Requiem for Innocence: Damnation
RFI: Damnation is a first/third-person perspective shooter and stealth game with a dynamic storyline and squad-based tactics. It chronicles one woman's journey from guardian of her nation's ideals to lone rogue as all humanity faces annihilation. It is intended as part of a series of games, telling the story of a side character who only tangentially experiences the main plot of Requiem for Innocence.
Latest Updates
Issues
- Feature request #10 (Ammunition counter) revision 1:
- Feature request #9 (Ammunition clips) revision 1:
- Feature request #8 (Ray-based collisions for bullets) revision 1:
- Bug #6 (The camera is too sensitive with regards to the mouse) revision 2: This may be an ATI only thing as I'm not seeing the same thing on Nvidia
- Bug #7 (Arrow keys (left/right) for camera are mapped backwards ) revision 2: Fixed in trunk, r30.
- Bug #4 (Removing entities crashes the application in the PhysX branch) revision 4: Sorry, r91 in the PhysX branch.
- Bug #4 (Removing entities crashes the application in the PhysX branch) revision 3: Temporary workaround committed in r91.
- Bug #7 (Arrow keys (left/right) for camera are mapped backwards ) revision 1:
- Bug #6 (The camera is too sensitive with regards to the mouse) revision 1:
- Bug #1 (Fix the character flying issue!!!) revision 5: The issue has been fixed with convert to Physx plugin
Wiki
- Development/PhysX (revision 14 by whitelynx): Corrected backslashes in Windows paths.
- Development/PhysX (revision 13 by whitelynx): Added link to our mirror of the PhysX files, and added formatting to the Windows instructions.
- Design/LevelEntities (revision 5 by whitelynx): Minor formatting fix.
- Design/LevelEntities (revision 4 by whitelynx): Changed 'action' to 'slot', and changed dashes to underscores in slot, signal, and parameter names.
- Development/PhysX (revision 12 by cara): Fixing backslashes
- Development/PhysX (revision 11 by cara): Added the last step to getting PhysX working in Windows
- Development/PhysX (revision 10 by whitelynx): Added link to the PhysX system software, since that's needed too.
- Development/PhysX (revision 9 by whitelynx): Corrected page title.
- Development/PhysX (revision 8 by whitelynx): Added instructions for Windows.
- Design/DeferredLighting (revision 1 by whitelynx): Created the Deferred Lighting page.
Source
- [interaction] r79: Updated levelentitytest level to match player's size.
- [interaction] r78: Fixed camera height to more closely match collider size.
- [interaction] r77: Fixed player collider so it's upright, and so are all capsule colliders now.
- [interaction] r76: Added sensitivity to the mouse config.
- [interaction] r75: Added Glock to the levelentitytest level.
- [interaction] r74: Implemented ray-based collision for bullets.
- [interaction] r73: Added buttons for testing single-direction start actions.
- [interaction] r72: Fixed LinearMovable's toggle to work correctly, and removed some extra debugging output.
- [interaction] r71: Added support for starting movement in a given direction.
- [interaction] r70: Added 2 more buttons to the level, to test stop_movement and toggle_movement.
- [trunk] r30: Fixed left and right arrow keys being mapped backwards.
- [usable_labels] r30: Initial implementation of labels
- [usable_labels] r29: Merged in the PhysX branch.
- [trunk] r29: Merged in the PhysX branch.
- [physx] r98: Added the Window class for managing fullscreen mode and window sizes, and added a toggleFullscreen command. Also, added appropriate configuration and a keybinding for toggleFullscreen. (F11)
- [physx] r97: Added Configuration.getBool() and corrected file brief.
- [physx] r96: Added a command to enable and disable mouse input. Also added key bindings for toggle mouse (F9) and quit. (F10)
- [physx] r95: Tweaked built-in horizontal and vertical mouselook sensitivity values to be more playable. 16:9 helps make it closer to what humans perceive as 'even' movement.
- [physx] r94: Changed character.py and all input configurations so turn doesn't need negative sensitivity any more.
- [physx] r93: fix for mouse breakout
- [physx] r92: Changed Character.fire() slightly to only get the top carriable if needed.
- [physx] r91: Commented out reporting of collision end, since it crashes on Linux for any actor that is colliding when removed.
- [physx] r90: rebuilt the .bam to be compatible with panda 1.7.0
- [physx] r89: better mouse handling, up to 4
- [usable_labels] r28: Merged in 'damage' branch, with damage support, fixes for mouse and joystick input, explosive boxes, etc.
- [trunk] r28: Merged in 'damage' branch, with damage support, fixes for mouse and joystick input, explosive boxes, etc.
- [damage] r38: Merged latest from trunk, including non-physics rotation, and corrected 'turn' axis rotation in Character.
- [damage] r37: Removed physics-based rotation and replaced it with direct rotation, though currently it breaks turning.
- [damage] r36: Fixed mouselook so it doesn't drift.
- [usable_labels] r27: Merged a branch with random physics fixes, the ability to disable physics-based rotation, better level (textures, split up objects, and working trimesh colliders), some better handling of falling out of the level, and some resource rearrangement (a subdir in Levels for textures).
- [trunk] r27: Merged a branch with random physics fixes, the ability to disable physics-based rotation, better level (textures, split up objects, and working trimesh colliders), some better handling of falling out of the level, and some resource rearrangement (a subdir in Levels for textures).
- [damage] r35: Fixed the Mouse input driver and brought back mouselook.
- [damage] r34: Added treeform's eggoctree.py script for generatinging collision octree data for a level.
- [damage] r33: Corrected axis tracking for hat and trackball axes in Joystick.
- [damage] r32: Removed the 'damage' key bindings, since they no longer have any effect.
- [damage] r31: Added an explosion model and animated textures, and modified ExplosiveProp to use it.
- [damage] r30: Removed a bunch of old functionality (fireSphere, damageKinetic, damageThermal, damageEM, etc) from Character, and rearranged the methods with headings to group related things together.
- [damage] r29: Added some manual damage to the bullet, and made the crates actually exlpode. (they actually just disappear and display a white billboard for a short amount of time)
- [whitelynx] r36: Attempts to make the colliders show up at the right places. Mesh colliders still show up at the origin.
- [usable_labels] r26: Tweaked jump impulse to be a bit more useful.
- [trunk] r26: Tweaked jump impulse to be a bit more useful.
- [usable_labels] r25: Merged in cara's branch for fixing jump.
- [trunk] r25: Merged in cara's branch for fixing jump.
- [whitelynx] r35: Added a plane collider for the ground plane, since it was missing.
- [whitelynx] r34: Moved all textures into their own subdir of Levels, updated level a lot, added new textures, tweaked colliders, etc.
- [whitelynx] r33: Added new config options.
- [whitelynx] r32: Added much more debugging and stuff to the 'fell out of level' code, including 3 chances for the entity to stop falling through the level.
- [whitelynx] r31: Made collider creation and entity loading more generic and refactored them into their own methods, and fixed several minor bugs and inconsistencies in the loader. Also, made odeSpaceType and gravity configurable.
- [whitelynx] r30: More tweaks to entity start positions in the level.
- [whitelynx] r29: Tweaked ERP and CFM parameters so they work better on my machine.
- [whitelynx] r28: Corrected start position so it doesn't bounce you all over the place.
- [whitelynx] r27: Converted angular velocity back to yaw/pitch/roll (instead of ODE's screwy pitch/roll/yaw) and added the ability to disable ODE rotation.
- [usable_labels] r24: Added code to check for a valid node and body before anything that uses them, and added code to correctly destroy body and geoms when destroying the entity.
- [trunk] r24: Added code to check for a valid node and body before anything that uses them, and added code to correctly destroy body and geoms when destroying the entity.
- [usable_labels] r23: Implemented Usable, added a 'fire' action to Glock, added a keybinding for 'fire', added code to Character to perform the 'fire' action on the top carriable in its inventory, and made the Glock shoot 'bullets'. (right now, they look like other Glocks)
- [trunk] r23: Implemented Usable, added a 'fire' action to Glock, added a keybinding for 'fire', added code to Character to perform the 'fire' action on the top carriable in its inventory, and made the Glock shoot 'bullets'. (right now, they look like other Glocks)
- [usable_labels] r22: Added the bullet and shell entities.
- [trunk] r22: Added the bullet and shell entities.
- [katbranch] r23: fix for flying with jump
- [usable_labels] r21: Merged in changes for inventory, including a new level and a glock model, among other things.
- [trunk] r21: Merged in changes for inventory, including a new level and a glock model, among other things.
- [katbranch] r22: changing the gravity back to -32
- [katbranch] r21: Merged the branch
- [entity-mixins] r21: Did the conversion of entity base classes to entity mixins in one fell swoop, because everything else broke until the conversion was finished.
- [katbranch] r20: I think I've got jump work. I just need to play around with some stuff. Edited Classes/Entities/character.py
- [entity-mixins] r20: Cleaned up superclass method calls in preparation for conversion to mixins.
- [katbranch] r19: Removed the Physical widgets (velocity, rotation, position, and forward) from the GUI layout.
- [entity-mixins] r19: Removed the Physical widgets (velocity, rotation, position, and forward) from the GUI layout.
- [katbranch] r18: Added tags and metadata to all entities.
- [entity-mixins] r18: Added tags and metadata to all entities.
- [katbranch] r17: Added configuration option for GUI update interval, and changed it from 20ms to 100ms.
- [entity-mixins] r17: Added configuration option for GUI update interval, and changed it from 20ms to 100ms.
- [katbranch] r16: Fixed runtime error.
- [entity-mixins] r16: Fixed runtime error.
- [katbranch] r15: Merged minor cleanup to Moddable.
- [entity-mixins] r15: Merged minor cleanup to Moddable.
- [katbranch] r14: Added support for Xbox 360 controller
- [fixedtrunk] r14: Added support for Xbox 360 controller
- [entity-mixins] r14: Added support for Xbox 360 controller
- [fixedtrunk] r13: Merged latest changes from trunk.
- [entity-mixins] r13: Merged latest changes from trunk.
- [fixedtrunk] r12: Fixed logic in Standalone.setControlledEntity to make more sense.
- [entity-mixins] r12: Fixed logic in Standalone.setControlledEntity to make more sense.
- [fixedtrunk] r11: fixed config to try and jump instead of trying to shoot.
- [fixedtrunk] r10: Removed all friction. Apparently, walking on ice is actually GOOD for FPS movement.
- [fixedtrunk] r9: Removed the transform from the level, and it MAGICALLY WORKS RIGHT! No more walking through walls through invisible hallways.
- [fixedtrunk] r8: Removed old commented code and removed the annoying flashing collider display.
- [fixedtrunk] r7: Added Character entity class, and implemented physics-based FPS movement. It sucks.
- [fixedtrunk] r6: Removed asteroid entity, since it will be unused.
- [fixedtrunk] r5: Turned the smiley model into a box that's shaped in a vaguely human-like way, and added support for specifying ODE colliders in tags.