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*** Vendetta 1.8.311
*** Vendetta 1.8.311
- Improved two areas of player hit-checking to make hits more accurate under all circumstances. This should improve PvP for everyone, whether individual player ping-times are high or low.
- Added dynamic lighting to ship damage fire effects.
- Fixed problem with dynamic lights sometimes not being removed.
- Improved two areas of player hit-checking to make hits more accurate under all circumstances. This should improve PvP for everyone, whether individual player ping-times are high or low.
- Added dynamic lighting to ship damage fire effects.
- Fixed problem with dynamic lights sometimes not being removed.
My wife would kill me if I missed a 10 year anniversary at all let alone a whole week.
We generally measure from when we debuted online in 2002. Hence the 10-year press release in 2012.
The network improvements in this version should be a meaningful improvement. Please let us know how the PvP goes.
The network improvements in this version should be a meaningful improvement. Please let us know how the PvP goes.
2002-mid 2004 was Vendetta Test
I am talking about Vendetta online. Give me gifts!
I am talking about Vendetta online. Give me gifts!
oh and lets not forget the 2009 5 year annie vult and anniversary month! i don't remember you calling it the 7 year annie vult!
Defeated!
and lets now turn to google and type in Vendetta online release date!
November 1 2004!
Defeated!
And now to my retail box, it says (C) 2004!
Defeated!!!
So like, turn on the annie vults for nuggets again and do a double crystal week like other freemium games do on anniversaries or something. geez now I'm doing your management job for you too :P~~
Mega Defeat!!!
Defeated!
and lets now turn to google and type in Vendetta online release date!
November 1 2004!
Defeated!
And now to my retail box, it says (C) 2004!
Defeated!!!
So like, turn on the annie vults for nuggets again and do a double crystal week like other freemium games do on anniversaries or something. geez now I'm doing your management job for you too :P~~
Mega Defeat!!!
Vendetta Online shipped as a commercial MMORPG on November 1, 2004 with a subscription-based business model, although it has been running continuously since April 2002.
Pfft, anni vult. I say transform all Valks, Proms, and Raptors into Bunchie Saucers for the month. Then again, maybe that would be more appropriate in April.
FYI, annual means once a year. Weekly means once a week. Thus it would be the 414th weekly Nation War.
Heh, I was really, really tired when I wrote that. I specifically and cognitively intended to write weekly, but my fingers typed something else.
After a few hours of testing (during which we had some AWESOME and trident/bomber-filled Serco v Itani fighting, as Serco broke the heartless blockade of Ukari and pushed the Itani back to Sedina) I can report noticing no issues!
Of course I never really encountered it much to begin with, but I also didn't see anyone else complaining so this fix seems quite promising! Great work devs!!
Of course I never really encountered it much to begin with, but I also didn't see anyone else complaining so this fix seems quite promising! Great work devs!!
It's hard to encounter much when you spend so much time in front of the mirror isn't it smittens.
TheRedSpy is projecting, again.
I get lost in my eyes.
Your packets do at least.
Inc, do you or Ray know whether your new renderer is going to specifically check for OpenGL version "4.1" or just for the extensions and functions that you actually use?
Right now Mesa supports OpenGL 3.3, but lots of the bits and pieces of 4.0 and 4.1 are done already. In particular, GL_ARB_ES2_compatibility.
http://cgit.freedesktop.org/mesa/mesa/tree/docs/GL3.txt
Inc, do you or Ray know whether your new renderer is going to specifically check for OpenGL version "4.1" or just for the extensions and functions that you actually use?
Right now Mesa supports OpenGL 3.3, but lots of the bits and pieces of 4.0 and 4.1 are done already. In particular, GL_ARB_ES2_compatibility.
http://cgit.freedesktop.org/mesa/mesa/tree/docs/GL3.txt
We're still figuring this out, but that's an interesting point. We'll minimize requirements for the broadest compatibility that we can, with whatever feature set we finally choose.