear)
* NOTE: You do not need to use APPEARSPAWN in AI INIT, simply activating characters spawns them
* Changed spawn default to fade in entities rather than instant-on, can be changed in script if needed
* Amended head bobble code to timer based so it is not so irratic at high frame rates
V1.09 BETA 7 - 24/02/09:
* Fixed memory leak when lightmapping universe (conversionmap not needed in LM)
* Fixed memory leak caused by two texture blocks being created over each other
* Force universe geometry to FVF274 on import as some segments can use wrong format
* Fixed RATE OF FIRE for DARKAI modules, using FPS independent system (timer based)
* Fixed UNDERWATER speed to timer based system (slows down aquatic movement)
* Solved bug of low resolution VWEAP D2 texture being chosen over higher D.dds
* Fixed bug causing normal maps to leak onto character textures that do not use them
* Added new FPS Creator Cleaner EXE to X10 update installer (to clear old BIN files)
V1.09 BETA 6 - 20/02/09:
* Corrected material table to move 'underwater' to slot 17 (avoids MP3 slots)
* Redirected hard-coded underwater sound triggers to material 17 in footfall code
* Applied character entity scale to ragdoll system to correctly size ragdolls
* Model Pack 3 found to be destructive to X10 materials (new Model Pack 3 due)
* Model Pack 9 found to use a semi-transparent sword texture (changed KATANA)
* DIFFUSE stripped from models loaded into X10 (not used by shaders and import)
* Model Pack 19 - Above fix solved weapon texturing problem (no corruption of UV)
* Model Pack 19 - Above fix solved disappearing universe (ideal=FVF274)
* Model Pack 19 - Changed SKINNING.FX shader to WRAP (to solve negative UVs)
* Fixed bug causing some models (MP19 and 20) to warp vertex data on loading
* Above fix solves remaining MP19 bone animation problems when HW shading employed
* Fix for skinning.fx (which uses texture array) not to get texref from multimaterials
* Above fix solves character texture problem in Model Pack 20 - now working fine
* Fixed MOVEFORE and RUNFORE FPI actions to allow slow movement of characters
* Finally fixed scale vs Y-offset of characters (and other entities) (MP20:Taurus)
* Correction of Y-offset alignment also meant scaling account of ragdoll creation
* Added three legacy X9 scripts from the DESTROY folder (needed for noragdoll mode)
* Added NORAGDOLL field to the entity FPE fields (to switch off misbehaving ragdolls)
* NOTE: Remember to delete all DBO and BIN files from BINFILES (entity binary changed)
* Updated Map Editor to reflect new enlarged entity binary data structure (noragdoll)
* Solved object culling problem for models that use VERY LARGE source geometry/frames
* Model Pack 21 tested against BETA6 - looks okay
V1.09 BETA 5 - 10/02/09:
* Fixed problem of MP9 multi-material meshes being used even if one material used
* Fixed texturing order of multi-material meshes (needed to apply each texture)
* Cross hair images no longer enhance alpha by 255% when using RGB values (mode 9)
* Added normalColor.w = Diffuse.w; to PS_Simple in weapon.fx (semi-transparency)
* Above completes Model Pack 9 compatibility (and related models)
* Model Pack 10 tested against BETA5 - looks okay
* Modified GUNSPEC of MP10 FLAK to remove texture field (not needed for multimat)
* Model Pack 11 tested against BETA5 - looks okay
* Model Pack 12 tested against BETA5 - looks okay
* Model Pack 13 tested against BETA5 - looks okay
* Model Pack 14 tested against BETA5 - looks okay
* Model Pack 15 tested against BETA5 - looks okay
* Model Pack 16 tested against BETA5 - looks okay
* Modified THROW10.FPI to ignore ammo reduction (as characters have 9999)
* Fixedn new bug - X9 characters floating above floor (_entity_coreobjectsetup)
* Fixed rare bug causing some object numbers to exist in AI_CONTROL but not exist
* Related fix as above to prevent GUN_FREE to use the OBJ variable (corrupting)
* Model Pack 17 tested against BETA5 - above fixes resolves all issues
* Fixed gun texturing bug where texture specified in GUNSPEC.TXT but ignored
* Model Pack 18 tested against BETA5 - looks okay
* Fixed SCORE BUG causing any player target score to exit level immediately
* New field "disablecamerasmoothing=1" in SETUP.INI will disable camera view smoothing
* Added support for widescreen aspect ratio if window desktop resolution warrants it
* Player can now surface and remain above water to breath & move as though swimming
V1.09 BETA 4 - 04/02/09:
* Solved problem of characters muzzle flashes pointing the wrong way
* Also fixed problem of guns not aligning when GPU instancing is active (over ten characters)
* SCALE feature of FPE reinstanted for Model Pack compatibility
* Above change will affect all default X10 assets that have a SCALE=X where X<>100
* Re-Converted MP9 entity meshes to standard, and converted _N back to DXT5
* Fixed crash caused by unchecked SOUNDSLOT access in MP9 gunspec.txt (only have 5)
* Fixed bug causing MP9 weapons to mess up. Removed ignoreflag in ResetFrameMatrices
* Above change significant in relation to object transforms - be extra aware!
V1.09 BETA 3 - 16/01/09:
* Solved problem of one MP6 weapon confusing gun and ammo texture in multimaterial setup
* Fixed problem of bullet scorch using face normal, now uses calculated surface normal
* Confirmed model pack 7 now works (slopes, diagonals, ramps, platform pieces for scifi and ww2)
* Confirmed model pack 8 now works (Egyptian segments, entities and false/trap script entities)
* Fixed bug causing holes in static scenery not to draw the sky beyond (Egyptian hatch)
* Confirmed model pack 8 Bonus now works (more Egyptian segments and entities)
* Fixed bug causing only one particle (smoke or steam) entity to be created
* Added slight randomness to particles so many smoke entities close together look natural
* NOTE: Currently Model Pack 9 in testing - MP9 crashes when loading 1911 gun (fix for BETA4)
V1.09 BETA 2 - 14/01/09:
* Upgraded to DirectX 10.1 (November 2008) for compressed to uncompressed conversion enhancement
* Above to handle compatibility with X9 crosshairs of which some are compressed (MP5 okay now)
* Fixed a few errors in BASE.FX, SKINNING.FX and WEAPONHAND.FX related to DX10.1 update
* Updated SKINNING.FX and WEAPONHAND.FX to correct clipping plane problem with DX10.1
* Re-introduced multi-material mesh rendering in X10 rendering (though it is not ideal on performance)
* Above introduction of multi-materials is not as complete as X9 (and does not support advanced shading)
* Fixed some weapons from disappearing due to the model have meshes with zero vertexcounts in them
* Locked weapon to mouselook as weapon delayed rotating caused flickering and visual artefacts
* Added proper defaultrelief.dds in texturebank common for models that need a default relief map
* Updated WEAPON.FX and WEAPONHAND.FX further to offer non-relief technique for basic textures
* Above solved problem caused by relief shader being applied to weapons with only one diffuse texture
* Added DIST reading to entity debug information so can determine 'exactly' how far they are
* Prevented invisible spawn points from displaying entity info so can clearly see visible entities
* Fixed problem of entities updating visual when plr is within 500, now does a quick update at start
V1.09 BETA 1 - 10/01/09:
* NOTE: Do not insert a space before the .EXE in Build Game Executable
* Added additional MATERIALS to the audiobank folder
* Added old PEOPLE FPI scipts back in for legacy support of non-DarkAI scripts (movement code)
* Fixed ATI bug which caused visual artefacts when mipmaps where generated on a DDS that already contained them
* Fixed ATO crash bug when call up IN-GAME MENU (grabbing game screen pitch vs width error in screensave function)
* Fixed bug which forced 9 mipmaps to all image loads. Now loads however many mipmaps in file, and generates if only one mipmap
* Fixed bug causing weapon alignment of newer X9 character in X10 to corrupt, now uses new SET OBJECT FROM OBJECT ORIENTATION
* Above fixes allow MODEL PACK 4 media to be used in X10 without modification of any native assets (TEEN mode)
* Fixed bug causing some models that have very small bones to corrupt ragdoll, now fixed for all character structures
* Above fix allows MODEL PACK 4 media to be used in X10 without modification of any native assets (MATURE mode)
* Fixed lightmap collision check against transparent textures so it uses CPU_READ instead of CPU_WRITE_DISCARD
* Above fix solves the problem of large complex level geometry reporting failure to create X10 texture (during lightmapping)
* Fixed bug causing X9 uncompressed crosshair images to show a black square when loaded into X10 (MP5)
* NOTE: Still does not handle compressed crosshairs (DX10 does not support comp->uncomp conversion like in DX9)..
I drink tea, and in my spare time I write software.