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source: orxonox.OLD/trunk/NEWS @ 6801

Last change on this file since 6801 was 6272, checked in by bensch, 19 years ago

orxonox/trunk: NEWS update

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1Date: Dez 23, 2005
2Topic: Christmas
3Body: Tschingel your bells, and shoot some stuff in our new ORXONOX-CHRISTMAS-EDITION-LEVEL. All you Windows gamers find the newest Binary version <a href="http://www.orxonox.net/files/snapshots/orxonox-win32-latest.zip">here</a>. For all the others, have a good holyday, and so long. (PS: to change into the new level push 'x', and to change the vehicle push 'l' (like L))
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5Date: Dez 17, 2005
6Topic: New Drum'n'Bass Tunes in Development
7Body: They are two men from London, and their mission is to make drum'n'bass tunes: shiv&incey! And now, they want to make some massive rolling tunes for Orxonox! Check out <a href="http://www.aurorasoftware.co.uk/s&i/shiv&incey.htm">their homepage</a>. We are looking forward to the sounds; greetings to London from Switzerland!
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9Date: Dez 05, 2005
10Topic: Homepage Corrections
11Body: Simon did take some time to read through our webpage and corrected all the english errors he found. Thanks!
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13Date: Okt 19, 2005
14Topic: Biggest debug session ever in orxonox
15Body: We spent a lot of time to debugging Orxonox engine. Thanks to <a href="http://www.valgrind.org">valgrind</a> :D. Orxonox now plays again on Linux, OSX and Windows!
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17Date: Sept 05, 2005
18Topic: Integrated a expendable shell
19Body: Now orxonox has a shell, similar to the quake shell... just cooler... You can directly interface the orxonox API through the shell as described in <a href="https://www.orxonox.net/cgi-bin/trac.cgi/wiki/Shell">the ShellDocumentatioWiki</a>. And yes, we will implement our first cheats like invulnerability :D
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21Date: Aug 14, 2005
22Topic: Implemented and finaly integrated the collision detection algorithm
23Body: This was some hard work... but it now is part of orxonox: object-object collision detection. Now is the time, to shoot other the Enemies! enjoy!
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25Date: July 21, 2005
26Topic: new domain is registered <a href="http://www.orxonox.net">www.orxonox.net</a>
27Body: Finally we have our own domain for orxonox: <a href="http://www.orxonox.net">http://www.orxonox.net</a>
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29Date: June 25, 2005
30Topic: orxonox development for win32-patch
31Body: Included the major libraries and tool to develop orxonox on win32 to the webdev repository. Now one might download everything from <a href="http://svn.orxonox.ethz.ch/webdev/develop/">http://svn.orxonox.ethz.ch/webdev/develop/</a>
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33Date: June 25, 2005
34Topic: Big demo in physically-based animations
35Body: on Monday we have a big demo on orxonox's physical capabilities. We will show some major new features like the ParticleEngine, the PhysicsInterface, and last but not least the longly expected CollisionDetection. Of course all the new Features are in the new trunk, and are downloadable at the  <a href="/files/snapshots">snapshot-section</a>.
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37Date: June 09, 2005
38Topic: tag 0.3.0-pre-alpha released
39Body: new Tag release. visit the <a href="/files/snapshots">snapshot-section</a> for more detail.
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41Date: June 04, 2005
42Topic: SoundEngine
43Body: just merged the SoundEngine into the project. This is a major step toward a new aera, of interaction, because it really gets the player a feeling, of what is happening. check <a href="https://www.orxonox.ethz.ch/cgi-bin/trac.cgi/wiki/SoundEngine">this</a> link for a description on how to use it.
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45Date: June 01, 2005
46Topic: New Features
47Body: Orxonox now supports the MD2Model. We have implemented a physics engine and a particle system.
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49Date: May 28, 2005
50Topic: Webpage Update
51Body: We did remaster our webpage, take a look at the new <a href="index?site=screenShots">screenshots gallery</a> and make a <a href="index?site=voting">vote</a>.
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53Date: March 05, 2005
54Topic: Orxonox Convention 2005
55Body: We are going to make a new Convention, that you are all invited to. Visit the convention section for more details. <A href="http://www.orxonox.ethz.ch/index.php?site=conventions">link.</A>
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57Date: February 21, 2005
58Topic: New Webpage Release
59Body: We are proud to announce our new webpage. Thanks to nico and his php skills :)
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61Date: December 14, 2004
62Topic: Repository Moved
63Body: Today we moved the repository. The new location of the repository is <A href="https://svn.orxonox.ethz.ch/reporx">http://svn.orxonox.ethz.ch/reporx</A>.
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65Date:   November 16, 2004
66Topic:  Importer
67Body:   There now exists a possibility to import .obj-files (alias wavefront format) into the Game. You can find some test models here: <A href="/files/models">models</a>. You can also test them with the included importer which is locates in trunk/importer. enjoy.
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69Date:   June 22, 2004
70Topic:  Develop on Win32 - bg
71Body:   Now the moment you have all been waiting for has arrived. Orxonox can finally be compiled on Windows machines. We know that it is no good idea to do this, but since there are some people interessted in working with Windows, we will give you a chance: read <A href = "/index.php?site=additional.sites/howto.dev.win/howto.dev.win.cc.php" >the manual </A>.
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73Date:   June 04, 2004
74Topic:  Orxonox Convention - pb
75Body:   Here you can find all the information you need, to join us at the <A href="index.php?site=additional.sites/convention01/convention01.php"> Orxonox Convention </A>, that takes Place at Stuz June 9. 2004.
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77Date:   June 04, 2004
78Topic:  Manual for Subversion@DataCore.ch
79Body:   A manual for <A href="/files/subversion/subversion.pdf"> Subversion at DataCore</A> is made. Now we need someone, to correct all the errors. Please someone Checkout the Source of this at http://orxonox.ethz.ch/repos/latex/subversion an do the repairs.
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81Date:   June 02, 2004
82Topic:  New homepage released - pb
83Body:   New homepage released, thanks to the power of subversion. And thanks to the VSETH to give us webspace on their server
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85Date:   May 26, 2004
86Topic:  New ship models - bg
87Body:   Some new space models are now ready for download. You'll find them in the download section or try it <A href="/files/orx_pictures.tar.bz2">here</A>
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