Grassparty-BE released

Miscellaneous Forums/Blitz Showcase/Grassparty-BE released

Just released version 1.1
A new demo is available on the website http://www.gothasoft.com/Default.aspx?tabid=105

Many many improvements and customer-requests added. Added a new feature called ExtendedView, this feature displays a % of distant grass nodes which smooths out the pop-in considerably.

The new demo exhibits multi-object interaction with the grass, using the mario demo - fire the weapon to scorch the grass. Check out the new demo!

Version 1.1

* Fixed: Sound playing when ideling standing on flattened grass
* Changed: Wind speed is no longer passed to (gpLoad()/gpSave()) saved maps
* Increased load times ( non-gpLoadmap() ) times by 20%
* Increased grid point lookup by 20%
* Changed: Animations nonw have their own cycle, distance grass nodes will no longer animate ( optimization )
* Improved the algo to determine proper EntityAutoFade() values
* Added: Extended View feature - this feature will all for much further viewing distances at no additional cpu power.
* No animations will be prefromed outisde the clip range now ( optimization )
* Optimized the savefile format, it now saves grass maps 50% smalelr than before
* Optimized the load time within gpLoadMap()
* New global: gp_AddAnimDist# - increase/decrease the animaiton distance with this value ( 0 = default )
* New global: gp_ExtendedViewMulti - multiplyer for the distance of the extended view, should be value 1 - 10 ( 10 - furthest extendview possible )
* New global: gp_ExtendedView - a percent from 1%-100%, 0= Extended View OFF. If turned 'on', the engine will place addiitonal LOD grass nodes just out of the general clip view to give a more fuller look. ( the precent is how much % of grass parented to the grid pivot you wish to display, usually 10% is suffiecent)