About Virtual Paradise
Virtual Paradise is an online virtual universe consisting of several 3D worlds. In each world you can chat with others, create your own buildings and explore the environments built by other users of Virtual Paradise.
Latest News
4
Jan
Virtual Paradise version 0.3.20 has been released, it can be downloaded from the downloads page. This release has support for user created per pixel lights, alpha to coverage in the OpenGL graphics modes and some fixes.
The full list of changes in version 0.3.20:
- Support for user created point lights
- Alpha to coverage option(can be enabled using alpha_to_coverage=1 in the configuration file, requires multisampling)
- Option to disable distance sorting of objects(disable_distance_sort=1 in the configuration file, for use with the alpha to coverage option)
- Improved sorting and merging of RWX render groups
- Query cells further away when using higher view distance
- Crosshair cursor when using the mouse to control the camera
- Fixed objects animations not resetting after the object has changed.
- Fixed avatar names not working
- Fixed incorrect scale if only 2 scale factors are given in the scale command
7
Sep
Virtual Paradise 0.3.19 has been released. This version has some nice new features like the move command, rotate command and a selection menu that lets you select objects that are behind other objects. There are also some performance improvements.
The complete list of changes:
- 64-bit build for Windows
- Selection menu. Hold alt/option when right-clicking to select any object under the mouse pointer, even if it's behind another object
- Move command, animate the position of an object
- Rotate command, animate the rotation of an object
- Added world option to swap the left and right faces of the skybox
- Merge and sort RWX mesh groups, improves rendering performance for many models
- Improved sorting of which cells to query first
- Sort objects by vertex buffer to reduce switching vertex buffers
- Downloads on Linux and Mac OS X can now be interrupted when switching worlds
- Mac OS X: Support for multisample anti-alias
- Mac OS X: Support for V-Sync
- Mac OS X: Show error in chat when entering a world failed
- OpenGL mipmap generation using GL_ARB_framebuffer_object, GL_EXT_framebuffer_object or GL_SGIS_generate_mipmap(tried in that order)
- Sign textures no longer load halfway through rendering a frame
- Don't render MD2 mesh when updating the animation failed
- Fixed memory leaks in MD2 mesh loader
- Fixed memory leaks in texture mask loader
You can get it from the downloads page
17
Jun
After 2 months the new version of VP is finally here.
I'm sorry it took this long, I just haven't had as much time as I had before. Here is the list of changes for version 0.3.18:
- Don't reopen model files that are already loaded
- Made some changes to the Direct3D 11 renderer that may help fix device creation errors some people were having
- Removed object space normal mapping code, it was broken anyway
- Added frame time indicator, enabled by adding show_performance_indicators=1 to the configuration file
- Don't reopen model files on every use just to check the file type in the zip file
- Added commands for setting MD2 animation("animation [start frame] [end frame]" and "framerate [frames per second]")
- Better text alignment of chat on Mac OS X
- Added field of view world option
- Added near and far clipping planes world options
- Added timeout to login
- Ignore joint transform commands in RWX files, they were treated the same as the other transform commands in earlier versions
- MD2 loader now works on big endian platforms, but there aren't any where VP is used right now(except the Wii!
) - Use less render commands for RWX models in some cases
- Fixed crash changing model ambient/diffuse/specular when the model isn't loaded
- Fixed crash creating collision shape after MD2 model failed to load
- Fixed parts of objects without texture coordinates being invisible when using normal maps
- Fixed bug where previously hidden objects(create visible no) would not reappear after editing the object
If you have good ideas for new features or think I should work on a particular feature/bugfix first, feel free to leave a comment