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Kostenloser Multiplayer-Shooter Alien Arena 2008 v7.21 (zu den Screenshots) im Stil von Beben 3 Arena und UT mit klassischen Aliens. 

Do you like fast paced deathmatch? How about rich, colorful, arcadelike atmospheres?  How about...retro Sci Fi?  Then you're going to love what Alien Arena 2007 has in store for you!  This game combines some of the very best aspects of such games as Quake III and Unreal Tournament and wraps them up with a retro alien theme, while adding tons of original ideas to make the game quite unique.

7.20 - 7.21 changelog
1.  Fixed water fragment shaders.
2.  Fixed bug with water caustics.
3.  Added normalmaps for many textures.
4.  Added alphamask support to non-shadered meshes.
5.  Fixed bug with draw order of alpha surfaces and shadered surfaces.
6.  Rebuilt maps - dm-dynamo2k8, dm-omega2k8, dm-crucible2k8.
7.  New Cattle Prod map - cp-ribeye.
8.  All level shots now colored.
9.  Fixed bug with antilag.
10. Allowed standard vs full compensation with antilag.
11. Skybox cloud shader support added.
12. Added color options to steam effects(spawnflag controlled).
13. Removed unused legacy code in particle system, improved explosions blending.
14. Added vertical scrollbars to menu GUI, used with in-game server browser.
15. Added colored names support in server browser, and allowed servers to output them to query.
16. Greatly improved splash and spark effects.
17. Fixed bug with dynamic particle lighting and GLSL.
18. Added options for clients to change color of disruptor beams.
19. Added vegetation shader system.
20. Bots now get autoassigned teams, helps when rejoining team games when players leave to balance.
21. Added ejecting brass for chaingun.
22. Added sloshing water effect.
23. Added clock option.
24. Menu options for fov, showing fps, and showing clock.
25. Error checking in particle loading, to prevent crashes in cases of missing or damaged particle images.
26. Help section added to Galaxy menu, with useful links.
27. Mouse wheel support in in-game server browser.
28. Improved per-pixel lighting on meshes.
29. Added GLSL water shaders.
30. Stripped out old true reflective water code, impractical for a deathmatch game.

7.1 - 7.20 changelog
1.  Added Invisibility powerup
2.  Added reward system.
3.  Reduced power of vaporizer, and increased spawn time of vaporizer to twice of other weapons.
4.  Added weapon inventory display in HUD.
5.  Shockwave weapon effects.  Increased efficiency of several weapon effects.
6.  New CTF flag effects.
7.  Added rotating particle effects.
8.  Fixed buffer overrun with ps.stats
9.  Bots now use alt-fire in vehicles.
10. Haste and sproing greatly improved.
11. New death effects.
12. Bot node files only load at start of level, rather than previously when a player joins.
13. Noshadows option for static map meshes.
14. Fixed "disappearing ctf flag" bug!
15. Added tangent light space vector normalization to per-pixel mesh rendering.
16. Added level of detail system for player models.
17. Bounding boxes calc'ed at load time, performance increase.
18. Occulusion culling of entites, huge performance increase.
19. Added GLSL program management.
20. Added parallax mapping.
21. Added glsl normal/specular mapping for dynamic lighting.
22. Added glsl specular lighting.
23. Removed old fixed functions for dynamic and specular lighting on normalmaps. (some where broken anyway).
24. Changed some skin colors of players and weapons to be more visible(and eye pleasing).
25. Added new water shaders, so that mappers can fake reflections.
26. Added distortion shader to basic water(disabled due to some bugginess).
27. Vertex lerping no longer batched in separate loop, now done inside of texture mapping loop, nice peformance increase.
28. Anti-lag added, backwards reconciliation portion.  More to follow.
29. Fixed a few video menu bugs.
30. New weapon icons.
31. Cvar's added to specify log and motd files.
32. Heartbeat's now only re-resolve master if it cannot reach it.
33. Faster image filtering.
34. Rscript optimizations using hash keys.
35. Removed flashlight code.
36. Added support for Linux/X11 clipboard.
37. Linux directory support.
38. Linux windowed mouse fixes.
39. Netname string made larger.
40. Fixed escape character removal in death messages.
41. Names no longer cut off in team scoreboard.
42. New glass effects, now uses a semi-true reflection.
43. Option to place player id's over players, as well as identify flags.
44. Rcon password changes - can now have spaces, and protection against overflows.
45. Fixed bug with random() that caused some dedicated servers to segfault in linux.
46. Rscript optimization - removed redundant loading in meshes.
47. New bloodstain effects using decals.  Removed old stain code.  Looks cooler, and performs better.
48. Added 3 new maps:  Dm-liberation, Ctf-cryogenic, Tca-cryogenic.
49. Better bullethole effects.
50. Fixed fov bug.

7.0 - 7.10 changelog
1.  Game path error checking in Galaxy browser.
2.  Duel queues now correct themselves if errors occur.
3.  Fixed cybergirl's weapon animations.
4.  All BSP surfaces now render using vertex arrays.
5.  Added contrast filter.
6.  Removed unused image loading code.
7.  Fixed bugs with botkick and player/bot client slot overlapping.
8.  Added fade effects to menu.
9.  Default model lighting now uses vertex normals.
10. Added Nymph's patch to fix linux warnings.
11. Removed all hardcoded static mesh code.
12. Added map voting(g_mapvote).
13. Map dm-furious2k8 added.
14. Map dm-eternal added.
15. Map dm-atlantis2k8 added.
16. Map dm-leviathan2k8 added.
17. Map dm-dismal2k8 added.
18. Map dm-turbo2k8 added.
19. Map dm-warmachine added.
20. Various static meshes and new textures added.
21. Added Strat's sdl threading sound fixes.
22. Added Strat's fixes for stack smashing.
23. Humans/bots get different icons in Galaxy.
24. New effect for rocket exhaust.
25. Dedicated servers now re-resolve master ip on each heartbeat.
26. Model animations in player menu now lerped, and independent of framerate.
27. Reflective surfaces now render correctly on all ATI cards.
28. Normalization cubemaps now render correctly on all ATI cards.
29. Sane limitations to normalization cubemap positioning.

Alien Arena 2008 is the latest version of a freeware online deathmatch game that was first introduced to the public in October, 2004.  Since that time, the game has been downloaded nearly 1 million times, and currently stands at revision 7.0 (March 1, 2008 release).  In October 2007, Linux.com reviewed Alien Arena, annointing it as the very best of the free online games available at the time.  Alien Arena has been reviewed and featured on cover DVD's by dozens of gaming publications, including heavy hitters such as PC Power Play and PC Gamer, as well as being featured on gaming media outlets such as GIGA Tv.

The goal of Alien Arena was to create the perfect marriage between Quake and Unreal Tournament, between retro sci-fi and futuristic tech, and between casual gamer and advanced expert, and wrap it up in a package with quality that could rival that of commercial games.  The game has a weapon set that is unique and fun, and deviates a bit away from the standard Q3 or UT2k4 weapons.  Gameplay can be altered easily in the menu by choosing between the various game types, such as Deathmatch, Team Core Assault, All Out Assault, Capture the Flag, Duel, and Cattle Prod.  Users can also apply a number of different mutators to the game rules as well, creating some pretty interesting scenarios.  Players can join others on servers using the in-game browser, or use the Galaxy client, which also serves as a way to communicate with the large, and friendly Alien Arena community.

Using the CRX engine, which is based on the Id GPL source code, Alien Arena includes modern effects such as real time lighting and shadows, lensflares, light blooms, reflective water, textured particles, stainmaps, 32 bit color,  shaders, fog, weather effects, and much more.  The engine has been optimized with each release, and will run very nicely even on older hardware.  Netcode is tried and true, and runs smooth even on high ping servers, and has been made very secure to malicious attacks.  Development of the engine continues at a torrid pace, and with each release moves closer in quality to that of commercial gaming. 

Alien Arena is a fast paced, furious frag fest with arenas ranging from the small, to the massive.  With a large built-in player base, it's never hard to find a good match going on, at any hour of the day.  The community is friendly, as well as prolific.  Dozens of maps, models, and various accessories have been created by community members to add on to the game experience.

Alien Arena features team based gameplay as well, such as Team Core Assualtl, a mode in which players must work together to disable their enemy team's central metal spider.  Don't forget about the Team Deathmatch, Cattle Prod, Capture the Flag, Deathball, and All Out Assault mode(in which players can enter vehicles) either.  For the 1v1 players, Alien Arena now features a duel mode!

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