.png is the "official" format because of the idiotic bitmap flags in the pbmps. There wasn't a way to embed translucent/additive/etc flags inside .tga, so we had to go .png. No .tga support in now, but it will get in eventually.
No .ogg or plugin support yet since it's not high on the radar, but I plan to get them in when we have the other stuff up polished up.
Right now it's still lots of bug fixes and stuff (so many buffer overflows..), and internal changes. vol and bmp are completely removed, software mode is completely removed (pure opengl now, you can play in a window!), a lot of scripting language enhancements, all the scripts have been refactored/re-written, the datablock limit IS raised to virtually unlimited, and the awful IRC client was ripped out entirely.
June 3rd:Yeah, both Software mode and Glide are completely gone, no traces left. [...] The terrain bug behind the BE SH base is fixed with OpenGL now at least, and the textures are properly mip'd / tri-linear so the terrain doesn't look like it's crawling with ants by default.
The scripting stuff will probably need to be documented I guess. If I had to guess, I'd say there'd be a dev section on playtribes it'd be on. Some of the stuff that's been added:
ternary compares:
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%var = %bool ? "this" : "that";
switch statements:
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switch ( %name ) {
case "Jim":
case "Joe": return "Male";
case "Sally": return "Female";
default: return "Amoeba";
}
variable/function dereferencing (kind of like pointers):
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%testvar = "$abc";
*%testvar = "$def"; // $abc now holds the value "$def";
$def = "ghi";
%testfun = "echo";
*%testfun( *$abc ); // echos "ghi";
function attachments (nofix's idea):
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function test( %a, %b, %c ) {
echof( "Test: %1 %2 %3", %a, %b, %c );
}
function pretest( %a, %b, %c ) before test {
%a = "before";
echo( "BEFORE test!" );
}
function posttest( %a, %b, %c ) after test {
echo( "AFTER test!" );
}
Running "test( 1, 2, 3 );" results in
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BEFORE test!
Test: before 2 3
AFTER test!
As well as a lot of functions that used to be done in script (string, math, etc) that are now built in to the engine so they're more efficient.
Movement is staying exactly the same.
NR's aren't.. fixed per-se, but you can disable client-side collisions which effectively removes them.