I forgot to actually add the fixed and updated maps to the .pk3 file. Sorry about that.
Changes.
- -Cannon Lantern shadows looked tacky on their stands, so they no longer cast them
- -Minor optimizations for Skyward Garden Act 2, one side effect was a few fixed texture alignments
- -Many of the missing midtexture grass segments in SGZ2 has been added (due to improved tooling)
- -Use of vertex things (since they no longer crash) to fix a broken texture on a bridge in WWZ1 and fix a detail in SGZ2.
- -Slightly updated preview of WWZ1.
- Bugged SOC regarding SGZ2, DDZ1, and WWZ1 emblems has been fixed (due to an oversight).
2.2.11 is out. As promised, the new version of Creative Worlds is coming out immediately considering this news. A lot of stuff to cover.
There are a couple of known issues though with a texture on an FoF in Wondroud Windsock as well as FoF's that will not crumble since they use the new native sloping, I have submitted bug reports to the Gitlab with minimal reproduction maps so they should eventually be fixed. I may have to revert to legacy methods of doing those specifically especially since UZB will soon recieve improvements and fixes. They do not impact gameplay, performance, or stability though so it is fine for now.
- NEW: Dangerous Descent Zone
- NEW: Skyward Garden Act 3
- NEW: Wondrous Windsock Act 1 Preview
- Updated Preview for the Skyward Blocks NiGHTS Level
- Many optimizations throughout the pack
- Various Lua optimizations among many of the assets
- Various oversights fixed (again).
- Lawn World Act 1 was swapped out with the original UDMF version (back when the release was far away)
- Significant changes to Lawn World and Broadside Cliffs, terrain was added in many spots as well as other details taking advantage of UDMF (alignments ect...).
- Cleared up the water in Lawn World and Skyward Garden
- It is now the Software Engine that is recommended (hence the many optimizations). Windrous Windsock for starters requires Software for the water to render properly.
- New intro music and title image.
One last thing; Wondrous Windsock's music is a modified version of the background tune for the first level of Vectorman for the the Genesis, just to emphasize it is not an original creation of mine with the help of public domain loops like other levels.
Enjoy.
I should be about done with these small updates now, barring anything major.
- SGZ1 - Fix inconsistencies in quality and in linedef flags
- SGZ1 - Slight optimizations and fix a couple of things that got lost in optimizing
- BCZ2 - Slight optimizations and fix a small something that got lost in optimizing
- GSZ - A few more optimizations
- GSZ - Strike the Early Preview subtext, the zone was done, and I forgot to check its SOC.
- More optimization work for SGZ1, BCZ2, and GSZ
- Fixed some midtexture repeats and offsets in SGZ1
- Updated preview for SGZ2 (with 3 emblems already in position to collect). There are a couple of visual issues with software rendering at the moment, but I apparently found one of the more notable ones related to sprites is actually fixed in next. The completed version may not be ready until the next release anyway.
- Optimization work and fixes for BCZ1
- Fixed the MainCfg not having information related to Dangerous Descent Zone commented out. It is not even in the pack yet and cannot be brought in until the 2.2.11 release (because of its use of UDMF)
New update.
- More utilization of alternative solid FoF types (for the purpose of bringing performance improvements to Skyward Garden Act 1, Broadside Cliffs Act 2, and Greenhouse Scamper).
- Optimized the lua scripts in several areas.
- Slight optimization to the map of BCZ2 itself. All optimizations listed, based on what I noticed, has improved performance in performance-sensitive areas (in Software rendering, OpenGL was always fast).
- Various alignment fixes and small slope fixes in BCZ2.
- A bit of rewriting for BCZ's Flybot, which fixes a few things and optimizes it. It now works a bit more like it was intended from the initial release of this pack.
Changes.
- Actually apply some of the newer textures in a couple of spots that were missed previously (areas made before the textures were made in Lawn World.
- Experimented with replacing a number of greenhouse glass FOF's with transparent and solid greenhouse glass midtextures (in LWZ2 and GSZ). The result is little to no render glitching where a lot of it went on before (in software mode) while looking the same. I am aiming to emphasize software only effects more so eliminating the flashes and other bugs is important. Actually, the old glass FoF's are now invisible boxes to make sure collision still works).
Greenhouse Scamper Zone received a few fixes and tweaks throughout (alignment fixes, thing placement fixes, small oversights).
NEW: Greenhouse Scamper Zone is complete (for now, like other zones it is subject to future changes and enhancements). Tested in both Software and OpenGL (though OpenGL is still recommended due to how it handles transparency and lighting).
- Record Attack emblem requirements were updated in response.
Unfortunately, the games data had to be reset again (to avoid what would otherwise be an issue with GSZ's emblems in existing games). The level thumb is still relevant as there was no notable change in the start area.
NOTE: Area in .gif saw a few updates since this was taken.
- Skyward Garden - extension of the Amy and Fang route. The temple annex is live.
- Skyward Garden - a few colormap and detail changes in the temple sections
- Skyward Garden - fix a few sectors that did not get tagged as a deathpit
- Broadside Cliffs (both main acts) - additive shading for all light beams (instead of simple transparency
- Default Castle Eggman thumbnail for Skyward Garden Act 2 WIP (barely started) replaced with a placeholder box
- I noticed Skyward Garden Act 2 could be accessed once all levels were complete, it is just a single incomplete section, but best to put an end sign and at least give players a way out that is not quitting