After seven years of development Warsow hits version 1.0. You can grab a copy from the website here. They recommend installing Warsow through Playdeb.net repositories but you can grab the tar.gz here.

About: Warsow is set in a futuristic cartoonish world where rocketlauncher-wielding pigs and lasergun-carrying cyberpunks roam the streets. It is a completely free, fast-paced first-person shooter for Windows, Linux, and Mac OS X.

Changes from 0.62 to 1.0

Gameplay:

– Remove weak ammo.

– Weapondefs based on promod:

* LG 130dps

* RL 75dmg

* GL 65dmg

* Plasma 150dps (15 dmg per cell)

* EB 75dmg

* RG 90max dmg

* MG 80dps

* GB 45dmg cut 45dmg projectile

– Promod armor system (GA 50/100, YA 75/125, RA 100/150, 0.66 protection rate)

– Increased LG knockback and slightly longer stun time for LG.

– Handicap (handicap 10 = 10% less damage).

– Fix some 45deg ramps broken by missing deg -> rad conversion.

– Octagon hitboxes.

– Fixed rocketsplash on stairs and ledges (“nodmg bug”).

– cg_showTeamMates (required drawTeamMates in .hud):

– cg_specHUD to specify HUD for spec mode.

– ctf_flag_instant callvote (enables instant flag captures and unlocks).

– New default huds, some old huds removed and new ones added.

Engine:

General:

– Add ‘follow fragger’ chasecam mode.

– Support for OGG Theora videos.

– Support for PNG.

– Model format changed to IQM

– Update to the latest AngelScript version (2.23.1).

– Metadata support in demo files to store date and time of the match, final score, title and other useful data.

– Support for http mirroring server demos and downloading demos from http with demoget.

– Support for streaming remote ogg files via HTTP.

– Servers check for autoupdates daily (every 2 days before).

– Increased sound mixing precision (snd_qf).

– Make bots somewhat more aware of the gametype and pmove states.

– Highlight minimized game window on important events (when alt+tabbed).

– Added two new parameters to ‘cinematic’ command to control console avilability during playback of a fullscreen video and maintaining original aspect ratio of the video.

– Added “cinepause” console command to pause and unpause fullscreen video playback.

– Split video codecs code into separate library.

– Obsoleted potentially hearable set (PHS).

– Fixed randomization of m3u playlists shuffling.

– Improved Mumble integration.

– Fix: “killable” doors, similar to the one Schaaf provided for buttons.

– Fix: Map rotation now skips non existent maps.

– Fix: shaking corpses.

– Fix: DA challengers are moved to specs due to inactivity.

– Fix: when a text with a color from white to green is sent with a number after it, irc clients think that the number is a part of the color code. Example: “^0t^13^0st (t3st)” results in tst in black.

– Fix: corrupt .jpg files don’t silently abort program execution anymore.

– Cap fov to 140.

– Add cg_specHUD.

– Autorecord actions now work for ongoing matches.

Performance improvements:

– Changed how VBO’s work for lightingDiffuse map models for optimal performance.

– Added builtin GLSL program to render most commonly used Q3A shader stages to better utilize VBO’s.

– Take map area visibility into account when creating VBO’s for surfaces.

– MD3 and IQM models now use VBO’s too.

– Optimized image loading functions (greatly reducing loading times)

– Model and sound caching (greatly reducing loading times)

– GPU skinning dual quaternions (greatly improving model rendering performance, up to 300%+ better)

– Improved shadow mapping filters.

– Planar shadows may not cause severe performance hit due to excessive map tracing.

– Add another optional parameter to ‘material’ pass, which if specified blends entity colored decal with diffuse image. This allows single-pass player model skins.

– Discovered GLSL program permutations are stored in the cache file and precached at the game start.

– Fix: particle entities emitting invisible lights. Also make light radius depend on particle radius.

Graphical features:

– Nicer curves/patches (no leaking in patches).

– New LG beam gfx based on Ultrak1ll’s beam (LG beam is not pure, so people can also make their own beams, or use the 0.6 one).

– Fast and bumpmapped GLSL dynamic lights.

– r_drawflat (+ r_ceilingcolor r_floorcolor r_wallcolor) to set custom environment colors.

– r_lighting_greyscale to remove colored lights from the maps.

– added cg_lgbeam_old to swap between 0.6 and 1.0 LG beam graphics

OS-specific improvements:

– alt+entering between fullscreen and windowed mode is now instant in Windows (no vid_restart required).

– m_raw for linux (using Xinput2).

– Unicode input in X11.

Music

– New song by jihnsius.

Announcements

– New announcements by Jehar. Courtesy of Tastyspleen TV @ http://tastyspleen.tv/

Maps

– A lot of optimizations to old maps, around 10 to 30% better FPS compared to 0.6.

– Removed: wdm8, wdm11(old), wdm20, wamphi1, wctf5.

– New maps: wdm11, wdm16, wdm17, wbomb6.

– Retextured: wdm6, wda1, wda2, wamphi1.

User interface

– New user interface with xhtml/css/angelscript syntax using librocket. (changeable with cvar for custom ui’s).

– Real map as a background instead of a video.

– Integrated IRC chat.

Global statistics and skillranking

– Global statistics using warsow.net accounts (ranked servers need a server key).

– In-game profile and friends list.

– Skillranking (not shown or used anywhere yet, but the system there).

– Added ‘whois’ game command.

Gametype scripting

– All builtin classes have been renamed from this “cClass” to “Class”.

– It’s required to use function pointers to set callback functions for entities instead of hardcoded names.

* Example:

some_trigger_think()

@entity.think = some_trigger_think;

– Both UI and GT scripts can now use namespaces.

– Moved all core classes to angelwrap library.

– Added builtin StringUtils namespace.

HUD scripting

– New hudscript function “setScale”

* New parameters for setScale: DEFAULTSCALE, NOSCALE, SCALEBYWIDTH and SCALEBYHEIGHT.

– New strafehud functions.

– HUD elements are now precached, to avoid loading media on the first draw whenever possible.

– Round to the nearest integer value in CG_LFuncCursor, CG_LFuncMoveCursor and CG_LFuncSize

Warsow TV

– Background music tracks can now specified for each channel and lobby (tv_lobbymusic cvar), which will be later played by connected clients. This can be used to stream shoutcasts in OGG format.

– Fix: TV heartbeats

– Fix: occasional “Invalid POVnum 0” error on wswtv clients.

– Fix: fs_gamedir changes on wswtv causing ‘bad inline model number’ errors for clients upon connecting.

– Fix: PM_FREEZE movement state not affecting TV spectators.

– Fix: broken movement prediction after postmatch.

Introduction video

– Introduction video by decap and KILLME. Courtesy of Torn Productions @ http://tornproductions.org/ and Cho-Media @ http://cho-media.org/

Website: www.warsow.net