Incognito: Episode 1.91 Reforge Released!
We would like to thank Mladen “SickBrick” Bosnjak for his awesome additions to Incognito Episodes with his new tanks, RTS buildings, updated planets surfaces, and some other graphical goodies you may notice all throughout.
Also, the entire art direction of the game has been changed to a more comic book like feel that fits what we believe fits better with the content we have and the story we have in store for other episodes.
Of course the obligatory pics or it didn’t happen:
Here is all the Official Record Keeping Stuffs:
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Incognito Episodes 1.91 Changelog
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*. New team member! Modeler & Level Designer: Mladen “SickBrick” Bosnjak has redone all of the planet surfaces for RTS games and all of the buildings and other assets there.
*. New art direction, all graphics and textures have been updated with edge detection and cutout filters to give more of a comic book feel to the game.
*. The entire tank sequence along with models for tanks themselves and map have been completely redone also by Mladen “SickBrick” Bosnjak.
*. First weapon in game is no longer Uzi but high powered alien energy weapon.
*. If you enter the ship cabin on the FPS platform level before you get the things you need to upgrade the ship, you can’t get back to the platform and you’re stuck forever unable to finish the game. Same thing happens if you fall in the water on that level
*. When you run out of fuel you can’t press any button – not even Esc. So you’re stuck forever (unless you use Ctrl+Alt+Del
)
*. Can’t skip videos and cut scenes
*. Typo: “Initiating auto DETRUCT codes” – on tank level
*. It says “…destroy ALL dust bunnies before they overwhelm your hardware…”, I got the impression that I had to destroy them all
*. Turrets kill you with one shot on the planet where you go to the platform with your ship
*. When you click on NEW USER on PC in the menu room it should warn you that all previous save games will be deleted.
*. Elements that the player collected/needs are displayed onscreen when flying around in space now.
*. Field of View was supposed to change in contrast to game type, this is now fixed and won’t become out of sync.
*. When dying in tank sequence, motion blur stayed on even when you load another game, everything got really buggy after that. No more!
*. If you put ammo in a weapon before entering a building, the ammo is gone when you’re inside.
*. Used to be able to zoom indefinitely in RTS mode, even into the ground.
*. There is now active objective listing in Tank game since you cannot access inventory while driving.
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NeoAxis Engine 0.82 Changelog
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*. Now you can archive .cg_hlsl files and it will works good.
*. 3dsMax Exporter: Invalid textures coordinates for animation meshes.
*. 3dsMax Exporter: Inverted triangles in some cases.
*. 3dsMax Exporter: Wrong calculation bounding radius for animated meshes.
*. Full screen antialiasing: Don’t crash if selected level of FSAA is not supported.
*. Resource Editor: Resource creation wizards: Invalid behavior of dialog when user enters invalid data.
*. HeightmapTerrain: Fixed pipeline layer blending now supports all layers.
*. GUI: Widescreen support. GUI interface has proper aspect ratio on widescreen monitors now.
*. GUI: Shader support. GUI interface is rendered by shaders now.
*. Deployment Tool. Preparing finished binary package is very easy task now.
*. All configuration and temporary files are written to “User directory” now. No additional files are written to \Data directory while engine is working. You can choose any of two variants for storing temporary files: 1. In \UserSettings folder near \Data folder. 2. In user’s “Document and settings” directory. These settings could be configured by development tool.
*. New virtual file path option. File paths with “user:” prefix will be loaded from user directory. Example: “user:filename.txt”.
*. Orthographic projection camera support. Map.CameraProjectionType, Map.CameraOrthoWindowHeight properties.
*. Alpha to coverage support. ShaderBaseMaterial: AlphaToCoverage property. Pass: AlphaToCoverage property.
*. Rendering distance for objects. MovableObject.RenderingDistance property. Attached objects RenderingDistance property (Mesh, Particle, Billboard, RibbonTrail, Gui). StaticMesh: RenderingDistance property.
*. Light: Better light culling for point and spot lights.
*. UI System: Button: ClickMask bitmap.
*. UI System: EditBox: Clip text by control rectangle.
*. ODEPhysicsSystem: Internally optimized.
*. Body: LastStepAngularVelocity property.
*. Dynamically loading libraries for archive support are searched by mask “*Archive.dll”. Definitions/FileSystem.config for the list of .dll is deprecated.
*. 3dsMax Exporter: Automatically limits number of bones assigned to vertex.
*. OGRE 1.6.3 support.
*. CG 2.2 support.
*. DecorativeObject: CastShadows property.
*. Simple Example material: Shader support.
*. Changes of \Data directory structure. Some files are moved to different place.
*. Full screen antialiasing: You can choose between 2, 4, 6 and 8 levels against only 2 and 4 as before.
*. CameraAttachedObject: Mesh: ScaleMultiplyByCameraFarClipDistance property removed. AllowFrustumGlobalClipPlanes property was added.
*. Shader gpu parameters LightDiffuseColorArray, LightSpecularColorArray now don’t use PowerScale property but use LightDiffuseColorPowerScaled and LightSpecularColorPowerScaled instead.
*. Support of caching files in the memory for faster loading. See Definitions/FileSystem.config.
*. Caching .cg_hlsl files in the memory. Faster engine loading.
*. CG is supported only for OpenGL now. You cannot use CG for Direct3D9.
*. GUI: GuiRenderer: AddTriangles: Clip rectangle support.






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