Personal Notes:
Hello, everyone! Once again, I bring an update. I have to say, this one is probably one of the largest I've done so far! I am very sorry for the four days it took me to get this thing pumped out, but, I hope you will find it was worth it.
I would like to let everyone know that I will be taking today and tomorrow off to catch up on many obligations to various people... Development will continue after that point.
Download:
Or, for those of you who prefer to look, not touch...
Gallery:
Future Plans:
Mars is going to be entering an interesting period pretty soon. Updates are going to slow down, and bring major internal changes. I will be sure to bring new features with every update of course! But there won't be so many, and updates will be slower.
My goals for the future:
- Implement features from ACE (Starmute)'s lovely work, seen: http://marsxplr.com/view-13038
- Convert entire source code of mars to C# (code submissions in JS are still accepted, but please stay away from the yield statement)
- Convert entire networking system to a new networking system, implemented through a layering API which should make future updates to the networking system much easier.
- (possibly) Fix certain 2.0 shaders not loading right in Mars 3
- (possibly) Implement Whirld 5
- Create a new forum for Mars 3.0
Those things are my goals before releasing the official version of Mars 3.0
General plans for Mars 3.1+ include:
- All new world format
- Completely redone settings system
- Completely redone camera system
- Game modes
- New vehicles
Change Summary:
So now that I am done daydreaming about what the FUTURE will hold, let's take a look at what this version ALREADY HAS...
Bugfixes:
- Whirld text-based features now load "Whirld text files are not being loaded by the 3.0 Whirld importer. This may be the cause of many aforementioned or undermentioned. (Numerous)"
- Block worlds now load
- Spawn points are in the correct position
- Oceans now load "No lava can be seen (Aperover)"
- Lighting and fog now load
- Launch points now load
- Chat bugs are fixed
- Tab will now both activate and deactivate chat
- You no longer lose control of your vehicle after chatting "When chatting, one must click the game to regain control of their vehicle (Etah)"
Known Bugs:
- Non-host players can no longer view server settings -- This is on purpose and only temporary.
- Wheels on buggy invisible on Fast-(Eric)
- Wheels on tank render strangely on Good+ (Etah)
- Shaders from worlds made for Unity 2 do not render properly on Unity 3. No fix is known. (Flynn)
- Oceans render a strange bluish white (Numerous)
- Xorbs are pink (Numerous)
Changes:
New Features:
- Stall blending now has a threshold slider! (The larger the threshold is, the less sensitive stall blending is!)
- 99% of the game settings limitations have been removed!
- Negative laser gravity
- Buggies can do the mamba again
- Buggy flight can be a serious drag
- Buggy agility can be almost spasmodic
- Buggy power can probably cause the buggy to do backflips
- Buggy speed can be like those dog things form john carter
- Buggies can have traction like drag racers...
- Those are just to name a few, I encourage you to play around and and find out what's possible :) I especially think supersonic jets may be fun... I wonder what a backwards flying jet would be like...
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