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Hardland Release 20 is available now!

RELEASE 20 SALUTES YOU!

FEATURES

  • Up to 40% faster generation time thanks to multi-threading via OpenMP.

    ALL TEXTURES RECOMPRESSED

    Everything looks nicer and actually uses less memory. The effect is most apparent on normal maps. Especially on metal surfaces as demonstrated here: Smooth surfaces like skin also look better: That would be 2148 textures in total which have received an upgrade. We're using an awesome lib called Crunch to do the texture compression.
  • More robust animation blending system.
  • First strike on an unexpecting character will stagger them giving the player an advantage in combat.
  • Unique staggering animations for: - Ghouls - Merchants - Elder Guardians
  • Unique walking and shooting animations for Rotten Merchant.
  • Reliable water traversal effects for player and NPC's.
  • Slower heavy weapon strike for player.
  • Added spears to the random generator.
  • Ice sliding gameplay:
  • Moon in the sky during night. (it would be nice if it followed a circular trajectory)
  • Low and medium settings performance should be much better.
  • Fixed a bug where seeing a large number particles at once would always crash the game.
  • Fixed a bug where large chunks of terrain were sometimes missing.
  • Fixed some sound bugs.
  • Secret landmark...

ABOUT SHADOW MAPS

Even though Hardland model normals are quite precise there's other kinds of visual artifacts which can and will happen. One of them is this precision issue with shadow maps:
http://i.imgur.com/KeRf6NG.gif

It happens because the shadows start casting too near to the surface.
The opposite of shadow acne is peter panning where shadows start casting too far away from the surface.

Here's a demonstration:

Just remember that good depth bias settings are between Peter and Acne :)

Best Regards,
Timo