Change Log
Version 1.2 (14/7/03):
- Fixed emitter in 'The Guardians' turning off when you're not looking at
it.
- Added 'QuestionMarkOffset' variable to bricks, so mappers can ensure that
question marks appear at the appropriate location no matter what the size and
shape of the brick.
- Question marks work with moving bricks now.
- Maybe fixed weapons not disappearing when out of ammo.
- Fixed map rotating to locked map when playing not playing from ladder
menu.
- Added new gib group (sandstone).
- Fixed a few small map errors.
Version 1.1 (5/7/03):
- Forced music to always be on in the trophy map.
- Added a glow around power-ups.
- Question marks always rotated correctly, regardless of brick rotation.
- Allowed cinematic sequences to work when triggered at the end of a game.
- Maps vastly improved by Angel Mapper.
- Fixed Ion Cannon messing up points.
- bUnlit, AmbientGlow and BounceSound settings for ball set by mappers will work properly
now with the multi-ball power-ups.
- The ladder menu auto-selects the last map in the ladder if the ladder is
already completed.
- Added a preview area to the ladder menu to make it easier to know which
map is selected to play next.
- Fixed a few 'Accessed None's in the menus.
- Added new gib group (rusty metal).
Version 1.0a (8/2/03):
- Fixed stupid bug allowing progression up the ladder even if the game was
lost.
- Added NB-Ifrit to the zip, which I somehow forgot before.
Version 1.0 (8/2/03):
- Ladder system added. Supplied with one ladder.
- Fixed bug in random power-up mutator: The last power-up in the list never
appeared in-game.
- Probably fixed problem with textures not showing up in NB-Hydric.
- Implemented mouse control for the paddle.
- Finished the last two meshes for the power-ups.
- Generally tidied things up a bit.
Beta 6 (30/1/03):
- Added exploding bricks.
- 'GameWon' or 'GameLost' event triggered when the game ends (in addition to
'EndGame' which is triggered as standard in UT2003).
- Bricks trigger their own event when destroyed.
- Ball triggers its event when dropped.
- Fixed bug that caused the BombBall's sparks to appear in the wrong
location.
- New map: 'NB-Empirical'.
- 'FastBall' now shows a trail, like players with the speed combo.
- Added 'TennisBall' and 'Skull' ball meshes and 'TennisRacket' paddle mesh.
- Changed 'Game Rules' menu. It no longer contains irrelevant options. A few
relevant options have been added.
- Custom scoreboard now used.
- Fixed MapList not working properly.
- Weapons can now be used to push the ball.
- Significantly reduced the size of NB-Hydric by reducing terrain size from
256x256 to 128x128 and did some performance optimization.
Beta 5 (22/1/03):
- Added 'Acid Ball' power-up.
- Bricks can now be set to take multiple hits to destroy.
- Gave proper names to all maps, improved some them and set the music (not that
the UT2003 music really fits this mod).
- New map: NB-Frustration.
- Wrote mapping guide.
- The ball is given a bit of a kick if it hasn't touched the paddle or
damaged a brick for 30
seconds.
- New weapons: Rocket launcher; ASMD; Lightning gun.
- Added random power-up placement mutator (NB Random power-ups).
- Frag and time limits set to zero automatically.
- Bots are no longer allowed to try to join the game.
Beta 4 (16/1/03):
- Random ball launch direction of ±27o (except 'Sticky Paddle').
Ball launch direction still affected by paddle velocity.
- Default initial ball speed increased from 300 to 400.
- The ball now spins according to a semi-realistic physics model. It's a
visual effect only - it doesn't affect how the ball bounces.
- Added 'Stealth Ball' power-up.
- Added fifth test map.
- Made a start on weapons. The first weapon is the Ion Cannon!
- Question marks on bricks containing power-ups can now be turned off
(through the .ini file).
Beta 3 (14/1/03):
- Initial ball speed can now be set by level designer.
- Rounded paddle.
- Added fourth test map.
- Changed displayed score at end of game to integer.
- Crosshair removed.
Beta 2 (12/1/03):
- Hopefully the
paddle-sliding-to-one-side problem is fixed now.
- High scores are in. Five
scores are recorded for each map you play. They are shown before the game
starts (don't press fire or they'll be skipped).
- Bonuses are given for
lives remaining and time if you win the game.
- Lost ball penalty reduced
to 25.
- FOV can be set
individually for each map by the level designer, so the amount of perspective
distortion can be controlled.
Beta 1 (10/1/03):