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authorenneract <trem.redman@gmail.com>2014-02-25 13:03:43 +0100
committerenneract <trem.redman@gmail.com>2014-02-25 13:03:43 +0100
commitdac3d3127fc94231bdde0c0822bb12de01e9e836 (patch)
tree17829bc1a1b0ddb2d49421c5ea0114b4c2eff436 /assets/credits.txt
parentcd9f8731a13a29d51a401f67ec2aa0b8962e01c8 (diff)
0.1.7
Diffstat (limited to 'assets/credits.txt')
-rw-r--r--assets/credits.txt94
1 files changed, 75 insertions, 19 deletions
diff --git a/assets/credits.txt b/assets/credits.txt
index 5855702..7776fe0 100644
--- a/assets/credits.txt
+++ b/assets/credits.txt
@@ -6,6 +6,45 @@ Cuboid - a Tremulous 1.2 mod focused on cuboids and fixing balance issues.
Version Release date
______________________________________________________________________________________________
+0.1.7 Feb 25 2014
+NOTES:
+- Because of a bug in Tremulous code, cuboid and power info might behave weirdly if g_synchronousClients is disabled.
+GAMEPLAY:
+- Destroying buildables is now rewarded with credits (g_buildableValueModifier, default 0.16).
+- Rewards for killing players significantly decreased (g_playerValueModifier, default 0.5).
+- Complete overhaul of the Human building system:
+ * Build points are now per-player and are obtained from special buildings. The points are now referred to as "mass".
+ * To obtain mass, approach an RTG Unit or a Refinery. The CKit will display the amount of mass stored within the building next to the box with arrows around icon. To get the mass, issue a reload (the 'R' button).
+ * It is possible to transfer mass between players. Issuing a reload with a Human player on the crosshair will transfer mass to the player.
+ * Power is now simulated using a physically-correct model - the terms "voltage", "current" and "resistance" now apply to all Human buildings. The model is as follows:
+ + All power sources (including the Capacitor Bank) and their internal resistance (in series) are connected in parallel to each other.
+ + These, in turn, are connected in series with all other buildables (which are resistances, in parallel).
+ + The circuit is solved using multiple applications of Ohm's law and Kirchhoff's laws.
+ + Buildings draw much more power while active and will not work if there's not enough power.
+ + Buildings require power in order to be built. This disqualifies Reactor as the first buildable (as it requires power to be built).
+ * Added the RTG unit, which replaces every Reactor in all default layouts. It produces some power and some mass and does not require power or mass in order to be built.
+ * Multiple Reactors can be built, Reactors now require mass.
+ * DCs now heal buildables smoothly and there is no limit on how many DCs can heal a single buildable. Instead, DCs drain a lot of power from the power grid.
+ * Overloaded power sources emit zapping sounds and sparks. At the moment, the effect is only aesthetic (power sources don't explode when overloaded).
+ * On Sudden Death it is still possible to build, but no more mass will be available in Refineries and RTG Units.
+ * g_massYieldModifier (default: 1) can be used to increase/decrease mass yield in RTG Units and Refineries for balancing purposes.
+ * g_voltageModifier (default: 1) can be used to increase/decrease the voltage in all power grids. Do not change it unless the current settings turn out to be incredibly unbalanced.
+- CKit now features a fully-functional dynamic display on the model, which shows information about buildables (health, power info, etc.) and also replaces the ugly cuboid info text.
+- Removed the deconstruction marking system.
+- Decreased building time for all Human cuboids.
+- Direct line-of-sight is now needed to activate a buildable (to avoid accidental power switching).
+- Moved Glass to S2, Ladder to S3, Slime to S2.
+- Decreased Marauder's air aceleration by 50%.
+- Increased Human's air accelereation by 30% and speed by 10%.
+- Added hit sounds.
+NON-GAMEPLAY:
+- Fixed a bug related to voting.
+- Merged with KoRx's emoticon pack - now there's a shitload of emoticons available!
+- Cuboids are now rendered differently - the textures are no longer stretched (their UV maps are aligned to world). Also, most of their textures were redone and a much higher resolution.
+- New crosshairs with hit indication.
+- Alien animations now match their footsteps better.
+- Fixed a minor bug in Medistation's animations.
+
0.1.6 Jan 19 2014
GAMEPLAY:
- Introduced the Basivision (Activate Upgrade, +button2). While enabled, Basilisks can see in dark and see humans and their buildings through walls.
@@ -116,12 +155,16 @@ Below is the full list of all resources used by the mod.
File Author Licence
______________________________________________________________________________________________
-configs/cuboids/* theinvsblman cc-by
+configs/* theinvsblman cc-by
credits.txt theinvsblman cc-by
cuboid/logo_1.tga - logo_15.tga theinvsblman cc-by
cuboid/logo_left.tga, logo_right.tga Bitstream Bistream Vera Fonts Copyright
-emoticons/* theinvsblman cc-by
+default.cfg Darklegion Development cc-by-sa
gfx/2d/basivision_*.jpg theinvsblman cc-by
+gfx/2d/blip.tga Pikachu cc0
+gfx/2d/ckit/* theinvsblman cc-by
+gfx/2d/ch_* Pikachu cc0
+gfx/2d/digital/* Paul Flo Williams OFL
gfx/blood/* Pikachu cc0
gfx/cuboid/* theinvsblman cc-by
gfx/fire/* Pikachu cc0
@@ -129,6 +172,7 @@ gfx/fireball/* Pikachu
gfx/flash/* Pikachu cc0
gfx/gas/* Pikachu cc0
gfx/lcannon/* Pikachu cc0
+gfx/lighting/* Pikachu cc0
gfx/misc/*build.tga Pikachu cc0
gfx/misc/creep.tga Darklegion Development, Pikachu cc-by-sa
gfx/smoke/* Pikachu cc0
@@ -136,35 +180,40 @@ gfx/spark/* Pikachu
gfx/sprites/* Pikachu cc0
icons/iconu_biokit.tga Purga cc0
icons/iconu_helmet_mk2.tga Darklegion Development, theinvsblman cc-by-sa
-models/cuboid/concrete/concrete.jpg Randy Reddig @ shaderlab.com shaderlab*
+models/buildables/medistat/animati... Darklegion Development, Pikachu cc-by-sa
+models/buildables/capbank/* theinvsblman cc-by
+models/buildables/refinery/* Nalf
+models/buildables/rtg/* theinvsblman cc-by
+models/cuboid/concrete/concrete.jpg theinvsblman cc-by
models/cuboid/concrete/fragment.tga Randy Reddig @ shaderlab.com, theinvsblman shaderlab*
-models/cuboid/cracks* theinvsblman cc-by
-models/cuboid/cuboid.md3 theinvsblman cc-by
-models/cuboid/glass/fragment.tga theinvsblman cc-by
-models/cuboid/glass/glass.jpg theinvsblman cc-by
+models/cuboid/cracks.tga theinvsblman cc-by
+models/cuboid/glass/* theinvsblman cc-by
models/cuboid/ladder/fragment.tga Randy Reddig @ shaderlab.com, theinvsblman shaderlab*
models/cuboid/ladder/ladder.jpg Randy Reddig @ shaderlab.com shaderlab*
-models/cuboid/organic/fragment.tga Darklegion Development, theinvsblman cc-by-sa
-models/cuboid/organic/organic.jpg Darklegion Development, theinvsblman cc-by-sa
-models/cuboid/organic/organic_fx.jpg Darklegion Development, theinvsblman cc-by-sa
-models/cuboid/slime/fragment.tga theinvsblman cc-by
-models/cuboid/slime/slime.jpg theinvsblman cc-by
+models/cuboid/organic/* theinvsblman cc-by
+models/cuboid/slime/* theinvsblman cc-by
+models/players/*/animation.cfg Darklegion Development, Pikachu cc-by-sa
models/players/human_base/h_helmet... Darklegion Development, cron cc-by-sa
models/players/human_base/head_mk2... Darklegion Development, cron cc-by-sa
models/players/human_base/head_lig... Darklegion Development, theinvsblman cc-by-sa
-models/weapons/abuildupg/weapon.cfg Darklegion Development, theinvsblman cc-by-sa
+models/weapons/*/weapon.cfg Darklegion Development, theinvsblman cc-by-sa
models/weapons/blaster/flash0.wav Quake2World gpl2
models/weapons/blaster/hit.wav Pikachu cc0
-models/weapons/blaster/weapon.cfg Darklegion Development, theinvsblman cc-by-sa
+models/weapons/ckit/*.md3 Darklegion Development, theinvsblman cc-by-sa
models/weapons/flamer/fireloop_qui... Darklegion Development, theinvsblman cc-by-sa
-models/weapons/flamer/weapon.cfg Darklegion Development, theinvsblman cc-by-sa
-models/weapons/level4/weapon.cfg Darklegion Development, theinvsblman cc-by-sa
scripts/cuboid.shader theinvsblman cc-by
scripts/cuboid.particle Darklegion Development, theinvsblman cc-by-sa
+sound/buildables/acid_tube/acidspl... Pikachu cc0
+sound/buildables/capbank/sound.cfg theinvsblman cc-by
+sound/buildables/human/powerzap*.wav club sound @ freesound.org cc-by-nc
+sound/buildables/human/switch.wav jessepash, Pooleside @ freesound.org cc-by
+sound/buildables/human/unpowered_s... Tomlija, Halleck @ freesound.org cc-by
sound/buildables/mgturret/spinup_a... Darklegion Development, Pikachu cc-by-sa
sound/buildables/mgturret/spinup_b... Darklegion Development, Pikachu cc-by-sa
sound/buildables/mgturret/turretki... Pikachu cc0
-sound/buildables/acid_tube/acidspl... Pikachu cc0
+sound/buildables/refinery/* Nalf
+sound/buildables/rtg/idle1.wav jasonthomasd, Empty Bell @ freesound.org cc-by
+sound/buildables/rtg/sound.cfg theinvsblman cc-by
sound/buildables/tesla/idle1.wav Darklegion Development, Pikachu cc-by-sa
sound/cuboid/axischange.wav Ongitak @ freesound.org cc-by
sound/cuboid/concrete/dstr0.wav Michael Manzke @ freesound.org cc-by-nc
@@ -193,7 +242,8 @@ sound/cuboid/slime/dstr0.wav Michael Manzke @ freesound.org
sound/cuboid/slime/dstr1.wav Audionautics @ freesound.org cc-by
sound/cuboid/slime/pain0.wav anechoix @ freesound.org cc-by-nc
sound/cuboid/slime/pain1.wav anechoix @ freesound.org cc-by-nc
-sound/feedback/*.wav Pikachu cc0
+sound/feedback/*.wav (except hit.wav) Pikachu cc0
+sound/feedback/hit.wav Xonotic gpl2+
sound/player/alienhatch.wav Darklegion Development, theinvsblman cc-by-sa
sound/player/alienfailedhatch.wav Darklegion Development, theinvsblman cc-by-sa
sound/player/human_bsuit/* Darklegion Development, Pikachu cc-by-sa
@@ -201,18 +251,24 @@ sound/upgrades/jetpack/hi.wav Pikachu
sound/upgrades/jetpack/idle.wav Pikachu cc0
sound/upgrades/jetpack/low.wav Pikachu cc0
sound/upgrades/jetpack/jump.wav alexmol @ freesound.org, Q009,
- Pikachu cc-by-sa 3
+ Pikachu cc-by-sa 3.0
sound/upgrades/jetpack/lowfuel.wav Pikachu cc0
sound/upgrades/jetpack/nojumpfuel.wav Pikachu cc0
sound/upgrades/jetpack/refuel.wav joeseshon @ freesound.org,
alexmol @ freesound.org, Pikachu cc-by
+ui/assets/human/scanner.tga Pikachu cc0
ui/assets/neutral/cross_implanted.tga Darklegion Development, theinvsblman cc-by-sa
ui/help.txt theinvsblman cc-by
ui/ingame_options.menu Darklegion Development, theinvsblman cc-by-sa
ui/teamscore.menu Darklegion Development, theinvsblman cc-by-sa
ui/menudef.h Darklegion Development cc-by-sa
+video/ckit.roq theinvsblman cc-by
vm/*.qvm authors denoted in Programming section GPL
+EMOTICONS:
+ Cuboid-related emoticons (concrete, cuboid, glass, ladder, organic, slime) were created by the invisible man and are licensed under the terms of CC-BY.
+ All other emoticons come from KoRx's 0.3.3r2 emoticons pack.
+
Terms of the Creative Commons licenses (includes the Sampling Plus license) can be found at: http://creativecommons.org/licenses/.
Terms of the Bitstream Vera Fonts Copyright can be found at: http://dejavu-fonts.org/wiki/License.