The Sauerbraten Fork source code, the Sauerbraten Fork source code,Īnd Sauerbraten Fork files are provided under the terms of the The SDL team: For their libraries (website).Kristian "sleepwalkr" Duske: website / messageboard, hosting, master server.Additional art by: metlslime (textures), Than (textures), Remedy Entertainment Ltd (textures), Seth & Ulrich Galbraith (GPL models), Brian "EvilBastard" Collins, Conrad, Magarnigal, Psionic, James Green, Andreas Möller, Ryan Butts & Jeramy Cooke (md2 models), KaiserTodretter (items), Tentus (mapmodels), Kurt Kessler (mapmodels), Philip Klevestav (textures), leileilol/OpenArena (GPL bullet hole decal).Lunaran, Gibbie, Gregor Koch, Jésus "aftasardem" Maia, MitaMan, and philipk: Normalmapped texture sets.Iikka "Fingers" Keranen: The ikbase ik2k texture sets (website).Sock: The egyptian & tech texture sets (website).Shane Nieb: Textures, Mapmodels, Skyboxes.Dietmar "dcp" Pier: Mapmodels, old hudguns.Gabriele "Blindabuser" Magurno: Logos, loading screen, announcer voices.Fixit, Ironsnout, RPG characters, monsters, new hudguns and vweps. With additional maps by: Aardappel, driAn, Gilt, voot, Bryan "KillHour" Shalke, staffy, sparr, JCDPC, ZappaZ, RatBoy, Fanatic, rocknrol, KaiserTodretter, BlikjeBier, wurfel, aftasardem, Lazy, Gregor Koch, Junebug, Gabriele "Blindabuser" Magurno, MeatROme, TUX, Mayhem, mIscreant, schmutzwurst, Kal, DairyKing, Hero, WahnFred, jonlimle, and others.John "metlslime" fitzgibbons: metl maps.Shane Nieb: academy, authentic, autumn, bt_falls, c_valley, complex, curvy_castle, flagstone, garden, hallo, hashi, island, justice, nevil_c, nmp4, nmp8, nmp9, ot, park, shipwreck, turbine.Kurt "kdoom" Kessler: A bunch of DM/capture maps, k_rpg1.Jerry Siebe: Geometry rendering optimisations.Asissts with community management, documentation/wiki, and development. Robert "baby-rabbit" Pointon: GUI, particle rendering, and movie recording code, MacOSX porting.Mike "Gilt" Dysart: General programming, especially editing/physics related.Lee "eihrul" Salzman: ENet networking library, nix ports, and a lot of the general code, especially rendering/lightmaps/physics related.Wouter "Aardappel" van Oortmerssen: A lot of the general code, and the original concept and design.see wiki for the actual list of developers and content designers.3d menu/gui system, for in-world representation of choices.Particle engine, supporting text particles, volumetric explosions, soft particles, and decals.Supports animation blending, procedural pitch animation, and ragdoll physics for skeletally-animated characters. Loading of md2/md3/md5/obj/smd/iqm models for skeletal and vertex animated characters, weapons, items, and world objects.Supports normal and parallax mapping, specular and dynamic lighting with bloom and glow, environment-mapped and planar reflections/refractions, and post-process effects. Pixel and vertex shader support, each model and world texture can have its own shader assigned.Soft shadowmap based shadows for dynamic entities. Lightmap based lighting with accurate shadows from everything including mapmodels, smooth lighting for faceted geometry, and fast compiles.Rendering engine optimized for high geometry throughput, supporting hardware occlusion culling and software precomputed conservative PVS with occluder fusion. ![]() 6 directional heightfield in octree world structure allowing for instant easy in-game geometry editing (even in multiplayer, coop edit).7 weapons: double barrelled shogun, rocket launcher, machine gun, rifle, grenade launcher, pistol, fist.Many multiplayer gameplay modes, most in teamplay variants as well: deathmatch, instagib, efficiency, tactics, capture (domination/battlefield style), CTF (capture the flag), coop edit (!). ![]() ![]()
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