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The new SVO Changelog

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Re: The new SVO Changelog

Postby Cobalt » Thu Sep 23, 2010 10:44 pm

I explained this on chat but I'll post it again for the sake of others who might have the same question.

The download link for the old version of SVO has been taken down, and the server no longer runs the game. In other words, it's been effectively shut down in anticipation of the NETGore version.

As for the rest of your post, that sort of thing goes in edge of forum. Try to keep a lid on outbursts of randomness, they're not too amusing to anyone else.
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Re: The new SVO Changelog

Postby Skye » Sat Sep 25, 2010 10:32 am

I've added "climbing a rope" animations to the selectable sprites (made by Cobalt). They probably won't be working in PR3 yet but it shouldn't be too hard to make it happen in an upcoming release.

I've also started adding some of the old SVO areas. Darkfrost told me he is going to do a coding spree tonight so hopefully we'll have a handful of new stuff ready for PR3.
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Re: The new SVO Changelog

Postby sleezOHNO » Sat Sep 25, 2010 1:05 pm

By selectable sprites, do you mean some of those paper-dolls that are being mass produced?
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Re: The new SVO Changelog

Postby Skye » Sat Sep 25, 2010 1:31 pm

The 21 base sprites you can select. There's no paperdolling at the moment since no one is making them.
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Re: The new SVO Changelog

Postby Skye » Sat Oct 02, 2010 2:55 pm

Spent some time in the mapeditor, the result: http://i.imgur.com/lwHWY.png

EDIT: Don't mind the grass at the entrance, I fixed that already ;)
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Re: The new SVO Changelog

Postby Skye » Mon Oct 11, 2010 11:09 am

Has it been this long already? Djeez :(

Anyway, even though you don't see it, we're still working on stuff behind the scenes. Cobalt has been working on some awesome sprites and other graphics.

The DevKit is usable but is still missing quite a few basic features to be able to work with it. Darkfrost has merged most of the new Netgore code, I really hope to get another PR out by the end of this week.

As an added bonus I've added a handful of 'retro' areas (ones that were in the old SVO).
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Re: The new SVO Changelog

Postby Skye » Thu Oct 14, 2010 3:00 pm

Here's an area some of you longtime members will recognize: http://i.imgur.com/q1xcB.png (warning: HUGE picture)
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Re: The new SVO Changelog

Postby Skye » Thu Oct 21, 2010 7:24 pm

DF fixed up the server & game a bit. Stuff works again >_>; should have a decent GUI by this weekend. Aside from that there won't be much new unfortunately.
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Re: The new SVO Changelog

Postby Skye » Mon Oct 25, 2010 5:43 pm

Game is release ready, there's just one more glitch we have to iron out and we're good to go. Should have a release within 24 hours.
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Re: The new SVO Changelog

Postby Skye » Thu Oct 28, 2010 8:26 am

There's 2 more issues to fix before we release rev3. Should be fixed soonish.
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Re: The new SVO Changelog

Postby Skye » Mon Nov 01, 2010 4:54 pm

So far for revision 4:

- addition of diagonals
- removed the engine default HP/MP bars (the red&blue bars)
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Re: The new SVO Changelog

Postby Skye » Tue Nov 02, 2010 1:14 pm

It appears the engine creator finally found and fixed the idle bug. We'll try to add it to our version asap. Check http://www.netgore.com/content/downloads.html
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Re: The new SVO Changelog

Postby Skye » Fri Nov 05, 2010 9:43 pm

Revision 4 just rolled out. DF and aphro didn't have time to add anything new but I went ahead and added the new diagonals and removed those silly HP/MP bars. Revision 5 should have quite a few new things again.
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Re: The new SVO Changelog

Postby Skye » Fri Nov 19, 2010 8:54 pm

Just added a ton more "walls" to the buildings and objects in both Onett & Coconut Caves. This means you won't be able to run through buildings, signs, trees, ... anymore, which is a good thing of course.

Darkfrost has been busy with getting up to date with the latest engine patches and fixes (mostly under the hood things). If things go well we might push out revision 5 in a few days with some improvements, fixes, ...
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Re: The new SVO Changelog

Postby Skye » Sun Nov 21, 2010 11:26 am

Almost done with revision 5 preparations, with a little luck we might be able to release tonight.
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