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OpenArena v0.8.

8 patch
2012/01/23
-----------------INSTALLING
-----------------To install the patch, simply extract the archive to your OpenArena 0.8.1
or 0.8.5 folder.
Overwrite all files it asks to.
The "deprecated" engine is not updated in this release. Windows 98/ME us
ers will need to install
KernelEx to run the game. We apologise for the inconvenience this may cause. We
tried to maintain older OS
support :/
-----------------VIDEO PROBLEMS
-----------------It has been discovered that 3dfx Voodoo Graphics, and Voodoo2 3d accelle
rators
no longer work with OpenArena.
Voodoo Banshee, Voodoo3, Voodoo4 and Voodoo5 are unaffected, and should
still function properly.
It is recommended to use a recent MesaFX GL wrapper for 3dfx hardware.
-----------------CHANGES
-----------------==ASSETS==
- Two new single player campaign tiers
- New maps:
am_lavaarena
am_lavactf
am_lavactfxl
am_mckinleyish2
am_spacecont
am_thornish
mlca1
mlctf1beta
oa_bases3p3ta
oasago1
oa_thor
pul1duel-oa
pxlfan
- New player model: Neko.
- Specular maps have been added to many player and weaponsmodels.

These can be disabled by turning off detail textures.


Invulnerability powerup and effects
Grappling hook model, shader, and sounds
Angelyss, Gargoyle have been reanimated
Liz and SMarine animation glitches fixed
Music
Many of the old maps got entity tweaks, gametype unlocking and other f

ixes.
- Benchmark demo
==GAME==
- Fixed TEAMMATE kill message bug.
- Prevent team changing and disconnect from changing team score in Team
Deathmatch.
- Don't let vampire resurrect dead players.
- Now uses FFA spawnpoints in domination.
- Workaround for Kamikaze bug.
- g_autonextmap added ("Auto change level" in the menu). Randomly picks
a new map once the current map has ended. The maps allowed for each gametype are
configurable.
- You can now see how much health the obelisk have left in Overload
- Autoswitch weapon can now be set to only change to better or new weapo
ns.
- Chat beep can be disabled in options.
- Changed default customvotefile to customvote.cfg.
- Added the possibility for spawning in waves. The cvar g_respawntime sa
ys how often players should spawn.
- Added a CVAR g_voteBan X - bans a player for X minutes using the KK-ad
min system
- Added g_gravityModifier (default 1.0) that modifies g_gravity relative
ly to the value set by the map.
- Additional dmflags. Most notably "Fast weapon switch" and "No self dam
age".
- Added a CVAR g_damageModifier to modify damage of all weapons and trig
gers.
- Added replace_* cvars like disable_*. Can be used like "set replace_we
apon_shotgun weapon_bfg" for replacing shutgun by BFG.
- Handicap is reset to 100 once returned to the main menu. It is no long
er changeable thorugh the GUI to prevent new players from hurting themself.
- Added "Click to respawn"-message. Tells the player how long until they
are allowed to respawn. Very relevant for wave spawning.
==ENGINE==
- New specular code, r_specmode 1 to enable
- New environment map code, r_envmode 1 to enable
- Cascaded bloom, which is more 'natural', and is much faster on lower e
nd hardware
r_bloom_cascade 1 to enable
- Support for GLSL shaders!
- Bloom is not allowed if we don't have 32-bit color for textures. This
stops the user from playing with corrupt bloom in 16-bit color since the bloom c

ode doesn't really support that yet.


-----------------CREDITS FOR THIS RELEASE
-----------------sago007 for coding
jackoverfull for OSX binaries
jute gyte for the music
LordHavoc for OSX engine fixing
Udi for shader fixing, icon fixing, graphics fixing
Gig for testing and the benchmark demo
tcppjp for the new cascaded bloom
Neon Knight for new maps, compiling, mapfixing
pulchr for new maps
boczeq for new map (Blitzkrieg)
meisterlampe for new maps (mlca1 and mlctf1beta)
Thor001 for new map (oa_thor)
PigCell for new map (pxlfan)
Hitchhiker for GLSL implementation
fromhell for rampant procrastinating, modeling, sounds, and other crap.

-----------------LICENSE
-----------------The program and data are licensed under the GNU GPL v2. See the file 'CO
PYING' for details.
The source for the media can be obtained from the OpenArena site, and th
e source for the game code can be found on the openarenaexpanded project on goog
lecode.

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