Unofficial, alpha 11 weekly build
Unofficial, alpha 11 weekly build
The unofficial, alpha 11 leaked build is here! A "leaked build" is when John and I literally grab the latest SVN build and package it up for you guys. It has a ton of known bugs, so don't worry if it doesn't work for you. It is not condoned by David, Phillip, and Aubrey, but we want to keep you guys in the loop and give you stuff to play with regularly! Again, there are a bunch of known bugs, so don't worry about reporting issues at the moment.
There are some rumors about a blessed build coming in the next couple of weeks.
New in this version: (blog post coming soon)
Also, press P to toggle wireframe stuff. Press 8 and 9 to toggle the Rabbot. Press ` for the console.
Uploading now! These links should work in about two hours.
Windows: http://cdn.wolfire.com/alpha/a11-win.zip
Mac OS X: http://cdn.wolfire.com/alpha/a11-mac.zip
Subscribe to the dev blog!
A Linux build is currently being worked on by Ryan Gordon -- it will be coming soon (?). Sorry for the delay. :<
Note! No PPC or 10.4 at the moment.
There are some rumors about a blessed build coming in the next couple of weeks.
New in this version: (blog post coming soon)
Also, press P to toggle wireframe stuff. Press 8 and 9 to toggle the Rabbot. Press ` for the console.
Uploading now! These links should work in about two hours.
Windows: http://cdn.wolfire.com/alpha/a11-win.zip
Mac OS X: http://cdn.wolfire.com/alpha/a11-mac.zip
Subscribe to the dev blog!
A Linux build is currently being worked on by Ryan Gordon -- it will be coming soon (?). Sorry for the delay. :<
Note! No PPC or 10.4 at the moment.
Re: Unofficial, alpha 11 weekly build
Unofficial, eh?
Re: Unofficial, alpha 11 weekly build
Back to zip files?
I am liking the signifigantly smaller filesize.
I am liking the signifigantly smaller filesize.
Re: Unofficial, alpha 11 weekly build
Mac editor UI is unusable white squares this build but. . . playing around as rabbot on the house is fun as hell. Fully functioning jumping, running, rolling, crouching, and flipping. Can't wait til the full Turner model is applied. Thanks for this, Jeff!
EDIT: Tab for slow-mo rabbot glory!
EDIT: Tab for slow-mo rabbot glory!
Last edited by Tally on Tue Jan 27, 2009 9:21 am, edited 1 time in total.
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Re: Unofficial, alpha 11 weekly build
Anyone care to share? As in, posting some pics?=D
Re: Unofficial, alpha 11 weekly build
But the program will still load. And I can play what everyone else has been playing for the past month. Yay. Rabbot.
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Re: Unofficial, alpha 11 weekly build
Okay, now the terrain and lighting bugs from the previous build are gone, but I'm still getting some others, including a new one.
First off, it appears this one stone pillar object keeps turning into a completely white texture when looked at at certain angles. Second off, I'm still getting strange white pixels at the edges of objects... maybe some sort of shader isn't working right?
First off, it appears this one stone pillar object keeps turning into a completely white texture when looked at at certain angles. Second off, I'm still getting strange white pixels at the edges of objects... maybe some sort of shader isn't working right?
Re: Unofficial, alpha 11 weekly build
Very interesting.
Build 11 has more stuff than Build 10, but is a good 300 Mb smaller =D Also check out the new folders in the Data folder: Animations, Music, Physics Objects and Sounds, although currently they are all empty.
However None of the Interface is showing up D: Pressing on the area where normally the tool buttons are seems to have no effect. It's stuck in Omni tool mode. However control+l will load an object and adds it on click.
(Using Mac with NVidia GeForce 9600M GT, OS 10.5.6)
The cursor icon also doesn't change when the Omni tool is used. Also the black outlines are a bit hard to see. The grid is coming along nice. However, right now the grid is moving along with the object. Wouldn't it make more sense for the grid to be world specific, and so locked in place when you move the object?
(Continued below)
Build 11 has more stuff than Build 10, but is a good 300 Mb smaller =D Also check out the new folders in the Data folder: Animations, Music, Physics Objects and Sounds, although currently they are all empty.
However None of the Interface is showing up D: Pressing on the area where normally the tool buttons are seems to have no effect. It's stuck in Omni tool mode. However control+l will load an object and adds it on click.
(Using Mac with NVidia GeForce 9600M GT, OS 10.5.6)
The cursor icon also doesn't change when the Omni tool is used. Also the black outlines are a bit hard to see. The grid is coming along nice. However, right now the grid is moving along with the object. Wouldn't it make more sense for the grid to be world specific, and so locked in place when you move the object?
(Continued below)
Last edited by Johannes on Tue Jan 27, 2009 12:57 pm, edited 3 times in total.
Re: Unofficial, alpha 11 weekly build
(Continued)
The Grouping of objects works, and when you group groups together they do indeed change color, but sometimes they seem to go towards orange, sometimes green. I'm confused as to which means which... should single level groups have different colors than other single level groups?
Lastly, along one of the edges of the map there are random red lines: They don't appear on the other three edges
The Grouping of objects works, and when you group groups together they do indeed change color, but sometimes they seem to go towards orange, sometimes green. I'm confused as to which means which... should single level groups have different colors than other single level groups?
Lastly, along one of the edges of the map there are random red lines: They don't appear on the other three edges
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Re: Unofficial, alpha 11 weekly build
I usually disable shaders when I first run an alpha, and this time was no different. It did, however, complain about a missing file skydomelow.obj I simply copied skydome.obj to skydomelow, but the sky wasn't visible.
Re: Unofficial, alpha 11 weekly build
Klusark in the irc had that issue as well. Since skydomelow.obj is missing it's only reasonable to assume that they havn't put in the low quality texture either.Madd the Sane wrote:I usually disable shaders when I first run an alpha, and this time was no different. It did, however, complain about a missing file skydomelow.obj I simply copied skydome.obj to skydomelow, but the sky wasn't visible.
Re: Unofficial, alpha 11 weekly build
Hm, lots of people having problems. To lighten things up a bit for the devs, the game ran perfectly for me.
You might have outdated OpenGL drivers. Try updating them to see if it'll fix that.Hazel-roo wrote:But the program will still load. And I can play what everyone else has been playing for the past month. Yay. Rabbot.
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Re: Unofficial, alpha 11 weekly build
I also can't see the UI controls -- same white rectangle.
I'm running a 1st gen macbook pro core duo 1.83ghz with 128mb X1600
With this config I get around 13-20 fps while playing with the rabbot around the little house thingy.
I'm running a 1st gen macbook pro core duo 1.83ghz with 128mb X1600
With this config I get around 13-20 fps while playing with the rabbot around the little house thingy.
Re: Unofficial, alpha 11 weekly build
You guys can copy the UI folder from the previous alpha into this one and that should fix the white UI.