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Legends of Dawn Update 1.52 PDF Print E-mail
Written by Administrator   
Tuesday, 24 July 2012 08:57

And new patch is here. This one is micro-patch. We have fixed slight problem that occurred when player moved using WSAD keys and then tried moving using mouse keys while still holding pressed some keyboard keys. Anyway, fix is here. Just one line of code which we should have fixed during 1.51 patch. We apologize and we are sorry and we blame it on the lack of coffee. New patch is online.

Last Updated ( Friday, 27 March 2015 10:06 )
 
Legends of Dawn Update 1.51 PDF Print E-mail
Written by Administrator   
Tuesday, 24 July 2012 08:57

Movement update: we made some slight improvements to player movement. As you already know, there are two ways to move player around - using keyboard or by clicking on the place where we wish our player to move. We have added third type of movement now. Keyboard movement works the same way as before, just press the keys and move your player around. Mouse movement is slightly changed. If you click and release mouse button, your player will walk toward the place you clicked on. However, if you click and hold mouse button, your player will walk toward the mouse cursor. Delay between click'n'walk and hold'n'walk is 450 ms. That means if you hold mouse for longer than 0.45 sec, your player will start following the mouse cursor.

Another small change we made is the way 'Take All' button works. That's button with hand icon used to take all items when you open chests or crates or other itemholders. Before this update this button worked in the following way: for each item in the chest, check if there is empty slot in the inventory and if there is, move item from chest to players inventory. And that's it.

Updated version works similar to this with few small changes. Now once you click on the Take All button, program first tries to match items in chest with stackable items in your inventory. If there is enough stack space, item is automatically stacked. If there is not enough space, program will add items to first empty slot, just as before.

On the other hand, few additional bugs are solved. Slowdown during the combat with turrets has been fixed. All turrets should work fine now. Player animation freezing during combat is also fixed. Problem was caused by old animations.package which did not contain two updated animations for one hand+shield attacks. Current Legends of Dawn data tree contains some 91,000+ files sorted in 8800 folders. Those two animations were packed but not comited to current steam/retail versions. We have included those in the 1.51 patch so that should be it.

We are currently working on Wave of Darkness and sorting through the lists for Legends of Dawn. There are many features we would like to implement and checking what is possible and/or compatible with current features takes some time. Anyway, more updates will follow.

Last Updated ( Thursday, 26 March 2015 12:28 )
 
Legends of Dawn Update 1.50 PDF Print E-mail
Written by Administrator   
Tuesday, 24 July 2012 08:57

LANGUAGES

Our friends translated Legends of Dawn to the following languages:

French:

  • Alexandre Mangin and his team.
  • Equipe RPG France
  • Chef du projet, traducteur et correcteur-relecteur final : Alexandre Mangin
  • (All_zebest)
  • Traducteur principal et support technique : targus
  • Traducteur : wacas
  • Conseiller linguistique et lexicographe : To_an
  • Correcteur-relecteur : Geralt

Italian: Ivano Conte

CAMERA VIEW DISTANCE

Some of you have requested moving camera higher up. In this update we have changed maximum camera height so you can see larger area around the player. There are some technical limitations that we'd like to explain so that you understand how camera position affects world rendering.

LoD world is divided in sectors. Each sector is 48x48 meters square. Number of entities in sector is not limited, but it affects rendering and streaming speed. For example wilderness sectors have mostly trees and rocks and few other objects in them. But towns are another story. You have houses, furniture, NPCs, their equipment and who knows what else. Each of these entities must be streamed in memory to be rendered. Number of visible entities directly affects framerate.

Moving camera higher up is absolutely no problem. It's just number that limits max camera height. Problem that arises with higher camera is that more entities will be visible. If you can see 100 entities while camera is 20 meters in the air, it may be 150 visible entities if you move camera 3 meters higher. That's 50% increase in number of visible entities for just 15% higher camera.

We have slightly modified max camera height. Now you can move it to ~23-24 meters. Note however that this will affect performance. This performance is mostly visible in town. While moving through the wilderness, this will have little or no impact on rendering speed.

Regarding viewing distances such as those in FPS games - LoD was from the start designed to have look similar to games such as Baldur's Gate or Diablo 2. This means camera at fixed distance from ground, with single viewing direction. Over time that changed to freely rotatable camera that can now be zoomed.

Moving engine to first person view is possible but not economically feasible. It would require major changes in level design. And even more importantly, changes in how the game is played.

As we mentioned before if camera is higher viewing area is larger, thus more models must be rendered each frame. Same goes if camera is horizontal. Imagine camera on the hill looking horizontally over entire town. Now you must render all the entities from the entire town (minus small models culled due to distance from camera) and you must stream them in memory earlier.

So that's first major problem with horizontal/FPS camera. Second is graphics fidelity. Models and textures are not made for view from few meters. While playing in FPS mode, graphics will look much less detailed than graphics with camera 15-20 meters in the air.

Most importantly, moving to FPS view would require major changes in gameplay. Right now you can see monsters coming from all directions, you can cast spells on them, even if you are not facing them directly. That would all have to change if the FPS view is implemented.

Note that we are keeping your wishes in mind regarding FPS view, but for now we plan to keep LOD view mostly like it is. With maybe slight modifications.

Regarding streaming - as mentioned before world is divided into sectors. As player/camera moves around, sectors are streamed in and out of memory. LoD has fixed value of 1 sector around current one that will be streamed at any time. That means that at any given time there are 3x3 sectors loaded into memory. Again, this was mostly due to the 32-bit windows per-process memory allocation limit. We are working to make this configurable option so you will be able to change this using Options panel.

As always, check the Steam for the update and please let us know how did you like the patch and if you have more ideas and suggestions.

So that's for now. More updates coming soon.

Dreamatrix Team

Last Updated ( Friday, 06 March 2015 10:32 )
 
Legends of Dawn Update 1.40 PDF Print E-mail
Written by Administrator   
Tuesday, 24 July 2012 08:57

Great news for Legends of Dawn players - a new patch!

So before everyone asks, yeah we do actually listen to your suggestions :-)

What's in the patch?

  • added new tooltips with more information about items
  • improved FOV and camera zoom so that when zooming towards player, camera moves slightly forward thus giving larger view area
  • various small optimizations and fixes

The patch will be online today (March 3rd) at about 20h GMT.

But, there are even more good news. The next patch will include French and Italian localization, and is coming in a few days.

Please let us know how did you like the patch

Last Updated ( Tuesday, 03 March 2015 19:15 )
 
Legends of Dawn Update 1.30 PDF Print E-mail
Written by Administrator   
Tuesday, 24 July 2012 08:57

Hi guys,

Well, it finally happened. The Legends of Dawn 1.30 patch is here!

As you can see, we stay with you and we keep improving Legends of Dawn. A lot of time has passed since we released the last LoD patch, but we are a really small team, and juggling with the new features you'll find in this patch is not a small task.

The big news for everyone that had memory performance issues with the game is that Legends of Dawn is now a 64-bit title (and 32-bit too). What does it mean for you? It means the game is not anymore "smothered" with the 2 GB of RAM limitation, which generated a lot of performance issues, even if the player had a "beast" of a PC. Thanks to the new 64-bit engine architecture, the game can now use all the RAM your system has.

What happens if you have a 32-bit Windows installed? You will still have an option to play last version in the 32-bit mode as you already do. Steam will automatically detect your system version.  From this 1.30 version all future updates will be made for 64-bit version only. Therefore in order to experience better Legends of Dawn now and in the future we HIGHLY recommend an upgrade to 64-bit Windows operating system if you have more than 2 GB of system RAM.

Another great news is that we upgraded in-game physics implementation, so NVIDIA PhysX is not dependent on external software anymore. NVIDIA PhysX caused many issues in the past, whether in the scenarios where the PhysX driver wasn't recognized, or in the situations where the user simply forgot to install the drivers. This is now solved.

We also added upgrades to world streaming, made smoother animations, and a bunch of other fixes and upgrades. Please find the full list of upgrades below.

 

Last Updated ( Tuesday, 24 February 2015 19:55 )
 
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