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SFZ 0.4 - eihort

Ghoulsblade 12:19, 1 May 2007 (CEST): it has been quiet here since we've been busy coding on http://iris2.de, but now we also resume work on sfz. currently we're working on the svn branch branches/eihortport until it is somewhat playable. we can reuse lots of code created and refined in iris2 for sfz, and we upgraded to the new ogre version eihort. now we have a nice main menu, and code for udp-networking is also done, but still has to be tested, that should speed things up a bit, as we plan to use two connections : tcp for important events that can't be lost and udp for highly redundant realtime resyncing for nice multiplayer.



SFZ 0.4 - xotus

we started a little mod using the 2d ingame graphics from a friends browsergame xotus (http://www.xotus.de/)

SFZ 0.4

Now there are multiple locations, and you can travel between them by "jumping" when you are far enough from the current locations-center. For now jumping is instantaneous and without any visual effekt. But fog stuff and different skyboxes look nice, so here are some screenshots:

SFZ 0.3

the basic drawing primitives (clippable panel with borders, clippable text) for our gui system are starting to work

a radar (lower right of crosshair) and a radial grid (big circles and lines to objects)

we got stars, and speedlines

funny stupid trails and shiptrails

hud stuff, target indicators and such

SFZ 0.2

worked a bit on explosions...

The first screenshots of V0.2, asteroids (can be destroyed / big ones split) "beam" primitive for something-like-billboard-line like bullets non-animated sample explosion damage instead of instant kill totally dumb ai-ships (just constantly firing and flying towards player) no fancy graphics yet, but at least there is more on screen

SFZ 0.1

The first screenshots of V0.1