Alien Arena for Windows v7.60

Date 6/7/2012
Filename alienarena-7_60-win20120702.exe
Size 383.42 MB
Website
Last Access 12 days ago
Downloads 2949
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Description Key Features for 7.60

Renderer/Client:

1. Subsurface light scattering and rim lighting.
2. God Rays from sun objects.
3. Dripping water rain effect POV.
4. Dripping liquids on walls effect.
5. Glowing ember and blowing trash effects.
6. Smoother transition of dynamic and static lighting of meshes.
7. Chained particle effects(i.e improved lightning, etc).
8. Fix endian related bug in IQM loading routines.
9. Added tooltips to GUI.
10. Simple items rendering option.
11. Fix timedemo code.
12. Conditionals added to rscripts.
13. Various optimizations in MD2 and IQM rendering.
14. Optimizations in shadow rendering.
15. Improved LOD scaling.
16. Fix ogg-vorbis read to use host endian order.
17. Added framework for adding instrumentation to HUD.
18. Sanity checking for corrupt bsp files and content.

Gameplay:

1. Smart bombs now shootable.
2. Added Mind Eraser weapon.
3. Improved weapon switching/selection.
4. Improved antilag to compensate for built-in latency.
5. Added forward and backward dodging/improved dodging overall.
6. New bot CTF ai and other bot ai improvements.
7. Removed restriction of being able to change teams in team games.
8. Added "adrenaline" music when flags are in play.
9. Extended weapon respawn times for duel mode.
10. All doors now shootable.

New Content:

1. Dm-extermination.
2. Dm-leviathan2k12.
3. Dm-bloodfactory2k12.
4. Dm-crucible2k12.
5. Dm-dynamo2k12.
6. Ctf-extermination.
7. Ctf-purgatory.
8. ctf-vesuvius2k11.
9. tca-zion2k9.
10. tca-purgatory.
11. tca-extermination.
12. Martian Overlord player character.
13. Martian Warrior player character.
14. New TCA spiderbots.
15. Improved LOD's.

Major SVN commits

Revision: 2732
Author: irritant
Date: Friday, December 30, 2011 11:38:57 AM
Message:
Added dripping water/rain effect.

Revision: 2734
Author: irritant
Date: Friday, December 30, 2011 3:11:52 PM
Message:
Added glowing embers and trash weathertypes.

Revision: 2735
Author: irritant
Date: Friday, December 30, 2011 4:24:32 PM
Message:
add deadcity skybox.

Revision: 2737
Author: irritant
Date: Friday, December 30, 2011 6:17:44 PM
Message:
Update of a variety of script files.

Revision: 2740
Author: irritant
Date: Saturday, December 31, 2011 11:31:26 AM
Message:
Ifdef out the common ode assertion error we always get.

Revision: 2741
Author: irritant
Date: Thursday, January 05, 2012 1:56:26 AM
Message:
Added subsurface scattering and rim lighting to mesh shaders. Disabled until I fix a couple of the alpha channels in the normalmaps of player chars.
This feature is best explained by looking it up on the internet.

Revision: 2745
Author: irritant
Date: Saturday, January 07, 2012 1:17:31 AM
Message:
1. Fix STUPID, and I mean STUPID ATI bug with varying float limitation that is supposed to be 32 but in reality is far less(like 16 in fact).
2. Fix spec map for enforcer.

Revision: 2753
Author: irritant
Date: Wednesday, January 18, 2012 1:24:55 AM
Message:
Sun god rays working. r_test enables and disables for now. Some work needs to be done on performance.

Revision: 2754
Author: irritant
Date: Thursday, January 19, 2012 1:07:26 AM
Message:
Added NODRAW flag culling to bsp surfaces.

Revision: 2755
Author: irritant
Date: Friday, January 20, 2012 12:51:00 AM
Message:
Added vegetation to godray occluders.

Revision: 2756
Author: irritant
Date: Friday, January 20, 2012 1:47:38 PM
Message:
Much smoother transition between dynamic and static lighting of meshes.

Revision: 2757
Author: irritant
Date: Friday, January 20, 2012 6:17:27 PM
Message:
Updated to 2012 logos.

Revision: 2759
Author: max
Date: Saturday, January 28, 2012 3:35:17 AM
Message:
Allow reading from stdin for non-dedicated binaries.

Revision: 2760
Author: irritant
Date: Sunday, January 29, 2012 1:15:29 PM
Message:
Added Max's new chained particle effects.

Revision: 2762
Author: irritant
Date: Sunday, January 29, 2012 2:11:04 PM
Message:
New icons.

Revision: 2772
Author: irritant
Date: Monday, February 06, 2012 11:57:49 AM
Message:
Main menu gfx update.

Revision: 2773
Author: strat
Date: Wednesday, February 08, 2012 1:32:37 AM
Message:
Update game_data.am for menu fx.
Update to newer Autotools scripts (requires full re-build starting with ./configure).

Revision: 2774
Author: irritant
Date: Thursday, February 09, 2012 12:48:26 AM
Message:
Added blood/gore and water dripping glsl effects to bsp surfaces.

Revision: 2775
Author: irritant
Date: Thursday, February 09, 2012 9:21:40 AM
Message:
Fixed shader bug for ATI.

Revision: 2776
Author: max
Date: Thursday, February 09, 2012 5:19:03 PM
Message:
Modified prox mine/smart grenade behavior somewhat.
* Prox mines and grenades no longer use global variables for their timers,
which fixes a few bugs with multiple grenades.
* To preserve the desirable behavior where groups of proximity mines go off
simultaneously,

Revision: 2777
Author: irritant
Date: Sunday, February 12, 2012 6:37:03 PM
Message:
Hanging meat meshes.

Revision: 2778
Author: irritant
Date: Sunday, February 12, 2012 11:31:50 PM
Message:
Add blade mesh.

Revision: 2784
Author: irritant
Date: Wednesday, February 15, 2012 6:40:59 PM
Message:
Dm-bloodfactory update.

Revision: 2791
Author: irritant
Date: Saturday, February 25, 2012 1:00:46 AM
Message:
Initial(incomplete) mind eraser implementation.

Revision: 2793
Author: irritant
Date: Saturday, February 25, 2012 9:51:21 AM
Message:
Add minderaser w_weaps.

Revision: 2795
Author: irritant
Date: Saturday, February 25, 2012 6:04:02 PM
Message:
Added ME sounds.

Revision: 2798
Author: irritant
Date: Sunday, February 26, 2012 11:17:19 AM
Message:
Fixed bug with ME causing weapons to disappear.

Revision: 2806
Author: irritant
Date: Wednesday, February 29, 2012 12:20:32 AM
Message:
Leviathan2k12 updated(finished?).

Revision: 2809
Author: max
Date: Saturday, March 03, 2012 2:05:05 AM
Message:
All doors, including in legacy maps, are now shoot-to-open.
The default door health is now 1. The maximum door health is now 8.

Revision: 2811
Author: max
Date: Saturday, March 03, 2012 2:38:41 AM
Message:
It's now possible to "prime" for auto weapon switching on pickup.
If a player attempts to switch to a weapon he doesn't have using a bound "use"
key, the game will remember the failed switch attempt for a half second, and
autoswitch of the weapon is picked up within that time. So if you're about to
pick up a rocket launcher, you can select the weapon before you've actually
picked it up. (NOTE: this doesn't work for next/prev weapon cycling.)

Revision: 2812
Author: max
Date: Saturday, March 03, 2012 3:34:37 AM
Message:
Weapon pre-pickup selection now works for out-of-ammo weapons.
If you already have the weapon, you can now prime for switching upon pickup of
an ammo pack for it.

Revision: 2816
Author: irritant
Date: Sunday, March 04, 2012 10:20:29 PM
Message:
Added dm-crucible2k12.
Updated dm-leviathan2k12.
Recompiled binary with Max's latest changes.

Revision: 2819
Author: irritant
Date: Wednesday, March 07, 2012 6:08:46 PM
Message:
Added dm-dynamo2k12.
Fixed bug with water on wall shader.
Fixed weaponpad missing shader and fx.

Revision: 2821
Author: irritant
Date: Thursday, March 08, 2012 12:43:26 AM
Message:
Antilag debug statements only print to client firing weapon.
Added the 100 ms built in latency to antilag time value.

Revision: 2827
Author: irritant
Date: Sunday, March 11, 2012 10:54:59 PM
Message:
Antilag changes fully implemented.
Version updated to 7.54 so that people know to expect above changes.

Revision: 2829
Author: strat
Date: Monday, March 12, 2012 3:53:29 PM
Message:
Fix v_blast directory name in g_spawn.c precaching routine.
Fix minor error in configure.ac status message.

Revision: 2830
Author: strat
Date: Monday, March 12, 2012 5:36:21 PM
Message:
Fix endian-related bug in IQM model load.

Revision: 2835
Author: strat
Date: Friday, March 16, 2012 8:45:07 PM
Message:
Fix more endian-related bugs in IQM model load, applying douglasm's patch.

Revision: 2836
Author: strat
Date: Sunday, March 18, 2012 6:17:08 PM
Message:
Fix endian-related extra byte swap bug in IQM version check in IQM model load.
Fix player name handling in client's stats database read. Also, add EOF detection.

Revision: 2837
Author: strat
Date: Monday, March 19, 2012 2:07:49 AM
Message:
Fix ogg-vorbis file reads to use host endian order.

Revision: 2838
Author: irritant
Date: Thursday, March 22, 2012 11:07:07 PM
Message:
Martian Overlord initial checkin.

Revision: 2846
Author: strat
Date: Saturday, March 24, 2012 2:51:33 PM
Message:
Fix missing bigendian support for .wav file 16-bit data.

Revision: 2847
Author: irritant
Date: Sunday, March 25, 2012 10:24:53 PM
Message:
Sounds for the overlord.

Revision: 2848
Author: irritant
Date: Monday, March 26, 2012 12:55:49 AM
Message:
Initial simple item rendering check in. Much more to add.

Revision: 2849
Author: strat
Date: Monday, March 26, 2012 4:40:40 AM
Message:
Fix endian-related bug in server list port numbers.
Add experimental MSG_* routines with endian related changes.
Prevent segfault on program error in g_cmds.c::Cmd_VoiceTaunt_f().

Revision: 2852
Author: irritant
Date: Wednesday, March 28, 2012 12:35:39 AM
Message:
Finished simple items.
Added overlord taunts(copy of slashbot).
Precache of overlord meshes.

Revision: 2853
Author: strat
Date: Wednesday, March 28, 2012 5:40:48 AM
Message:
Fix endian-related bug in server list port numbers. Previous fix was not correct.
Update game_data.am with simple item and overlord additions.

Revision: 2854
Author: irritant
Date: Friday, March 30, 2012 12:05:41 AM
Message:
Added new CTF bot AI.

Revision: 2855
Author: irritant
Date: Monday, April 02, 2012 12:36:46 AM
Message:
Removed restriction of not being able to change teams during a team game.
Added bot totals to player counts in server browser.

Revision: 2856
Author: irritant
Date: Tuesday, April 03, 2012 1:33:03 AM
Message:
Added tooltips to menu system.

Revision: 2857
Author: irritant
Date: Tuesday, April 03, 2012 12:30:37 PM
Message:
1. Fix string overrun.
2. Add better overlord taunts.

Revision: 2858
Author: irritant
Date: Wednesday, April 04, 2012 12:04:58 AM
Message:
Added simple items to menu.
Some other menu tweaks.

Revision: 2859
Author: irritant
Date: Wednesday, April 04, 2012 11:38:34 PM
Message:
Added forward/backward dodging. Clip velocity of dodges to sv_maxvelocity(should have been always doing this).

Revision: 2860
Author: irritant
Date: Thursday, April 05, 2012 12:35:38 AM
Message:
All bots should use the minderaser, it's just too much fun not to.

Revision: 2869
Author: strat
Date: Wednesday, April 11, 2012 9:35:52 PM
Message:
Add support in configure.ac for overriding .codered default user home subdirectory.
Update autotools files.
Fix benign inconsistent #define in qcommon.h.
Remove temporary test code from cl_main.c.
Update game_data.am with new textures and scripts.

Revision: 2870
Author: max
Date: Thursday, April 12, 2012 1:46:31 AM
Message:
Unbreak timedemo code.
Timedemo command now doesn't start counting frames until the demo has finished
loading. Also, timedemo no longer counts each frame twice.

Revision: 2871
Author: max
Date: Friday, April 13, 2012 12:05:19 AM
Message:
Add demoquit cvar.
If it's 1, and if timedemo is 1, then the game will quit after a demo finishes
playing.

Revision: 2873
Author: max
Date: Friday, April 13, 2012 9:39:39 PM
Message:
Fix "serverinfo" command when connected to a remote server.
When connected to a remote server, "serverinfo" command now fetches that
server's status string instead of showing local cvars. NOTE: the status string
is not shown with pretty formatting! There's no easy way to accomplish that.

Revision: 2874
Author: irritant
Date: Saturday, April 14, 2012 1:04:16 AM
Message:
Dm-extermination, completed.

Revision: 2877
Author: max
Date: Sunday, April 15, 2012 7:36:50 PM
Message:
Add conditionals to rscripts.
Supported operators are ==, !=, >, >=, <, <=, ||, &&, !, $
The $ operator marks its single operand as a cvar name, the others behave like
their C equivalents. Expressions can be grouped with parenthesis. All tokens
must be whitespace separated, even parenthesis! All binary (two-operand)
operations must be surrounded by parenthesis.

Also commit first testcase in textures.rscript, I think it should be self-
explanatory.

I'm not totally certain there are no bugs, but I am fairly certain that there
are no bugs which will break the game, as this code isn't really being used
yet.

Revision: 2879
Author: max
Date: Sunday, April 15, 2012 8:03:54 PM
Message:
CRX now looks in data1/scripts/interactive as well as data1/scripts.
Older CRX will not look there.

Revision: 2881
Author: max
Date: Monday, April 16, 2012 10:11:43 PM
Message:
Remove lots of files from null/ which are no longer used at all.
Most of them don't even compile anymore; they include header files which no
longer exist.

Revision: 2885
Author: max
Date: Tuesday, April 17, 2012 12:03:27 AM
Message:
Fix about 10% of the warnings Splint emits. More to come.

Revision: 2889
Author: strat
Date: Tuesday, April 17, 2012 3:41:34 AM
Message:
Modify configure.ac status report.
Update game_data.am with new map additions.
Handle null pointer in intermission when running a .dm2.

Revision: 2890
Author: strat
Date: Saturday, April 21, 2012 8:14:40 PM
Message:
Add (maybe temporarily) an experimental Phoronix Test Suite benchmark. See README for instructions.

Revision: 2891
Author: max
Date: Sunday, April 22, 2012 3:55:54 PM
Message:
Better error-checking in Cbuf_InsertText.

Revision: 2894
Author: irritant
Date: Monday, April 23, 2012 12:50:40 AM
Message:
Added in CTF secondary music for when flags are in play.

Revision: 2896
Author: strat
Date: Monday, April 23, 2012 5:53:05 PM
Message:
Use MAX_OSPATH in place of MAX_PATH for non-Win32 builds.
Add missing info to configure.ac status report for alternate install.
Add new CTF music file to game_data.am.

Revision: 2900
Author: max
Date: Wednesday, April 25, 2012 12:03:07 AM
Message:
Respawn times for items is extended in duel mode.

Revision: 2903
Author: irritant
Date: Thursday, April 26, 2012 11:32:43 AM
Message:
Add ctf-extermination(unfinished).

Revision: 2904
Author: irritant
Date: Thursday, April 26, 2012 11:37:07 PM
Message:
Dodging improvements. This now prevents what was perceived as buggy/oddness when a dodge occured when a player did not expect it when running, stopping, the starting quickly again.

Revision: 2906
Author: irritant
Date: Friday, April 27, 2012 12:40:53 AM
Message:
Make sure ctf conditional is set at map launch.

Revision: 2909
Author: max
Date: Saturday, April 28, 2012 4:30:28 PM
Message:
Commit new framework for easily adding instrumentation to the HUD.
Stuff like the FPS gauge, and the new speedometer and bandwidth meters, can
easily be enabled and disabled by the user with cvars, and this code will
automatically fit all the enabled ones on the screen in a neat and pretty
fashion. Up to 16 can be enabled at once.

Revision: 2910
Author: irritant
Date: Sunday, April 29, 2012 11:34:21 PM
Message:
Fix issue with god rays and hud distortion.

Revision: 2911
Author: strat
Date: Monday, April 30, 2012 3:10:40 AM
Message:
Convert r_speeds to new HUD perf. counters. Cvars are rspeed_wpoly, rspeed_epoly, and others.
Do not count player weapon in rspeed_epoly count.
Add .nod file to game_data.am
Some minor cleanup in cl_view.c and files.c.

Revision: 2912
Author: irritant
Date: Tuesday, May 01, 2012 12:04:57 AM
Message:
Fixed bsp shader bugs that occurred with ATI mobility drivers.

Revision: 2914
Author: max
Date: Thursday, May 03, 2012 8:22:09 PM
Message:
Remove Draw_Char and Draw_ColorChar.
Replace all uses of those functions with TTF code.
TODO: remove all other references to the old pre-TTF text code.

Revision: 2915
Author: irritant
Date: Thursday, May 03, 2012 10:59:14 PM
Message:
Make sure that god rays are disabled if post process effects are disabled.

Revision: 2919
Author: max
Date: Friday, May 04, 2012 7:47:49 PM
Message:
Add performance gauge to try to measure framerate jitter.
It counts the number of frames per second which exceed a certain configurable
number of milliseconds to render. The fewer, the better.

Revision: 2920
Author: max
Date: Saturday, May 05, 2012 7:08:47 PM
Message:
Neat 8% performance boost in IQM rendering with normalmaps on.
This was accomplished with loop unrolling and factoring out conditionals, and
was kept relatively tidy using preprocessor macros.

Revision: 2922
Author: max
Date: Saturday, May 05, 2012 7:59:23 PM
Message:
Optimization in IQM_DrawShadow.
Tidy 6% performance boost with some dynamic lights and r_shadows 2.

Revision: 2923
Author: max
Date: Saturday, May 05, 2012 9:20:28 PM
Message:
Stencil shadows fade out past a configurable distance.
The distance scales with r_shadowcutoff and the LOD setting. Default value for
r_shadowcutoff is 300. At that setting, you can see the transition, but only
if you're actually looking for it. Set r_shadowcutoff higher to keep shadows
for longer. Set r_shadowcutoff 0 to disable altogether.

Revision: 2926
Author: max
Date: Saturday, May 05, 2012 9:40:54 PM
Message:
Fix potential shadow problems with transparent entities.

Revision: 2927
Author: max
Date: Saturday, May 05, 2012 9:45:32 PM
Message:
Apply r_shadowcutoff to md2 meshes.

Revision: 2928
Author: max
Date: Saturday, May 05, 2012 10:04:20 PM
Message:
Optimize MD2_DrawShadow.
The other MD2 routines need work too, they have even more branches within the
VArray loop than the IQM routines did. Jitter goes way up with simple items
disabled, so this is a real problem.

Revision: 2933
Author: max
Date: Tuesday, May 15, 2012 10:04:19 PM
Message:
Several changes related to using serverinfo data on the client side.
* Serverinfo data is now printed in neatly formatted form to the console.
* Serverinfo data from the current connected server is kept in its own special
SERVERDATA structure which is now updated every time the server sends it.
* The serverinfo data is now requested automatically when connecting to the
server. (TODO: have the server also send it whenever one of the cvars
changes?)
* Using all the above new functionality, the client-side prediction code is
now able to detect joust jumps.
This code is still in need of some cleanup though.

Revision: 2934
Author: irritant
Date: Tuesday, May 15, 2012 11:53:32 PM
Message:
Added base paths for ctf-violator and ctf-invasion.

Revision: 2936
Author: strat
Date: Wednesday, May 16, 2012 3:02:20 AM
Message:
Prevent random server browser ping calculation for local LAN and address book entries.
Various minor code cleanup.

Revision: 2938
Author: irritant
Date: Wednesday, May 16, 2012 10:51:59 PM
Message:
Added base paths for ctf-cryogenic/oblivion.
Removed sun from invasion and frostbyte.

Revision: 2939
Author: irritant
Date: Wednesday, May 16, 2012 11:41:20 PM
Message:
Cleaned up some unused menu code.

Revision: 2943
Author: irritant
Date: Thursday, May 17, 2012 10:40:16 PM
Message:
Path nodes for ctf-frostbyte/titan2k8.

Revision: 2946
Author: rigel
Date: Monday, May 21, 2012 4:03:58 AM
Message:
ctf-purgatory refined playerclips on ramp light posts for more predictable play, tca-purgatory added

Revision: 2947
Author: rigel
Date: Monday, May 21, 2012 4:23:29 AM
Message:
Adjusted a few light entity values to match better

Revision: 2949
Author: rigel
Date: Monday, May 21, 2012 7:33:42 AM
Message:
Added tca-extermination. Added level shots for both ctf-purgatory and ctf-extermination. Corrected mutator notation in levelshot text files for tca-purgatory, tca-zion2k9 and ctf-zion2k9. Re-compiled tca-zion2k9 with qrad3 -extra

Revision: 2950
Author: max
Date: Monday, May 21, 2012 10:11:04 PM
Message:
LOD selection for shadows now scales based on screen res and FOV.
It uses the same algorithm as for regular mesh rendering.
Cutoff distance for soft shadows now uses the same algorithm as well.

Revision: 2954
Author: rigel
Date: Thursday, May 24, 2012 1:02:59 AM
Message:
Fixed minor brush problems in dm-extermiation. Removed extra moonspot from ctf and tca-extermiation, removed extra info_player_intermission for each of the tca and ctf maps. Compiled all with qrad3 -extra

Revision: 2956
Author: irritant
Date: Wednesday, May 30, 2012 1:00:01 AM
Message:
Updated spider blend file.
Added martian warrior blend file.

Revision: 2958
Author: irritant
Date: Thursday, May 31, 2012 2:54:23 PM
Message:
Initial check-in of martian warrior player model.

Revision: 2962
Author: irritant
Date: Friday, June 01, 2012 12:24:32 AM
Message:
Added martian warrior to stock precache list.
Added taunts for martian warrior.

Revision: 2963
Author: irritant
Date: Friday, June 01, 2012 12:43:16 AM
Message:
Add missing server-side precaches for overlord and warrior models.

Revision: 2964
Author: irritant
Date: Saturday, June 02, 2012 12:04:28 AM
Message:
Added new TCA spiders.
Added spider "monster" projectile model.

Revision: 2967
Author: max
Date: Saturday, June 02, 2012 7:48:55 PM
Message:
Fix bug in copy_entities.py, reported by Freaky.

Revision: 2970
Author: irritant
Date: Monday, June 04, 2012 1:19:47 AM
Message:
Added spiderbots - altfire for ME.

Revision: 2974
Author: max
Date: Tuesday, June 05, 2012 12:55:17 AM
Message:
Slight performance boost rendering RF_TRANSLUCENT md2 models.
I found that for non RF_WEAPONMODEL RF_TRANSLUCENT models, ambient light had no
visible effect on the surface whatsoever. I determined this by toggling it
every frame; while I observed blinking on RF_WEAPONMODEL models, the other
mirror surfaces looked normal.

This helps to eliminate another place where MD2_VlightModel was being called.

Revision: 2975
Author: max
Date: Wednesday, June 06, 2012 2:32:16 AM
Message:
More minor optimizations in the MD2 code.
Don't expect more than one or two FPS extra, but once the MD2 code is done
being cleaned up, the gains should be more significant.

Revision: 2979
Author: irritant
Date: Thursday, June 07, 2012 12:02:25 AM
Message:
Initial copy of ctf-vesuvius2k11 - needs base indicator arrows added yet.

Revision: 2983
Author: irritant
Date: Thursday, June 07, 2012 10:58:52 PM
Message:
Add bot pathing files for tca-purgatory and ctf-vesuvius2k11.

Revision: 2984
Author: irritant
Date: Friday, June 08, 2012 11:20:09 PM
Message:
1. Fix Overlord foot position.
2. Fix lod's for martianenforcer, commander, enforcer.

Revision: 2985
Author: irritant
Date: Friday, June 08, 2012 11:39:09 PM
Message:
Renamed crx.exe to alienarena.exe, including changes in Galaxy for that.

Revision: 2988
Author: irritant
Date: Thursday, June 14, 2012 11:09:08 PM
Message:
Added tron skins.

Revision: 2989
Author: irritant
Date: Friday, June 15, 2012 12:26:55 AM
Message:
Added ctf-goregrinder.

Revision: 2991
Author: max
Date: Monday, June 18, 2012 8:07:12 PM
Message:
A miniscule two-line change makes qrad3 up to 8% faster.

Revision: 2995
Author: irritant
Date: Wednesday, June 20, 2012 12:08:09 AM
Message:
Move credits to main menu.

Revision: 2997
Author: max
Date: Wednesday, June 20, 2012 12:22:20 AM
Message:
Another modest performance improvement in qrad3.
I'm guessing this avoids wasting the return value of the = operator.

Revision: 2998
Author: irritant
Date: Wednesday, June 20, 2012 5:20:52 PM
Message:
Remove tons of unused data.
Updated win installer.

Revision: 3010
Author: max
Date: Saturday, June 23, 2012 12:49:48 AM
Message:
Sanity checking for lump sizes and offsets in BSP files.

Revision: 3011
Author: max
Date: Saturday, June 23, 2012 1:01:23 AM
Message:
Sanity checking for lightmap and visdata offsets in BSP filse.

Revision: 3012
Author: max
Date: Saturday, June 23, 2012 1:30:47 AM
Message:
More sanity checking of BSP files in r_model.c

Revision: 3021
Author: strat
Date: Friday, June 29, 2012 10:55:22 PM
Message:
Linux docs update for 7.60
Install and tarball build fixes and cleanup.
Autotools .m4 update.
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Alien Arena

  • Platform: Linux, Mac, PC
  • Publisher:
  • Developer: COE Entertainment
  • Genre: Action, Shooter Third-Person

  • Alien Arena is the latest in a series of standalone games based on a classic Sci-Fi theme with a modern, updated visual experience. With 25 levels, five modes of play, mutators, built-in bots, 9 characters, 8 weapons(3 with alt-fire modes), the game has an endless supply of replayability. Billed as the sequel to 2004's CodeRED: Alien Arena, Alien Arena is much more than that. With the trials and tribulations of software development, endless hours of playing, gathering feedback, COR Entertainment has been able to not only fine tune and perfect it's flagship game, but add completely new dimensions to it.

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