We have been busy adding some new things in Megaglest! Here is a brief list of what is working in svn:
- Textures are now compressed in video card RAM (meaning better resource usage)
- Screenshots can be saved as PNG,BMP or TGA the default is now PNG and screenshots are queued in
a background thread so there is very little pause when taking screenshots
- Masterserver keeps track of in progress 'published' games for clients using the svn version.
- the AI and your harvesters are smarter is those sticky maps and they ususally won't just stand around
- Player colors in lobby and chat window
- More Performance improvements.
UPDATE:
- Air units now fly ABOVE other units whose height is > 5 (up to a max of terrain height + 15)
- Tilesets can now define each object to have a height:
<objects>
<object walkable="false"
height="12">
- Air units now fly ABOVE tileset objects whose height is > 5 (up to a max of terrain height + 15)
Example: (using the height of 12 above the screenshot when flying above those trees looks like)
- Air units will NO LONGER morph into land units if there is an object below or deep water below.
- You may now build units with cellmaps that take up no actual cell space using the new property below:
<cellmap value="true"
allowEmpty="true">
<row value="0000"/>
<row value="0000"/>
<row value="0000"/>
<row value="0000"/>
</cellmap>
This was already possible if you 'produced' such a unit, but building the same unit type would stop right after initiating the unit. These types of units CANNOT be attacked and allow everything to walk through them. Once again this was already possible via the produce command.
And a big thanks to Bruce who is making great progress creating a Mac bundle of Megaglest!