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News

Friday, December 8 2023  

ModDB_Logo.gif The new version V2.21 is ready for download.

Highlights of this version are mines and reworked portals.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 2.21.

Voxel levels

  • Added/changed blocks
    Reworked 'Terracotta' Blocks
    * Renamed colored terracotta blocks from 'COLOR Hardened Clay' to 'COLOR Terracotta'.
    * Added 16 blocks 'COLOR Glazed Terracotta'.
    * Added items 'Clay Ball' and 'Brick'.
    * Also added some clay recipes.
    Lantern
    This block emit light at level 15. The light color is bright yellow.
    It can be placed at floors, ceilings and walls.
    Soul Lantern
    This block emit light at level 10. The light color is cyan.
    It can be placed at floors, ceilings and walls.
    Chain
    Chains are metallic decoration blocks. The chains can be oriented
    horizontally or vertically.
  • Mines
    Mines were added during the world generation.
    Mines are filled with rail corridors, a mine cart, mobs and sometimes a spider mob spawner. Treasure chests in mines also contain specific loot.
  • Minecart
    Minecart movement code overhaul.
  • Ambient sounds for caves, dungeons and mines
    These sounds are played at random intervals when the player is inside one of these structures.
  • Portals
    Flat portals can now also be built. These portals must be square and must have a side length of 3 to 8 blocks.
    An active portal can be colored if the player has a dye in their hand and is standing close to the portal.

Level Editor

  • Voxel/Area modification/Schematics submenu
    When a directory is clicked in the 'Load' menu, the path in the schematic file structure is copied to the 'File Name' entry.
    ==> This allows saving a schematic file directly in the last clicked directory.
Other
  • Menu Options/Ingame
    Added a 'Skill setting' menu item.
    This makes it easier to change playing skills.
  • Optimized drawing for voxel particle effects
    Waterfall mist particles are drawn when they are closer than 'max viewing distance' * 0.2. Other voxel particle effects are drawn if nearer then 'max viewing distance' * 0.6. Before there was drawn if nearer then 'max viewing distance'.
    For areas with water falls (like near caves) the frame rate was nearly doubled.
  • Loot definitions
    The 'item_torch' entries have been removed from the loot definitions.
    Using torch blocks within the voxel environment makes more sense.

Robert

Saturday, September 16 2023  

ModDB_Logo.gif The new version V2.20 is ready for download.

The highlight of this version are rails, mine carts and breeding passive animals.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 2.20.

Voxel levels

  • Pigs
    Pigs are passive mobs. They spawn in most grass biomes. When a pig dies, it drops 1 to 3 raw pork chops.
    Raw and cooked pork chops are also now available as items. Of course, a matching spawner and spawn egg have also been added.
  • Rails and minecart
    Rails and a minecart are new with this release. The rails behave much like their Minecraft counterpart. The main difference is that the rails cannot be laid under water.
    Rail
    There are straight rails, junctions and crossings. Straight rails can also overcome height differences. Crossings can only be crossed straight.
    If a mine cart drives with a player on a junction, the turn depends on the direction of the player's viewing direction.
    For mine carts with without a driver the junctions behave differently depending on redstone input.
    For unpowered junctions, carts coming from a straight connection also go straight through. Carts coming from a side rail turn right.
    For powered junctions, carts coming from a straight connection turn into the side rail. Carts coming from a side rail turn left.
    Powered Rail
    This type of rail is laid like straight rails.
    If powered, a cart on it is accelerated. If unpowered, a cart on it is braked.
    Detector Rail
    Emits a redstone signal when a cart drives over the rail.
    Activator Rail
    If the rail is powered, a player will be thrown out of a mine cart.
    Minecart
    Minecarts are created as a block during level creation. After loading the level, it will be transformed into a drivable vehicle.
    To drive, use the minecart with the spacebar key when you are standing next to it. Minecarts can be driven off-road or on rails.
    With the help of powered rails, minecarts can be driven on rails without a driver.
  • Level Test-Structures
    Animal breeding has been added to this demo level. In addition to track laying examples, a roller coaster has been added. The minecart there can be used with or without a driver.
  • Mob spawning in groups
    Some mobs now spawn in groups.
    See the setting 'number' for a 'Mob' definition inside the file 'Voxel-Biomes.txt'.

Level Editor

  • Voxel 'Area modification' menu
    The 'Rotate' action now also rotates a shape around X axis if the shift key is also pressed. This allows a greater variety of structures to be generated.

Robert

Sunday, November 27 2022  

ModDB_Logo.gif The new version V2.19 is ready for download.

The highlight of this version are wolves. Other improvements include fallen trees, the use of torches for player light, and increased view distance.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 2.19.

Voxel levels

  • Wolves
    Wolves are neutral mops. They spawn in forests or taigas. Wolves are attracted to bones in the player's hand. They can be tamed by feeding the bones. Tamed wolves wear a collar and follow the player. The player can order a wolf to sit or stand up.
    If a tamed wolf is fed any type of meat, it will go into 'love mode'. It will then show a heart above itself. If two wolves find each other in 'love mode', a pup will be born after a short time.
    Skeletons avoid wolves, even when chasing a player, and stay 24 blocks away from wolves. Untamed wolves are hostile toward sheep and skeletons. Tamed wolves are only hostile to skeletons.
  • Fallen Trees
    Added a horizontal 'tree trunk' structure. This brings variety to the undergrowth of the forests.
  • Dungeon generation error
    BUGFIX from last bigger rework.
    On 'Random selection' of a room or corridor layout there was a coding error. No matching layout found for most rooms and corridors.

Modified voxel blocks

  • Buttons
    Changed time constant for wooden buttons from 1.5 to 5.0 seconds and for stone buttons from 1.0 to 3.0 seconds. Wanted to use the buttons for door opening. Needed longer times for this.
  • Bed
    Changed time range for going to bed from
       >= 19.0 && <= 6.0 to >= 17.5 && <= 6.0.
    Now you can go to bed a little earlier.
  • Buttons
    Changed time constant for wooden buttons from 1.5 to 5.0 seconds and for stone buttons from 1.0 to 3.0 seconds. Wanted to use the buttons for door opening. Needed longer times for this.
  • Buttons
    Changed time constant for wooden buttons from 1.5 to 5.0 seconds and for stone buttons from 1.0 to 3.0 seconds. Wanted to use the buttons for door opening. Needed longer times for this.

Level Editor

  • Replace all occurrences of a specific voxel block in a level with another block
    With the 'Block replace' action and holding down the Shift key, all blocks in the layer that are of the same type as the selected block are replaced with the 'current' block..
  • Added new shortcuts
    F9 Saves the current level to clipboard
    F10 Loads level from clipboard
    Ctrl L Load/reload level from file
  • Add voxel structures
    Added a new functionality to the 'Voxel/Miscellaneous' menu.
    Structures like trees, ice spikes, coral reefs and others can be added by the editor a voxel level.

Others

  • BUGFIX, voxel level data was reset when a display setting was changed.
    If the display setting full screen or video mode was changed while a voxel level was loaded, the voxel level data was reset. The voxel world disappeared and the player was transported to Nirvana (an empty level).

Others

  • Switch off distance fog
    To menu 'Debug/Test' added a new menu point 'don't draw distance fog'.
    If set no fading out with distance fog is done.
  • Greater range of vision
    Changed max view distance from 3072 to 5120 units.
    See: Menu Display/view distance
    NOTE: The frames/second decreases with larger view distances.
  • Entity definition files
    Changed reading the entity definition files ("quake2RR.ent" and "gamedata/EditorEntitiesMod.ent") to exist also in a .pak file.
    Before only files existing in the computes file system was read in.

Robert

Thursday, June 2 2022  

ModDB_Logo.gif The new version V2.18 is ready for download.

The highlight of this version is the implementation of the nether dimension. Other enhancements are beacons, paintings and wall decorations.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 2.18 .

Voxel levels

  • Nether dimension
    The Nether is a dangerous dimension. There are new types of mobs and nether fortresses here. To enter the Nether, the player must build a Nether Portal out of obsidian blocks. After activating the portal with fire or flint and steel, you can enter it. In order to leave the Nether, a portal must be built. After entering you will be transferred to the overworld.
  • Spawn eggs
    • Spawn eggs placed by the player create the associated mob.
    • Spawn eggs ejected by a dispenser create a mob in front of the dispenser.
    • If the player holds a spawn egg in the hand and is using a spawner, the mob spawner type will be changed according to the spawn egg
  • Modified blocks
    • Lava Source
      Lava spatters are emitted at random intervals.
    • Mycelium
      Mycelium blocks emits dust like particles at random intervals.
    • Soul Sand
      If the player holds a spawn egg in the hand and is using a spawner, the mob spawner type will be changed according to the spawn egg.
  • Added new blocks
    • Beacon
      Beacons can only be placed on solids. Using the beacons activates the beacon. The beacon then emits a beam and light. The beam ends with the next block above the beacon which is not an air block.
      Using the beacon with a dye in hand colors the beacon accordingly.
    • Painting
      Paintings are decorative blocks that are placed on walls. Once placed, it displays a random painting depending on the free space around it.
    • Wall decoration
      Wall decorations are used like paintings. The only difference is that they show other stuff.
    • Nether Wart
      Nether warts can be found in nether fortresses. This plant grows on soul sand only.
  • Added new mobs
    These new mobs only appear in the Nether.
    • Wither Skeleton
    • Ghast
    • Freak

Others

  • BUGFIX, voxel level data was reset when a display setting was changed.
    If the display setting full screen or video mode was changed while a voxel level was loaded, the voxel level data was reset. The voxel world disappeared and the player was transported to Nirvana (an empty level).

Robert

Thursday, December 2 2021

ModDB_Logo.gif The new version V2.17 is ready for download.

Cats and catching fish with a fishing rod are new. Tools and weapons can be repaired.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 2.17.

Voxel levels

  • Fishes
    Added icons for raw and cooked fishes. Fish are caught with a fishing rod. All fish can be cooked. Cats are attracted by fish in the player's hand and can be tamed with the fish.
  • Fishing rod
    Fish are caught in the water with a fishing rod.
  • Cats
    Cats are passive maps. They are attracted to raw fish in the player's hand. They can be tamed by feeding the raw fish. Tamed cats wear a collar and follow the player. The player can order the cat to sit or stand up. If a tamed cat is fed raw fish, it will go into 'love mode'. It will then show a heart above itself.
    If two cats find each other in 'love mode', a kitten will be born after a short time.
    Creepers avoid cats, even when chasing a player, and stay 24 blocks away from cats.
  • Added repair of items
    Two items with durability (damage tools, ...) of same type and material are combined to one item by adding the leftover durability of the two items plus a bonus of 5% of the max use count of this item.

Others

  • Reworked script language
    • Reworked token parser.
      After the revision, there no longer need to be any spaces between the tokens.
    • Additional possibility for commenting.
      To '//' characters start a comment until the end of the line. This corresponds to a comment in the programming language C.
    • Support of hexadecimal, binary and octal numbers.
      Support of hexadecimal (0x suffix), binary (0b suffix) and octal (0 suffix) integer numbers.
    • Reworked local variables.
      Removed the simple 'local' variables (variables with name $a ... $a).
      Local variables are now defined with int, float or string (see below). A local variable is now referenced by its name, the use of '$' has been removed.
    • Reworked global variables.
      Removed the simple 'global' variables (variables with name $A ... $Z).
      Global variables are replaced by grouped variables. This variables have a group part and an element part.
           e.g. int group.element = 123
      Global variables are also referenced by name.
    • Replaced the 'variable' command by other variable commands:

      string <variable> [ = <value>] { , <variable> [ = <value>] }
      Holds a string with up to 511 Characters.
      int <variable> [ = <value>] { , <variable> [ = <value>] }
      Holds a 32 bit signed integer value.
      float <variable> [ = <value>] { , <variable> [ = <value>] }
      Holds a 64 bit floating point value.

      Multiple variables defines are separated by commas. With an optional assignment, a first value can be set in the variable. If nothing assigned, the first value is zero.
      A 'const' keyword before or after the type makes the variable read-only.
    • Reworked built-in variables.
      Built-in variables have been combined into grouped variables.
      There are groups for:
      - This The entity/map running an actor script, e.g. This.Health
      - Player The player (or nearest player), e.g. Player.ItemSelected
      - Game Game or level things, e.g. Game.Time

Robert

Sunday, March 11 2021

ModDB_Logo.gif The new version V2.16 is ready for download.

Increased voxel level size. Simulation of plant growth. Fire spreading.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 2.16.

Voxel levels

  • Voxel world
    • Changed height of world from 128 to 256 blocks.
      Hills and mountains can now get higher. The underground keeps its depth.
    • Change max world width from 512 to 736.
      This doubles the maximum available map area.
    • Optimized light calculations.
      Light calculations after creating levels or loading levels are now up to 10 times faster.
  • Game play
    • Game tick processing has been extended
      • Support for growing of plants
        Crops, kelp, sugar can, papyrus and cacti use this function.
      • Saplings grow into a huge tree.
      • Mushrooms spread to nearby blocks.
      • Grass or mycelium spread to nearby dirt blocks.
      • Leaves decay (disappear) if there is no log in the near.
      • Fire spreads over flammable blocks.
    • Bone meal
      • Bone meal can be used as a fertilizer for most plants.
        Crops and other plants grow faster.
      • It grows saplings into huge trees and mushrooms into huge mushrooms.
      • Flowers and grass grow when bone meal is used with a grass block.
      • Some one block height plants grow to its two block height variant.
      • Double high plants drops themselves as an item.
    • Flint and Steel
      This new item is used to light fires on flammable blocks.
      It can also be used to light a campfire.
  • New voxel blocks
    • Farmland
      Seeds, root vegetables, and most saplings can be planted and grown on this block. Farmland is the result of using a hoe on dirt, a block of grass, or a grass path. Farmland becomes hydrated by a nearby water
    • Crops
      Carrots, Potatoes, Wheat, Beetroot, Melons and Pumpkins are plantable on farmland. After a while, they are ripe and ready to be harvested.
    • Campfire
    • Soul Campfire
      If placed, the fire is lit. The fire can be extinguished by using a shovel with the fire. It can be lit again by using flint and steel with the campfire. Up to four raw items can be cooked in an campfire. Do this by holding such a raw item in the hand and use the campfire with it.
    • Magma Block
      This block was added to allow a fire on its top to burn indefinitely.
    • Trapstone blocks
      If a player steps on this stone, it will break. The player falls into this hole. Can be used for lava traps.

Others

  • The worldspawn 'music' setting now supports 'albums'.
    This are subdirectories of the music directory. If one of these files is selected as music, the other pieces of music in that directory will be played at random when it is finished.

Robert

Saturday, January 9 2021

ModDB_Logo.gif The new version V2.15 is ready for download.

Reworked dungeons. Spawners, spawn eggs, dispensers and tripwire have been added to populate the dungeons with mobs and traps.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 2.15.

Game plays

  • Dungeons
    The creation of dungeons is reworked. A cell-based approach is now used. This results in a greater variety of rooms and corridors created. The dungeons are filled with mob spawners, mobs, treasure chests and traps.
  • Wooden buttons
    are also activated if hit by an arrow.
  • Chests and other containers
    Removed bugs and reworked loot filling.
  • Mummies
    Mummies are hostile mobs. They appear in deserts and the dungeons created there.

New voxel blocks

  • Spawner
    This blocks behave similar to their minecraft counterpart. If the player is within 16 blocks mobs are spawned. The mob density depends from the game skill (easy, medium, hard) and the number of mobs around the spawner.
  • Tripwire
    When using a string, a tripwire is put into the world. 'Tripwires' connected in a straight line not longer than 40 block triggers 'tripwire hooks' at both ends of the line if a player or mob walks into the tripwire.
  • Tripwire Hook
    Tripwire hooks produce redstone power if triggered by tripwires.
  • Spawn Eggs
    Activates if the player is nearby (8 blocks range) or if redstone power is applied. Activated only once and replaces this block with an air block. After this a mob is spawned.
  • Dispenser
    A dispenser is used as a redstone component to dispense items on activation. There is a GUI to fill the dispensers inventory.
  • Dropper
    A dropper is used as a redstone component to eject items on activation. There is a GUI to fill the dropper inventory.
  • Barrel
    Barrels are used do store items. It works like a single chest, although it doesn't require any air space above it to open.
  • Hay Bale
    Hay bales are decorative blocks.
  • More creative blocks
    used for reworked dungeons.

Editor

  • Voxel/Area modification
    Added support for automatic shape generation.
    A shape is regenerated if there is a change of:
    * the shape style
    * the shape size
    * the hallow checkbox
    * the block type
    Changes to these settings are immediately visible.

Robert

Monday, November 2 2020

ModDB_Logo.gif The new version V2.14 is ready for download.

Added redstone power, wear and tear on weapons and tools, explosions destroy nearby voxel blocks.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 2.14.

Redstone

Ya3dag mimics the redstone power of the Minecraft game. There are blocks producing redstone power (buttons, redstone torch, ...) and blocks which consume redstone power (lamps, doors, ...). Redstone dust is used as a cable to connect redstone components. As with the original, the maximum length of a cable is 15 blocks. The 'show case' level 'Test-Structures' shows usage of redstone components.
  • Redstone Dust
    Redstone dust is used to connect redstone components. Ya3dag's implementation of redstone use wires to make vertical and horizontal connections.
  • Redstone logic blocks
    This blocks has one output and one to three inputs.
    Type of blocks are:
    * OR
    At least one input signal must be set for a output signal.
    * AND
    All connected input signal must be set for a output signal.
    * XOR
    Exactly one of the input signal must be set for a output signal.
    * NOR
    At least one input signal must be set for a negated output signal.
    * NAND
    All connected input signal must be set for a negated output signal.
    * NXOR
    Exactly one of the input signal must be set for a negated output signal.
    * NOT
    Negate the input signal (input is from the backside)
    * Buffer
    Buffer input signal and restore level (input is from the backside)
    * Add
    Add all inputs to get the output level
    * Subtract
    Subtract the highest side input from the back side input to get the output level
    * Compare
    If one of the side inputs is larger than the rear input, the level 0 is output, otherwise the level is output from the rear input.
    * Rising Edge
    Rising edge detector. Outputs a pulse when the input turns on. This logic is triggered by any rising edge.
    * Falling Edge
    Falling edge detector. Outputs a pulse when the input turns off. This logic is triggered by any falling edge.
    * Divider
    Divide back side input signal The back side input is rising edge sensitive. By using the block the player can selected one of the four possible divider values.
    * Latch
    A set side input latches the back side input.
    * Delay
    Delay back side input to output. By using the block the player can adjust the delay time.
    * Oscillator
    Generates a periodic output signal. If a redstone signal is connected to the back side, it must be switched on in order to generate the oscillating output signal.
    * SR flipflop
    SR flip flip. A high backside input set the output, a high side input resets the output.
  • Redstone block
    Outputs redstone power.
  • Redstone Torch
    If the block it is attached to is powered the torch is off. Without redstone power the torch burns. If the torch burns it outputs redstone power to nearby blocks.
  • Redstone Lamp
    This block emits light if powered.
  • Trapped Chest
    An open trapped chest outputs a redstone signal. This chests can also be used a containers.
  • Redstone ore
    When the redstone ore is touched by the player or a tool for a few seconds,it emits light and some small red particles.
  • TNT
    TNT blocks can be activated by redstone power. It explodes some seconds after activation.
  • Torch
    If the block it is attached to is powered the torch is off. Without redstone power the torch burns.
  • Lever
    If activated, the block it is attached to is supplied with power.
  • Buttons
    If activated, the block it is attached to is supplied with power. Unlike levers the button deactivate itself after some seconds.
  • Daylight Detector
    Output of redstone power depending on reachability through sunlight and depending on the time of day. If used by the player the daylight detector is changed to a night light detector. The dependency from time is inverted.
  • Doors
  • Gates
  • Trapdoors
    Are opened if powered with redstone and closed if redstone power is removed.
  • Indicators
    If powered with redstone this blocks show a colored mark.
  • Square lamps
    These flat lamps can be attached to ceilings, walls or the floor. Without redstone power this lamps shine. These lamps are switched by applying redstone power.

New voxel blocks

  • Grass path
    Grass paths can be created by using any type of shovel on a grass block that has air above it. The player must be near enough to the grass block (64 units).
  • Column-like blocks
    Connects horizontal and vertical. There are different materials.
  • Pipe-like blocks
    Connects horizontal and vertical. There are different materials.

Added items to YaVoxel game

  • Redstone Dust
    Get this by mining redstone ore. Use it to connect redstone components.
  • Gunpowder
    Sometimes dead creepers drop this items. This ingredient is needed by some recipes.

Game plays

  • Explosions
    Explosions damage nearby voxel blocks. The damage depends on the strength of the explosion.
  • Weapons and tools
    Weapons and tools decrease durability when used. In the hud a small bar below a weapon or tool icon is displayed. The color depends from the remaining durability.
  • Books
    Handling reworked. Picked up books are now stored in an internal database. They are no longer managed as items.
  • Waterfall mist
    If a waterfall falls on a water surface, mist particles are generated here.
  • Minimap
    is displayed without dialog frame.

Editor

  • Edit of voxel block meta data
    * Signs can be labeled or changed.
    * Chests can be filled individually.
  • The voxel 'current block' selections
    has a new top entry 'last used blocks'. This holds the last used voxel blocks. Use this for faster build of structures.
  • There is a 'redstone' checkbox
    at the top side editor pane. If checked, blocks with redstone power are colored red.
  • Support to remove liquid blocks
    * NEW: Select of liquid blocks. If the 'current' block is any fluid block liquid blocks are also selected. Before the selection looked always through liquid blocks.
    * 'Ctrl C' picks the selected block to the 'current' block. New: 'Ctrl Shift C' picks the neighbor of the selected block to the 'current' block.
    * 'Ctrl X' removes the selected block. New: 'Ctrl Shift C' removes the neighbor of the selected block.
  • Transparency of the editor menu background can be adjusted
    See: Editor/Editor menu background.

Robert

Sunday, April 14 2020

ModDB_Logo.gif The new version V2.13 is ready for download.

Added a working furnace and tools. Reworked breaking of blocks.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show a picture of the new version.:


Summary of changes for the update of Ya3dag V 2.13.

Voxel blocks

  • Furnace
    Made furnace working. On use blocks / items can be cooked or smelted.
  • Waterlilies can be placed on water
  • Shears
    Shears can be used to harvest cobweb, leaves, tall grass, seagrass, ferns, dead bushes, and vines.
  • Leaves
    Leaves that are destroyed without using shears drop saplings.
  • Cobweb
    Cobwebs slow the movement of players and NPCs. Only insects and spiders are not slowed down.

Added items to YaVoxel game

Added axes, pickaxes, shovels, hoes and swords.
These items work like their minecraft counterparts and are manufactured accordingly.

Breaking voxel blocks

Breaking time depends on the used tool or item. Cracks appear on the block until the block is broken. Some blocks require special tools to be harvested.
Sometimes they have to be made of specific materials. For example, to get resources from stone or metal blocks, the player must use a pickaxe. For harder blocks such as iron ore or obsidian, a pickaxe made of a higher quality material is required.


Robert

Monday, November 24 2019

ModDB_Logo.gif The new version V2.12 is ready for download.

Reworked crating with crafting table and recipe book. Reworked trees. Some new blocks.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 2.12.

Reworked crafting

  • Inventory dialog.
    A 2x2 crafting grid has been added. The operation is based on the corresponding 'Minecraft' dialog.
  • Crafting table.
    The crafting table was made functional. Using the crafting table (with the 'space' key) opens a dialog with a 3x3 crafting grid. The operation is based on the corresponding 'Minecraft' dialog.
  • Recipe book
    The inventory and the crafting table show a book symbol. If pressed with the mouse the recipe book opens. It shows all known recipes and also the ingredients to produce a recipe.
  • Shaped and shapeless recipes.
    In order to imitate the 'Minecraft' recipes, a distinction is now made between shaped and informal recipes. The syntax for the recipe definition files has been changed for this purpose.

Biome file

  • Added L-System trees.
    Replaced oak, birch an spruce trees by L-System trees. Added L-System jungle trees.
    The L-System axioms was picked from the Stonecreaft mod 'moretrees'.
  • Added tiny lakes to the grassland and deciduous forest biome. Also added willow trees to spawn near the lakes.
  • Added Thornvines to the rain forest biome.
  • Removed the 'Weight' icon
    max weight of items in the inventory).

Voxel blocks

  • New types of wood have been added: bloodwood, sequoia and willow.
  • Windows
    Added windows for all wood types.
  • Bed
    The player sleeps in a bed if the bed is activated (key blank) by the player and
    * it is night (between 19 and 6 o'clock)
    * and there are no hostile mobs in the near
    The player sleeps until until 6 o'clock.
    The screen is faded to black during sleeping.
  • Added ambient sounds.
    If the player is near blocks tagged with ambient sound, one of these sounds will be played (by random selection).
    Ambient sound definitions are part of the voxel block definition file (Voxel-Blocks.txt). Several sounds are defined here. One of them is randomly selected. The selection can be refined by specifying a time of day.
    Example of use: Bird sounds from leave blocks, frog sounds from waterlilies.

Added items to YaVoxel game

'Sugar', 'Cocoa beans', 'Sugar cane', 'Papyrus', 'Bone Meal', 'Ink Sac', 'Paper' and 'Book'. This items was needed for some ingredients.

Added recipes to YaVoxel game

Fabricate a 'Window', a 'Crafting table', a 'Furnace' or a Bookshelf'. Make 'paper' or a 'book'.


Robert

Sunday, July 21 2019

ModDB_Logo.gif The new version V2.10 is ready for download.

Chests with loot. Minecraft like inventory. Some new blocks.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 2.10.

Inventory

Major rework of the inventory. Change from 'quake 2' to 'minecraft' style. The first 9 entries of the player inventory are shown in the hotbar. There is also an off-hand slot for items that are carried in the right hand. The selected item is shown in the right hand of the player model. A equipped off-hand item is shown in the left hand (only if the model supports it).

Hud

  •  Removed the 'Weight' icon (and the calculation/testing of)
    max weight of items in the inventory).
  • Replaced the 'Quick access to items' by the hotbar.

Added blocks

  •  Chests
    Chests are added during level generation to caves
    or dungeons. Also a bonus chest is added near the
    players start position.
    Items can be exchanged between a chest and the player
    inventory.
  • Heads & Skulls
    Heads and skulls added for decorative purposes.

Changed blocks

  • Signs
    Standing on the ground a sign can have 16 different
    directions. Signs can be labeled.
  • Torch
    Hurts when the player touches it.
  • Torch
    Hurts when the player touches it.
  • Fire
    Reworked fire model.
    Hurts when the player touches it.
  • Snow
    Snow has 8 different height levels. Levels can be added.
    Default as top of snow biomes is the lowest level height.

Biome files

Added entries to describe random filling of chests.

Weather

Support of weather for voxel levels.


Robert

Tuesday, December 4 2018

ModDB_Logo.gif The new version V2.03 is ready for download.

Reworked load/save of voxel levels. More blocks. Reworked biomes.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 2.03.

Game play

Added save/load of voxel levels for game play.
Modified voxel levels are now restored after loading a saved game.

Added new blocks

  •  Added possibility to group biomes.
  • Added more structures and decoration.
    Coral reefs, sea plants, ice spikes.
    Decoration for caves and dungeons.
  • Color system for grass, foliage and water
    The coloration depends on heat and moisture or
    is explicitly defined per biome.

Level editor

  • Object info shows the name of the selected block in block edit mode.
  •  Level creation
    Added some test map creations to help testing biomes.
Robert

Sunday, March 4 2018

ModDB_Logo.gif The new version V2.00 is ready for download.

Voxels are the highlight of the new version of Ya3dag.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 2.00.

Voxels

The main feature of this release is the support of voxels.

In the game menu start 'YaVoxel' to experience this new environment.

Mine blocks. Combine them to craft new block types. Dig into the earth, build houses, shape your world. Be careful during the night, hostile mobs spawn. Ya3dag knows zombies, skeletons and exploding creepers.

Editor

  • Voxel support
    Modify single blocks or group of blocks.
    Generate block shapes or load schematics from file to place them in the world.
    Random level generation.
  • Other
    Terrain / Voxel support can be enabled individually.
    A compass in the lower left corner.
    Fast open of specific dialogs with the 'Alt' key.

Display

Experimental 3D rendering. Select colored glasses or side by side view.

Other

  • Recipes
    Multiple recipes per recipe file.
  • Game intros
    Blend in new background images to a colored background or a previous background image.
  • Level scripts
    Level scripts are now assigned to the worldspawn entity. This allows the immediate execution of a level script after exiting the editor.
Robert

Sunday, August 17 2014

ModDB_Logo.gif The new version V1.51 is ready for download.

The highlight of Yad3dag's new release are reworked font usage and support of .iqm models.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 1.51.

Font usage reworked

  • Select different fonts for the menu, the console or the game/hud.
  • Fonts can be bitmaps or ttf, monospaced or proportinal spaced.
  • Ya3dag now supports the Latin1 code range. The printable characters have codes from 0x20 to 0x7f and 0xA0 to 0xFF.
  • The codes 0x00 to 0x1F and 0x80 to 0x9F are assigned to 'graphical characters'. The 'graphical characters' bitmaps can be selected too in the menu.
  • Tabulators for text output (messageboxes, dialogs, ...). Tablulators for left, right or center justify.

.iqm models

Use .iqm models in place of .md2 or .md3 models.
NO quake3 player support until now (is planed for the next release).


Robert

Sunday, January 19 2014

ModDB_Logo.gif The new version V1.50 is ready for download.

The highlight of Yad3dag's new release is port to linux and particle system support via the build editor.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 1.50.

Particle support

  * Particles_EmitterGeneric
    This entity allows a particle emitter map model with nearly the
    full features of Ya3dags particle engine.
    * Parameter changes take effect immediately.
    * This entity is triggerable.
    * Support for point or line type of emitters.
    * Connect up to 4 Particles_EmitterGeneric together.
    * Linked Particles_EmitterGeneric for death or bounce of a particle.
    * Save a Particles_EmitterGeneric to a .particle file.

  * .particle files
    Files to descripe particle effects. This files have the same
    features/contents as a Particles_EmitterGeneric.
    * Used to modify existig particle effects like laser impacts or
      explosions.
    * A loaded particle effect can be insert in a map as a
      Particles_EmitterGeneric.

Linux support

  * Changed IDE and compiler from VC 2008
    to Codeblocks 12.11 IDE and compiler MinGW for
    windows or gcc for linux.
  * Sources revised so Ya3dag also runs on Linux.
  * Interface to operating system is changed to
    SDL2.
    Copied some sources form 'UFO:AI' for this.
  * Upper/lower case adaptions.
    The linux file system is sensitve for upper/lower
    case of the file name characters. The windows
    file system is not.
    This difference is noticeable if files
    are read from the disk (and not out. pak files).
    * Addapted some directory names of the
      Ya3dag file system.
    * Changed some other references to external files
      in code or in scripts. I hope I've caught everything.
    * files.c
      Coded a function FS_fopen_any_case_for_read() which
      is used for linux to read files case indepented in a
      directory.

.shader statements

  New schaderstament spritemap and some other shader enhancements .
  See README_Ya3dag_ReleaseHistory.txt  file.

Other changes

  * Multisampling or antialias
    New graphic setting to enhance display quality.
  * Joysticks
    Added new controls
    * joystick sensitivity
      Sensitivty threshold for the joystick axes
    * joystick cursor speed
      Joystick to cursor movement factor
  * Console
    * Open console with ^ or ~ character is removed.
    * Open console with 'shift escape' characters.
      This also close an open console.
    * Close console with escape character too.
  * Key bindings.
    * Single menu dialog is changed to have sub-dialoges.
      More actions can be bind to keys.
    * Default key bindings changed to common known 'WASD'.
  * Level Editor
    For string input fields added support for
    arrow left/right, delete, home and end keys.
    ==> Position cursor inside input string input field
  * Menupoint Options / Input / invert mouse
    Bugfix, this setting is now hold over level changed.

Known bugs, problems, missing

  * Touchscreen support is gone.
    This will be back in the next release.
  * Reflective surfaces do not show everything.
    * Change 'Display / Advanced / liquid surfaces'
      to simple.
    * Change 'Display / Texture / shader scripts' to off.
  * Loading a level for the linux variant needs
    much more time than the windows variant.
  * Frames per second is lower for the linux variant.
  * Manual for details of the particle system.


Robert

Monday, July 1 2013

ModDB_Logo.gif The new version V1.42 is ready for download.

The highlight of Yad3dag's new release are significant frame rate improvements and touch screen support for menus.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 1.42.

Framerate improvements

Draw the scene faster by a factor of 2 to 5.
The following changes achieved the speed up:
  • Modified the terrain visibility test to use a quad-tree approach.
  • Optimized .bsp drawing for entities.
    Allocate lightmap coordinates on the flay for the temporary lightmap texture.
    For one model, merge the surfaces with the same texture and same lightmap into one mesh for drawing.
  • Optimized character drawing.
    Combined successive characters to one mesh.
  • Cull drawing objects to far clip plane.

Drawing

  • Terrain lighting is changed from vertex lighting to lightmaps.
    The lightmap resoluation for the terrain has changed from 32 to 16 texel.
  • Fixed some GLSL shader programs
    so that Ya3dag runs on a 'Intel HD Graphics 400' graphics card (my newest toy is a Toshiba Satellite laptop. Windows 8 64-bit, 'Intel HD Graphics 400' graphics and touch screen).

Menus

  • More configuration things for Menus.
    • Section layout and menu colors can be configured.
    • Display most ‘action menu items’ as buttons.
      Bitmaps, size and colors can be congiured.
    • iBag_xxx things
      Position of the iBag menu relative to screen sides and background images.

    See 'GameConfiguration.txt' file for all configuration possibilities.
  • Removed unused entries from the menus.
  • Touch screen support.
    The entire menu can be operated with a touch screen.
    • Display a touch screen cursor.
    • Multiple choice selections pop up a list.
    • Enlarge a selected ruler.
  • Menu display
    • 'apply changes' got visual feedback.
      If there are pending changes, a text 'changed settings' in read and flashing is displayed at the right of the menu point.
      If there are no pending changes the text 'no changed settings' in gray is displayed.
    • 'apply graphical preset'
      Apply one of the preconfigured display settings:
      * compatibility, use when all other modes fail or run slowly.
      * performance, fast rendering, some effects disabled.
      * quality, looks best.

Other

  • Touch screen support during game play.
    The touch screen supports Mouse moves. Look around with a finger tip.
  • Reworked crosshair usage.
    • Picked new crosshair images from a Quake2max download.
    • Crosshairs are located in the subdirectory 'pics/Crosshair'.
    • Crosshairs are visible in 'ego view' only.
  • Added an indicator of the remaining air.
    Displayed it if the player is under water.
    See 'STAT_AIR'.
  • Weapon's.
    Don't display shells for transparent weapon parts or for sprite models (used for magic weapons). Shells look ugly for an autosprite square!

Robert

Tuesday, February 12 2013

ModDB_Logo.gif The new version V1.41 is ready for download.

The highlight of Yad3dag's new release are real time shadows and configurable HUDs.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 1.41.

Shadows

  • The shadow map processing for terrain and .bsp models was speeded up (about a factor 3 .. 4).
    Added raycasting for .md2 .md3 models using 'Bounding interval hierarchy' code picked from the cube 2 source.
    Terrain raycasting was reworked to us a quad tree.
  • Static mapmodels
    (.md2 or .md3) (this mapmodels are never removed from the map) cast shadows to terrain and .bsp models.
    This is used for trees, statues, ...
  • Realtime shadows
    Realtime shadows are a feature of some light sources. The torch and the flashlight carried by the player are such light sources. Also inside the editor each lightsource in the editor can be flagged as realtime.
    The shadows are casted to .bsp models (static and moveable) and to terrain. Shadows are casted from .bsp models, and .md2/md3 models (static and movable).
    This capability requires a noticeable amount of computing power, it is therefore used with care. E.g. in the underworld, inside of rooms, ...
  • Lightmap resolution
    of .bsp models has been changed from 16 to 8 texel.
  • Minimum light for the underworld.
    There is a global level setting 'minimum light' (no light on a surface or object) for the underworld.

Display

  • More configuration things for the HUD and in game dialogs.
    The GameConfiguration.txt file has a new section [GameDLL] with entries
    • single_statusbar
      Single player status bar (or hud). Defines the layout of the hud.
    • Dialog_xxx things
      Position of the dialog/message window relative to screen sides. Background images and frames.
    • iBag_xxx things
      Position of the iBag menu relative to screen sides and background images.
  • Reworked the ModLego HUD.
    Add frames around some hud elements. The appearance has been changed to a technical style.

Editor

  • The menu point 'Generate level info' is removed.
    The level info file (xxxx_Info.txt) is generated on each level save now.
  • New menu point 'Relight level'.
    New lights/shadow calculations for the complete level. Shortcut is the keyboard key 'c'.
  • Each lightsource has a new checkbox setting 'Realtime shadows'.
    See 'shadows' above.
  • quake2RR.ent file
    Added new keyword 'lightoffset' with three arguments 'x y z'.
    This is only used for 'EDITFLAG_LIGHTSOURCE' entities. To the lightsource orgin (which is the objects zero point) the given offset is added. This is usefull for adjusting light origins relative to a model. Note that prior to the 'lightoffset' a given 'editflags' RF2_FX_ZADD was added.

Other

  • Colored text for the console.
    This feature is used for some error messages.
  • Actor script command 'itemUseOrSearch'.
    If argument 'ItemsHealth' is given, the actor search only for health items and skips poison (like the toadstool). Poison items must be explicit given to search for.
  • Minimap
    The minimap of the level is now part of the iBag menu.
  • trigger_push entity
    Got a new spawnflag 'To center'. If set (and no target) pull to center of moving straight line.

Robert

Sunday, Dec 22 2012

Ya3dag progress report.

Time passes and the next update of Ya3dag comes closer. Here are some of the innovations for the next update.

Customizable HUD


A customizable HUD is a new feature of the next Ya3dag Release. The images below show the use of bars or numebers for status information as live, mana, ... The arrangement of the icons/displays on the screen is totally configurable. Additionally, any decorative elements can be added.



Shadow work


A major renewal in the next release is a revision of the shadows.
A new feature are shadows of .md2 and .md3 map models in the precalculated 'lightmap'. See the video of 'shadow work' for some editor action about this
In addition, the already existing shadow calculations were accelerated.



Robert

Saturday, August 25 2012

ModDB_Logo.gif The new version V1.40 is ready for download.

Game modification demo 'Lego playground', support for multiple games, configurable main menues, reworked splatter drawing, ...
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 1.40.

Maps

  • Map 'Lego playground'.
    This is a 'game modification demo'. This level has it't own game directory. It can be selected from the main menu by 'Games'. This level features:
    • Lego player models and weapons from the 'Lego Carnage Pro' package. This is a Quake3 modification (the creator is not known to me).
    • LetGo texture pack from BerneyBoy. A Lego styled texture pack.

Gameplay

  • Added the possibility to select between different games or modifications.
    • A game/modification has it't own subdirectory
    • This directory must hold a
      • GameConfiguration.txt file
      • GameImage.jpg
    • The new main menu entry 'Games' allows switching between the games/modifictions.
      This entry is only offert if there are two or more games/modifications existing.
    • There must be one games/modifications existing for Ya3dag to startup.
    • If there is only one games/modifications at startup, this one will be selected for playing.

  • GameConfiguration.txt file
    • Specififes text strings for the game to select.
    • Customize the main menu of a game/modification.

  • Rearranged directories for better support of mulitple games/modifications.
    • Moved the .qtr files (the terrain levels) from the subdirectory 'maps' to the subdirectory 'levels'.
    • Moved many files/subirectories from 'RRGame' to 'BaseQ2' subdirectory. 'BaseQ2' is holds files for all games/modifications. 'RRGame' holds only modifacation specific files.
    • Reorganized mapmodels in subdirectories.

      PLEASE: keep the syntax to help to manage all the things in the editor.
      The mapmodel .bsp filename should begin with PF (like prefab) to have a difference to real maps.
      Some of the mapmodel entities support up to three levels of subdirectories.

      Please use this name for subdirectories.
      • ModXXX   Mapmodels.
        XXX is a shortcut for the modification/game.
        ModCommon is used for the 'xxx/BASEQ2/maps' maps directory.
        The models here are availible for all modifications/games.
      • LightsXXX   Mapmodels used as light sources.
        XXX is a shortcut for the modification/game.
        LightsCommon is used for the 'xxx/BASEQ2/maps' maps directory.
        The models here are availible for all modifications/games.
      • FxXXX   Models for 'func_xxx' entities.
        No further subdirectores are allowed here.
        Example: The models for 'func_button' are inside the subdirectory 'FxButton'.

Display

  • Postprocessing effect sepia filter.
    If the menu is activated during gameplay, the game background is colored with a sepia filter.

  • Adjust screen FOV angles for wide screen displays.

  • Optimized display of subdivided surfaces.
    All triangles are drawn in one mesh (and not as many polygons).

  • Reworked splatter drawing
    • Splatter textures new support normal and depth textures.
    • Splatters are drawn faster
    • Splatters can overlap

  • Circle shadow of entities depent from sizefactor of model (before there was the same shadow size for different sized models).

Editor

  • The keys 'Ctrl S' save the current map.
    Show a messagebox with text "Saving done" for 2 seconds as visual feedback.

  • Minimap of the editor.
    The view direction (white arrow) reflects also the scene view.

  • Moving opjects with the numpad cursor
    keys is now done in view direction. After move, the objects position are rounded to multiple of 1 unit.

  • quake2RR.ent
    Changed 'filedef' to have on line in place of three lines

    filedef "FilesItemRecipe"
    {
      "gamedata/Recipe*.txt"  "file selection"
      "gamedata/"                    "part1 to skip, at the begin"
      ".txt"                              "part2 to skip, at the end"
    }

    is changed to

    filedef "FilesItemRecipe"
    {
      "gamedata/Recipe*.txt;gamedata/;.txt"   "file selection;skip at begin;skip at end"
    }

  • Reworked splatter drawing
    • Editor cursor for 'splatter set' action shows the splatter (preview)
    • One of the editor drawing flags marks the splatter center so it's easier to remove/overwrite a splatter

  • Seleted, marked or viedwed enities
    get an extented minmax-box. This is handy for better alingment of the entities in the world. Can be switched on/off by a checkbox inside the editor GUI.

Actors

  • Reworked script operators
    Operator precedence and associativity as known from the C programming language. Added unary operators.

    Operators Associativity Remark
    - + ! ~ Right to left unary operators
    * / % .. Left to right
    + - Left to right + also string concatination
    << >> Left to right
    < <= > >= Left to right also string compare
    == != Left to right also string compare
    & Left to right
    ^ Left to right
    | Left to right
    && Left to right
    || Left to right Lowest Precedence

  • Move distance of monsters or actors
    also depents from sizefactor of model. A model with a sizefactor of 2 moves with doubled speed now.

  • Actor weapons
    • Added 3 lightsaber, 2 knifes and 5 swords to the NPC weapons. Give the weapon to the NPC at startup.
    • 'Lightning blue' and 'Lightning red' Quake 3 actors have a weapon model (a light sphere) in the hand of the NPC now.
    • Two weapons can be assigned to an actor. One for near range combat and one for for range compat.

  • New status test's
    • 'HaveFollowPlayer' is true if the actor follows a player
    • 'HaveFollowAny' is true if the actor follows a player or an other actor
      ==> Tuned 'follow player' support.

  • Waypoint walking optimized.
    Keep networks of connected waypoints. Start and targer waypoint must be on the same network.

Other


  • Added three different colored lightsabers as new player weapons.

  • In-Game Minimap
    Health items are shown as a heart.

  • bullet physics, Changed from Version 2.77 to 2.79

  • _modelconfig.txt
    • New optional entry
        NamesFile xxx ; A Names_xxx.txt file for automated name generation
      If the actors 'namemake' field is set to 'Automatic' for this actor the Names_xxx.txt file (from the gamedata directory) is used for automated name generation.
    • New optional entry
        weapon_offset o1 2 o2 ; player model offset to tag_weapon (a x/y/z vector)
      compensate tag_weapon postions for player models.

  • GameIntro.cfg files.
    • New keyword 'SizeIn'.
      Images or textstrings can be flagged to grow in size until final size is reached.
    • New keyword 'TurnIn'.
      Images cn be flagged to rotate until final position is reached.

  • trigger_push entity
    Can operate in two modes.
    • target it to an other entity (info_notnull)
    • push in direction given by yaw angle
      Ya3dag's editor shows this diretcion with an arrow above the trigger box or set one of the spawnflags up/down bits..

  • trigger_actor entriy.
    A new entity. Triggers actors which walk into the trigger. The target name the trigger_actor is handed to the [ActorUsed] script section of the actor.
    Only usable for actors with a script.


Robert

Tuesday, May 8 2012

Ya3dag progress report.

Time passes and the next update of Ya3dag comes closer. Here are some of the innovations for the next update.

Ya3dag modifications


The main change is support for modifications or Games. In addition to reorganizing the file structure, there is a new main menu select Games. This main menu item activates one of the existing Games.
Each Game is in its own subdirectory. Apart from its own data, a Game can use data from the base directory (common models, scripts, textures). There is also an .ini file to customize the menu.



Lego challenge


'Lego challenge' is a modification demo. It features a basic framework for a new game.
A part of this 'modification' are the Lego models of 'Lego Carnage Pro' (a Quake3 modification) and the LetGo texture pack of BerneyBoy.

Some pictures from the corresponding game level:


Robert

Saturday, February 3 2012

ModDB_Logo.gif The new version V1.35 is ready for download.

Underworld, revised in-game menu, recipes, poison. These are some of the new features in Ya3dag V1.35.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 1.35.

Maps

  • Map 'Sandy adventures'.
    • This map was added an underground dungeon. There are two entrances from the upper world. Will you find them?
    • The dinosaurs can be lured and killed with poisonous meat. You just need the right recipe to manufacture poisonous meat.

Gameplay

  • new in game dialog called iBag
    • A main-dialogue with these sub-dialogues
      • inventory dialog
      • jobs dialog
      • skill dialog
      • recipes dialog
    • hud shows at the lower rigth of the screen items assigned to the keys 0 .. 9.
    • Inventory dialog, the items are grouped by
      • Weapon/Ammo
      • Armor
      • Keys
      • Powerups
      • Health
      • Others
    • Inventory dialog can assign items to the keys 0 .. 9.
    • Recipes dialog is new The player can collect recipes. In the recipe dialogs new items are created using other items as incredients.

  • Recipes
    Recipes are Yad3dags method to manufacture new items. Recipes will be collected as well as other items.
    First, all ingredients of the recipe must be in possession of the player. After that, the new item can be manufactured.
    The availability of ingredients is displayed each time.

Editor

  • Underworld
    The underworld exists beneath the terrain. It is intended for dungeons and interiors of buildings. In order to optimize the frame rate, the drawing process for the underworld and the upper world with terrain are separated from each other.

  • target setting, added 'movewith'
    Pressing the 't' key, a connection ist made between the marked entity 'target' and the selected 'targetname'. Pressing one of the numeric keys as modifier, the following alternate fields are used:
    key field color
    1 target red
    2 target2 orange
    3 killtarget dark red
    4 pathtarget green
    5 combattarget bluish
    6 deathtarget gray
    7 movewith yellow

  • Arrows from 'target' to 'targetname'
    The arrows pointing from an enitity to it's target label their soure field by showing it's name in the arrow beam. For example the arrow of a 'killtarget' displays the text 'kill'.

  • In the minimmap of the editor the point of view and the direction of view is indicated by a white arrow.

  • Added Control X to copy and delete an object in the scene.

  • target_monitor
    Made the target_monitor usable by adding it to the quake2RR.ent file. The target_monitor is a Lazarus point entity which switches the player's view to that of the target_monitor itself. In appearance, this is similar to the function of an info_player_intermission, except that the target_monitor may be triggered at any time, and its view is used by only the player that triggered it.
    This entity can be used any time you want to show the player something. For example, if the player presses a button that opens a door elsewhere in the map, rather than displaying a cliched "A door has opened somewhere" message, you can let the player see and hear the door actually opening. Another possible use is as a sort of cut-scene camera. The target_monitor viewpoint can be made to move about if it is set to movewith a moving parent entity, and the viewpoint can be set to watch another entity by targeting it. Alternatively, the target_monitor can act as a chase cam which follows the target entity by a set distance (CHASE_CAM spawnflag) or take on the POV of the targeted entity (EYEBALL spawnflag).

  • func_monitor
    Made the func_monitor usable by adding it to the quake2RR.ent file. The Lazarus func_monitor is a new brush model entity which allows you to place security camera viewing stations, robot control stations, and/or turret controls in your map. Although func_monitor will work when targeting any entity, it is designed primarily to work with either turret_breach or misc_actor, and the results may be a bit strange if you target any other solid entity: most likely the viewpoint will be embedded in the model for that entity.
    The monitor will not work automatically in the same way as a target_monitor does. It requires that the player consciously access it with an active +use command. In order for this to work the player must be standing within 100 units of the func_monitor and be looking at it. This action will cause the player's viewpoint to shift to the target of the func_monitor, and if that target is a turret_breach or misc_actor, he will also take control of its movement. Turning a turret_breach is accomplished with the normal freelook controls. Robot actors may be made to walk or run forward or backward, turn, jump, crouch, and shoot (but not strafe). Exiting "monitor mode" is accomplished by another +use input.

Other

  • Shader script language.
    The stage specific keywords 'gl_combine'. If a argument CONSTANT is specified, any color from a rgbGen or alphaGen is transfered to the 'color' of the current texture unit in use.
    ==> Now the 'CONSTANT' argument is usable.

Robert

Sunday, December 4 2011

Ya3dag progress report.

Time passes and the next update of Ya3dag comes closer. I am making good progress on the next version and hope for a release late January 2012. Below is a preview of some new features.

iBag & inventory

news_2011-12-04-iBag-Inventory.jpg

iBag is my nickname of the revised player menu. Bag is the thing that you carry around with you. i is the abbreviation for intelligence.
The inventory part allows a quick overview of available items. It will display names of items, prices and damage. In addition an item can be assigned to a keyboard numeric key for quick use.

Recipes

news_2011-12-04-iBag-Recipes.jpg

Recipes are Yad3dags method to manufacture new items. Recipes will be collected as well as other items. First, all ingredients of the recipe must be in possession of the player. After that, the new item can be manufactured. The availability of ingredients is displayed each time.

Poison

Some new items are poisonous. When eaten they have a negative effect on health. One use is poisonous meat. In the Level 'Sandy Adventure', it can be used to poison the dinosaurs.

Underworld

news_2011-12-04-Underworld.jpg

The underworld exists beneath the terrain. It is intended for dungeons and interiors of buildings. In order to optimize the frame rate, the drawing process for the underworld and the grounds are separated from each other.

Robert

Thursday, August 25 2011

ModDB_Logo.gif The new version V1.34 is ready for download.

'Sandy Adventure' is Ya3dag's newest level. Desert sand, ancient cities, treasures and a bottle of rum.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 1.34.

Maps

* New map 'Sandy adventures'.
  Desert sand, ancient cities, treasures and a bottle of rum.

* 'Physics laboratory' Level.
  Reworked.

Bulled physics

* Updated from Version 2.75 to 2.77
* Adjusted paramter for 'continuous collision detection'.
* Fixed the ugly getEulerZYX() problem for physics objects.
  The function getEulerZYX() convert axis rotation information
  to angle rotation information. In some cases there are multible
  solutions (and one of them is used). Because this is used for
  drawing, we saw objects flipping around.

Mapmodels

New surface bit SURF_EDIT_DRAW with value 0x20000000.
If set this surface is drawn only in the editor view or
for prefab view.
Used to draw surfaces for helping to position .bsp models.

Editor

* Visualization of the light radius.

* Checkboxes right to the mini map to switch on/off
  * Show objects in mini map
  * Visualize light radius
  * Grid with distance 256/1024
  * Visualize 'cliffs' and 'field textures'

* Cliff textures
  For terrain with steep slopes, the texture is drawn differently.
  A cliff has a slope of about 45 degrees or more.
  * The level flag 'Cliff drawing' must be checked for this.
  * Check 'Visualize 'cliffs' and 'field textures'' near the minimap.
    Cliffs get a yellow frame.

* Terrain field textures
  Normally a field texture is composed from the textures of
  the 4 surrounding vertexes.
  A 'field textures' will overwrite this.
  * Check 'Visualize 'cliffs' and 'field textures'' near the minimap.
    'field textures' are marked with a circle inside.

Model configuration file _modelconfig.txt

This configuration file is used for player models
only (until now).
It is located in the same directory as the associated
.md2 or .md3 model.

New optional entry

  FliesProbability  0.50
                  
Probability of dead monster generating flies.
Default is 0.15. The given value can be
between 0.0 and 1.0 (for 100 percent).

Other

* link image files

  * Create a file with the extension '.lim' (Create
    a new notepad file with the help of the explorer).
  * With notepat write in the the name of an existing
    texture.
  * If the filename of the texture is replaced with an
    asterik, the filename of the .lim file is used
    as image name.
 
    Example 2:
    * In directory 'textures\Q2T\tex\Wall' create the
      file 'misc_13_q1_ground1_7.lim'.
    * Write in the text
      textures/Quake/ground1_7.jpg

    Example 1:
    * In directory 'textures\Q2T\tex\Misc' create the
      file 'Wall_22c.lim'.
    * Write in the text
      textures/Wall/*
      to use the file textures/Wall/Wall_22c.jpg
   
    ==> In the Ya3dag terrain editor, the texture
        misc_13_q1_ground1_7 is listed, but used is
        the texture ground1_7.jpg from the quake
        directory. Note that also the material files
        _norm, _depth and _gloss are loaded.
  Benefits:
    * Terrain textures in the Q2T subdirectory can be linked
      to an other existing textures.
      Every texture can be used as terrain texture
      without wasting space on the hard disk.
    * Also material textures like _norm, _depth or _gloss
      can link to other files.
      Use this textures multiple times.
    * Link saves memory/texture space because textures
      can be multipled used but are loaded only once.
     
* trigger_pushable

  Triggers if assoicated func_pushable (pointed by 'target2') is moved inside
  the minmax box.

  * target2
    Target to func_pushable. This must be moved inside minmax box to trigger.

  * target
    Trigger this if func_pushable is inside minmax box.

  * sounds
    Sound on trigger
      0)  None
      1)    secret
      2)    beep beep
      3)    large switch

  * message
    Output message on trigger.

  * team
    Used for grouping trigger_pushable.
    To set up a group of trigger_pushable, give them all the same arguments.
    Only the target2 points to different func_pushable.
    All func_pushable must be inside the assicated trigger_pushable
    to fire the trigger.


Robert

Thursday, April 21 2011

News from Ya3dag.
Over the period since the last update some changes have already accumulated.

  • Revision of the Bullet physic integration.
    • Update to newest Bullet 2.77
    • correct display of object orientation
    • scratch and impact sounds
  • Mew surface bit SURF_EDIT_DRAW with value 0x20000000. If set this surface is drawn only in the editor view or for prefab view. Used do draw surfaces for helping to position .bsp models.
  • Visualization of the light radius in Ya3dag's level editor.
  • Link image files.
    A text file that points to an image file. Used to use images under a different name. For example, reuse of normal or depth images, ...
  • Reflection of light sources on surfaces.
    Textures with a '_gloss' image (eg metals) reflect light sources nearby. Looks really great.
Currently I am working on a new level. The area is four times greater than previous levels (more room for more adventures). One of the main attractions will be an underground dungeon.

Robert

Sunday, January 16 2011

ModDB_Logo.gif The new version V1.33 is ready for download.

The main innovation of this version is 'drive a train'. In addition, there are many components of rails for use in the level editor.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 1.33.

Maps

* New map 'Rail travel'.
  A demo level.
  Enjoy the ride on a train. You
  take control of the train.
  This level features a train and many spiders.

* XMas Level.
  After collectiong all 10 signums, the signums are removed
  from the inventory.
 
Mapmodels

Mapmodels (.bsp) can have inline models. This inline models are
associated with func_button, func_door or other entities.

To allow multiple use of the same mapmodel a processing of the
key/value pairs is done.
If the key begins or ends with the string 'target' (targetname,
target, killtarget, pathtarget, ...), strings as follows will
be replaced:
                    
  %n  Must be first characters in value string.
      If there is a targetname of 'mapmodel' .bsp model
      use this targetname, else continue and skip this
      characters '%n'.
                      
  %t  Must be first characters in value string.
      If there is a target of 'mapmodel' .bsp model
      use this target, else continue and skip this
      characters '%t'.
                      
  %c  Counter, an unic number.
      This is the entity number.

Hud

* Added a clock to the hud display.
* Show a map of the level if the player owns the
  'Map' item.
 
Items

* New item 'Sleeping pills'.
  Use it to sleep for 4 hours.
* New item 'Soporific'.
  Use it to sleep for 12 hours.
* New melee weapon models, three swords and one knife.
* New item 'Map'.
  If the player has this item in the inventory, a
  map of the level is shown on the hud.
  This item can be found somewhere in the level
  or maybe bought from someone.
  NOTE: This item will be removed when the level is exited.

Editor

* New entity flag 'No terrain Z' for objects.
  If set, the entity is not bound to the terraing height.
  Use it for things that should not be bound to terrain
  deformations (tunnels, ...).
   
* New entity flag 'No minium light' for objects.
  If set, no get's minimum light for this model.
  Useable only for mapmodels (.bsp).

* target setting.
  Pressing the 't' key, a connection ist made between the
  marked enttity 'target' and the selected 'targetname'.
  Pressing one of the numeric keys as modifyiers, the
  following alternate fields are used:
   
  key  field             color of connection arrow
    1  target            red
    2  target2           orange
    3  killtarget        dark red
    4  pathtarget      green
    5  combattarget  bluish
    6  deathtarget    gray

* Added new editflags for use in the entriy description file quake2RR.ent
  * EF_FLAG1                red particles
  * EF_FLAG2                blue particles
  * EF_FLAG1 and EF_FLAG2   green particles
  * RF2_LIGHT_128           Light around object, if EF_FLAG1/EF_FLAG1 set use this color else white
  Used to have the same particle effects
  in the editor as in in the game.

Model configuration file _modelconfig.txt

This configuration file is used for player models
only (until now).
It is located in the same directory as the associated
.md2 or .md3 model.
* minmax
  Used to specify a bounding box different than specified in
  the quake2RR.ent file.
    Example:  minmax  -24 -24 -24   24  24  48  ; bounding box of model
  This was needed for actors to show
    * the live bar at the correct heigt
    * show symbols above the actor at the correct height
    * correct size of the editors selection box
    * correct model size used for trace/clipping
* AttackJump
  The NPC will jump somtimes towards it's enemy.
    Example:    AttackJump     ; can attack by jumpung towards it's enemy

Other

* Reworked symbols shown over actors.
  * Double resolution of images.
  * Added coins symbol.
 
* Postprocesing effect for 'look far' embellished.


Robert

Tuesday, November 16 2010

Work for the next release.

news_2010-11-16-1-Melee_weapons.jpg More swords and one more knife for the next release of Ya3dag. Range and damage can be edited in the items.txt configuration file.

news_2010-11-16-2-Trade_with_sleeping_pills.jpg The next release will include NPC's merchants. These NPC's are recognizable by the coins over her head. Using the editor up to 10 items can be assigned to this NPC's. The player can buy items and sell items from its inventory. A kind of clock is shown in the lower left corner. Time-based tasks are better done with the help of the Clock. Even sleeping pills and soporific are useful for time-based tasks. You do not have to waste your time with waiting, sleep a few hours.

Robert

Tuesday, September 28 2010

ModDB_Logo.gif The new version V1.32 is ready for download.

The main innovation of this release is relief mapping.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 1.32.
  • Relief mapping and material support.
    • Terrain texture and .bsp models support relief mapping. This code was taken from qfusion. It is sufficient if the depth component is added to a texture.
    • Normal map textures
      Name suffix: _norm _normal
      The normal map can hold an dept map in the alpha channel.
    • Depth map textures
      Name suffix: _bump _depth
      This texture is needed for relief mapping.
    • Gloss map textures
      Name suffix: _gloss
      If present, there are glossy effects on the texture.
    • Decal or additive overlay texture
      Name suffix: _decal _glow _luma _add _blend
      Without alpha, the texture is added. Otherwise, the alpha is used as a mask for texture replacement.

  • The contents of the texture subdirectory quake was replaced by the Rygel texture pack. This package was created for use with the DarkPlaces quake modification. This package features depth, gloss, normal, .... textures. Credits to Rygel and other texture creators.

  • Generating a depth texture from a diffuse texture. There is already a file _TextureData.cfg in each texture subdirectory. In this file there may be an entry for each texture, how the depth is to generate. There are commands for low pass filtering the image, inverting the image and stretching the gray values (histogram processing). In this way, about half of all terrain textures was prepared for relief mapping.

  • Bug-fix drawing map models in fogged terrain. The layered fog was not drawn correctly.

  • Editor.
    • Draw classname in the scene for selected/marked objects above the selection frame.
    • Always draw classname in the scene for sizable framed objects (like trigger_multiple).
    • Bug-fix. After adding a new entity, the lightmaps of .bsp map-models was disarranged.

  • Reworked networking with code from qfusion. Huffman coding for network packets.

  • Thought bubble got a new image, so we don't see the ugly pixel corners of a sized up image.

  • Book backgrounds are transparent now so we can see some of the scene through the book.

  • 'Travel overland' offers
    • Show the author of a level.
    • If a level can't be visited because the skills are to poor, the 'Travel overland' dialog shows the bad skills.

  • Reworked live-bar. The live-bar is shown above an enemy.

  • Menu 'section' selection reworked. This was used in the menus 'Option' and 'Display'. Now there is a tabulator type selection.


Robert

Tuesday, July 27 2010

Relief mapping for terrain and models will be a key feature of the next Ya3dag update. With relief mapping a texture appear three-dimensional. The relief effect depends on the viewing direction. You can look into cracks.

Below you see a piece of terrain drawn without and with relief mapping.:

news_2010_07_27-Reliefmapping-No.jpg news_2010_07_27-Reliefmapping-On.jpg


Robert

Monday, May 17 2010

ModDB_Logo.gif The new version V1.31 is ready for download.

This release of Ya3dag features reflective/refractive water/surfaces and portals (as known from Quake3).
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive we show some pictures of the new version.:


Summary of changes for the update of Ya3dag V 1.31.
  • World water has reflection and refraction.

  • Static map models (.bsp models) can have mirrors or portal surfaces.

  • Added entities misc_portal_camera misc_portal_surface. This are the Quake3 entities to setup portals.

  • WGGameBegin level (Golmbach city). The transmitter in Travel Overland office shows the levelimage of the next travel to go.

  • Shader language additions done for Ya3dag.
    • alphagen distance
    • rgbgen distance
    • alphagen lightstyle
    • rgbgen lightstyle


Robert

Sunday, March 14 2010

As time passes by, the next update of Ya3dag comes closer (this will be in 4 to 8 weeks). Currently I am working on the implementation of mirrors, portals, and reflective water surfaces. Mirrors and portals are already fully operational. At the time I create reflective water surfaces for Ya3dag.

See some 'work in progress' images.:

news_2010_03_14_mirror1.jpg news_2010_03_14_mirror2.jpg


Robert

Friday, Januar 15 2010

ModDB_Logo.gif The new update V1.30 is ready.

After months of hard work, I am pleased to announce a new release of Ya3dag.
This release can be downloaded only at Ya3dags incarnation by Mod DB. Press the mouse over the image to visit Ya3dag at Mod DB.


As a little incentive here, the loading images of the new levels.:

news_2010_01_15_ExhibitionItems.jpg news_2010_01_15_ExhibitionParticles.jpg news_2010_01_15_ExhibitionPhysics.jpg

Summary of changes for the update of Ya3dag V 1.30.
  • New levels
    • Exhibition of items Inventory items. All you can carry. Everything that you can use.
    • Exhibition of particle effects Exhibition for level/map designers and developers.
    • Physics laboratory Explore the possibilities of physics simulation. Only suitable for large children.

  • Switched to compiler 'Visual C++ 2008 Express Edition' This compiler is availible for free from Microsoft. Only the Qoole bsp editor is compiled with VC 6.0 because this application needs the MFC library which is not included in the 'Visual C++ 2008 Express Edition'.

  • Made egyptsoc.shader working. This shaders are for the 'Egyptian textures' package from Sock. Lightsources, jumppads, glowing trim's.

  • New shader keywords supported from Ya3dag.
    • q3map_lightimage Use this texture to get the lightcolor if the texture emits light.
    • q3map_surfacelight value The amout of light this surface emit's.

  • reworked map particle emitters.
    • Added more settings to modify appearance.
      • Color of particles
      • Color deviations
      • Size of particles
      • Creation rate
      • Emission speed of particles
      • Lifetime factor
      • Shape of paricles
    • all particles are now in the 'BASEQ2\particles' subdirectory.

  • WGGameBegin level (Golmbach city). The startup point in the level has a second exit now. The examination can be bypassed.

  • Bulled physics engine The physics simulation of Ya3dag is changed from 'Newton Game Dynamics' to the open source 'Bullet Physics Library'.


Robert

Sunday, Januar 3 2010

The next release of Ya3dag is planned in mid-January. It will include the 'Bullet physics engine' and the already announced Levels 'Exhibition of items' and 'Exhibition of particles'.

The Ya3dag homepage has been revised. There is now a contact and links page.

Robert

Monday, November 2 2009

Today I have completed the revision of the Ya3dag homepage. The result you can enjoy now. Each Ya3dag web site now has its own navigation bar (no longer the frame-based layout).

Robert

Friday, October 23 2009

The next release of Ya3dag is already in work. There will be a new level called Exhibition of items and an other called Exhibtion of particles.

Pictures from the upcomming level Exhibition of items:

news_2009_10_23_ExhibitionItemsHall.jpg news_2009_10_23_ExhibitionItemsWeaponsAmmo.jpg news_2009_10_23_ExhibitionItemsWeaponsAmmo.jpg

This level will be included in the next release. What you see is the entrace hall. There a 6 exhibitons room. Ya3dag has about 120 usable items. Most are on display here. Any you can play with them. Weapons, ammo, spells, a jetpack, flashlight, torch, mana, money ...

A picture from the upcomming level Exhibition of particles:

news_2009_10_23_ExhibitionParticles01.jpg

What you see is a 'work in progress' image.

Robert

Sunday, September 13 2009

news_2009_09_13_Image1.jpg The new update V1.20 is ready.

After months of hard work, I am pleased to announce a new release of Ya3dag.

P.S. Use the mouse to enlarge the picture.

Summary of changes for the update of Ya3dag V 1.20.
  • High resolution texture support for Ya3dag and Qoole (the .bsp model editor).

  • All textures for the .bsp models were revised. There are now about 2600 textures. Color depth is 24 bit. Many of them have double resolution.

  • Phong shading for .bsp models. Models with curved surfaces now appear smooth. Phong shading is not yet working perfectly. However, the results are impressive.

  • If the current weapon is a spell, then there is a visual effect on the player's hand (for Q3 player models only).

  • Ya3dag Leveleditor
    • For misc_actor, the player models are grouped by model. Per playermodel there is now a subdirectory with the skins grouped together. This results in faster access of models/skins for misc_actor.
    • The brightness of lava can be adjusted in 3 steps.

  • Bugfixes
    • Q3 schader script
      Function: rgbGen wave <func> <base> <amp> <phase> <freq>
      Multiply with <amp> and add of <base> was done twice.
    • func_train model into nirvana.
    • Crash after loading level with a func_train.
    • LoadJPG() function, the final FS_FreeFile() of the image raw data was missing.
    • After changing levels, Q3 Player models lost the current weapon model (the weapon holding in the hand).

  • And many more small changes.

Robert

Sunday, September 13 2009

ModDB_Logo.gif Ya3dag at Mod DB.

To visit Ya3dag at Mod DB press the mouse over the picture at the left side.
There you can watch videos of Ya3dag.


Robert

Friday, May 1 2009

news_2009_05_01_Image1.jpg Need more time for the new release.

The upcomming update is more work than I originally thought. Perhaps also because I could not stop with improvements. In the picture you can see some of these improvements. The approximately 120 icons have all been renewed with double resolution and 24 bit color. A new background for the dialogues. In the sales talks are now icons of the objects displayed.

P.S. Use the mouse to enlarge the picture.


Robert

Friday, August 13 2009

The work goes on.

Currently I am working on these updates for Ya3dag:

  • High-resolution textures.
  • Phong shading for bsp models.
  • Review of lighting calculations.

For the beginning of October 2009 is a new version of Ya3dag planned.

Robert

Sunday, June 7 2009

Ya3dag has moved.


You probably know it by now, but IGN (the hoster of http://ya3dag.planetquake.gamespy.com/) is going to shut down free hosting at the end of August this year. Since the Ya3dag website is hosted by them, this affects us too. Do not worry, be happy. We already have a new website. These, on which you are looking at.

Please note that my e-Mail adress has changed from robert@ya3dag.planetquake.gamespy.com to robert@ya3dag.de.

At this point I would like to thank IGN for the past hosting service.

Robert

Sunday, May 31 2009

news_2009_05_31_Image1.jpg The new update V1.10 is ready.

After months of hard work, I am pleased to announce a new release of Ya3dag. It's been worth the wait!

Summary of changes for the update of Ya3dag V 1.10.
  • Q3 player models can be used as player figures and for NPC's (misc_actor).
    The advantage of this type of model is:
    • More details.
    • For skin texture-shaders can be used.
    • This kind of models allows for a greater diversity of the motions.
    • Each player model can use any player weapon.
    Unfortunately, there is one drawback. The q3 player has only one gesture animation. The missonback also has animations like getflag, guardbase, patrol, followme, affirmative and negative. But until now i didn't find any models with this animations. If you know models with this annimation please let me know.

  • Q3 texture-shader language support.
    Texture-shaders can be used for md2 models, md3 models, bsp models and terrain splatters. Not supported are the keywords for portals, mirrors, cubemaps and fog. Existing texture-shaders can usually be reused.

  • The actor scripts and other scripting things have moved from the subdirectory 'scripts' to the subdirectory 'gamedata'. This has freed the subdirectory 'scripts' for texture shaders (as known from the q3 world).

  • All icons were recreated.
    About 130 icons have been recreated. With 24-bit color depth and resolution doubled.

  • Idle action for the player character.

  • Many models have been revised or replaced.
    • The players figure for the single-player mode has been replaced. Credits to Eric Spitler for his model Scurvy.
    • The spells have been revised.
    • The tresuers has been replaced.
    • More alcoholic beverages. Now you can get rum and whiskey in the pub drinking.
    • Mana and money items have been recreated.

  • The sales dialogs have been redesigned.

  • Changes for the level editor.
    • The color of the object selection box shows multiple object states (selected, marked, ...).
    • Flames of torches and other light sources are visible in the editor.

  • More screen resolutions.

  • And many more small changes.

Do not drink too much whiskey in the pub. Otherwise you're drunk and can't walk straight.

Have fun with the new release.

Robert

Please note.
The IGN Hosting Service will shut down in late August. The Ya3dag site must be relocated. In 1-2 months you will find Ya3dag under http://www.ya3dag.de/.

Friday, May 1 2009

news_2009_05_01_Image1.jpg Need more time for the new release.

The upcomming update is more work than I originally thought. Perhaps also because I could not stop with improvements. In the picture you can see some of these improvements. The approximately 120 icons have all been renewed with double resolution and 24 bit color. A new background for the dialogues. In the sales talks are now icons of the objects displayed.

The next update of Ya3dag is scheduled for late May.
P.S. Use the mouse to enlarge the picture.


Robert

Monday, March 9 2009

news_2009_03_09_Image1.jpg The end is near, my friend.

The wait for the update is almost over. The integration of Q3 player models is done. A side effect of this work is a Q3 compatible shader language for textures. Now MD3 models and associated shader scripts can be used in Ya3dag. In the picture you see a NPC holding a sword. The items are enhanced from shaders. The player uses the ego view, and holds a sword.
The next update of Ya3dag is scheduled for late April.
P.S. Use the mouse to enlarge the picture.


Robert

Wednesday, December 24 2008

news_2008_12_24_Image1.jpg Merry Christmas and a Happy New Year to the Quake community from Ya3dag.

Yes, the work goes forward. In the time between the NPC's use q3 player models. In the picture are some NPC's with q3 player models to see (to enlarge click on the picture). Currently I am working on the integration of q3 shader script language. This script language is needed so that the q3 player models look good. It also has the advantage that the graphics in Ya3dag will look better. You will see more eye-catching gimmicks in the future.
Please note that Santa Claus is a q2 player model. Do you see the difference?


Robert

Thursday, October 30 2008

There is a light at the end of the tunnel.
State of the Q3 player model support for Ya3dag.

In the meantime i have have most of the client side q3 player code done. On the left you see the q3 player model Sarge in the multiplayer configuration dialog. Already working is the animation loading/decoding, skin loading and put together legs, torso and head models. I guess that half of the work is done.

Robert

Wednesday, October 1 2008

Since a few days I'm back from my vacation. The next major work item on my list is the useage of Quake 3 player models for players and NPC's.

Robert

Monday, September 15 2008

Hi there!

I'm starting today a 2 weeks vacation. If you have an e-mail sent to me, please have patience 14 days until you get an answer.

Robert

Sunday, September 14 2008.

It is finished. The version V1.02 is ready. Below the innovations of the update.

  • Added espeak-data to distribution.
    This was missing until now, is needed for electronic speak.

  • All German-language remnants have been translated to English.

  • Simplified directory structure for sources and tools. The program sources are located in the sub-directory Ya3dag_src (below the Ya3dag directory). The tools are located in the sub-directory Ya3dag_GameTools (below the Ya3dag directory).

    The sources and tools are:
    • Quake2Terrain. This will compile Quake2Terrain.exe (the main program and graphic engine) and Quake2Terrain_gl.dll (the interface to OpenGL).
    • Q2Tgamex86DLL. This is the source code for Q2Tgamex86DLL.dll (the so called 'game .dll'). This program is responsible for the game logic.
    • Qoole99.exe, a bsp model editor (adapated for Ya3dag).
    • Ya3dag_qbsp3.exe, a program to convert map files to bsp files.
    • Ya3dag_minizip.exe, a program to create the pkz files (minizip console application).
    • Ya3dag_LanguageExtract.exe, a program to collect the language strings from sources and script files.

    Microsoft Visual C++ 6.0 was used to compile the above things. The workspaces use only relative path information (hopefully).

  • Revision of the post-processing program code. Light bloom and 'in water' post-processing has much better performance than before.

  • New lightning texture.

  • Some Quake1 textures replaced by textures from Quake1 ReTexture.

  • The video menu was revised. The menu items are now on several pages.

Robert

Wednesday, September 3 2008

I am still in the process of preparing the next update. In the meantime, I have the rest of German texts translated. These were mainly entries in the editor 'Add object' menu.

The planned date for the next update is the 14th September.

Robert

Sunday, August 24 2008

The next manual is ready. Ya3dag, Other tips. What you always wanted to know about Ya3dag.
This document describes some of Ya3dag things for which any other documentation is not the right place.

  • About books
  • About rolls
  • Time length of the day
  • Notice of a level in the travel agency TravelOverland
  • Displaying a level-image while loading
  • .....
For the time being, this was the last manual. Of course, I keep the manuals with the latest developments updated.
The next action, which I have planned, is a new release. This release will include the new documentation as well as some correction of translations.

Robert

Saturday, August 16 2008

Today I completed the next manual. Ya3dag, Scripting language. The source of intelligence.
At startup of a level, scripts are given to misc_actor (or other objects) as an argument. They determine the reaction of such an object to events. Scripts make an object smart.
Writing scripts is something for advanced people. You need knowledge of programming languages. In addition, you need experience in dealing with Quake2 objects.
Do you know how a targetname is used? OK, read on in this documentation. If not, look at the Lazarus documentation or learn more about this at an other place.

The page Roadmap is newly created. Take a look at the future of Ya3dag.

Robert

Sunday, August 3 2008

A new documentation is ready. Ya3dag, the manual.
This manual describes almost everything you need to play Ya3dag. Take a glance at the manual before you start playing. See it on the documentation site.

Robert

Monday, July 28 2008

Alpha is the joy of creation. Omega is the documentation.
The first of the documentation updates is ready. Ya3dag_Editor.pdf is an introduction to the level editor of Ya3dag. Take a look at the newly created documentation site.

Thursday, July 24 2008

Ya3dag site launched by Planet Quake. Thanks to Jube and Chuck for support to host the site.

After many years of development, I am proud to present Ya3dag to the community of quake fanatics. Ya3dag is a shortcut for 'Yet another 3D action game'. It is a single player game. You have a few hours of adventure and fun until you've played through the game.

Ya3dag is also a yaq2m (yet another quake 2 modification). It's based on the quake 2 modification Quake2maX and the lazarus game dll. Below are some of the things added:

  • Terrain is the main enhancement. The terrain is created/modified in an integrated editor. Also models and entities are managed in this editor.
  • Smart NPC's. As models, any quake2 player model can be used for them. Scripting fits the behaviour. The NPC's have a memory and the player can talk with them. There is a waypoint system managed by the editor. So the NPC's know where they are and where to go.
  • Integrated level editor:
    • Terrain creation/modification.
    • Texture the terrain.
    • Color the terrain.
    • Add splats to the terrain.
    • Wather, lava, haze.
    • Models of type .md2 .md3 and quake 2 .bsp are managed here.
    • Lights. Shadows are seen immediately.
    • Waypoints are managet here.
    • Settings for sun, weather, clouds, ...
  • Environment simulation. Day and night change. A day in game life corresponds to 24 Minutes. There is a sun and a moon walking over the sky. Rain, snow, lightning and clouds.
  • Physic simulation based on 'Newton Game Dynamics' software.
  • New levels appear in the offer of the travel agency.
Robert Reinhard.

Friday, July 18 2008

Online, ya3dag got hosted on planet quake.
In the meantime the Version V1.01 is ready. A Windows installer and multi-language support (englisch/german) was added.

Monday, June 2 2008

A version V1.0 is ready is ready for some friends to test.
I'm looking for someone to host web pages about ya3dag.
Building my first web pages at home.