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Urban Assault (UA_source)
PORTSNATIVE

Urban Assault (UA_source)

NATIVE PORTSHOOTER / ACTIONWINDOWSALPHA

Urban Assault (UA_source)

Urban Assault

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows

View official project

About the project

Urban Assault es un videojuego de disparos en primera persona y estrategia en tiempo real en 3D, desarrollado por la compañía alemana TerraTools y publicado por Microsoft en 1998.

Official project information

Author's original READMEOpen on GitHub ↗

UA_source

icon image

Opensource reimplementation of UrbanAssault engine. You needed copy of original game files for play.

License GPLv2

<a href="https://scan.coverity.com/projects/marisa-chan-ua_source"> <img alt="Coverity Scan Build Status" src="https://scan.coverity.com/projects/8507/badge.svg"/> </a>

Dependings: SDL2, SDL2_ttf, OpenGL, OpenAL, vorbisfile(ogg), ffmpeg

Building:

  • linux native: make nix
  • windows msys compile: make msys

Wiki page with instructions

Fonts directory contains:

  • Liberation Mono, Liberation Sans, Liberation Serif. Version 2.00.1
  • Xolonium
  • Press Start 2P
  • Textar

Licenses of used fonts:

  • The Liberation(tm) version 2.00.0 onward are Licensed under the SIL Open Font License, Version 1.1.
  • Xolonium by Severin Meyer. License: SIL Open Font License (OFL)
  • Press Start 2P by Cody 'CodeMan38' Boisclair. License: SIL Open Font License (OFL)
  • Textar (https://github.com/yamacraft/textar-font) License: IPA-1

Additional keys (nucleus.ini):

  • gfx.blending 0(default)/1/2 - blending mode for transparent things. 0 - default multiply, 1 - additive, 2 - sharp edged

  • gfx.solidfont on/off(default) - enable(on) pointy font rasterizing without of pixel blending

  • gfx.vsync 0/1(default)/2 - vertical sync type. 0 - disable, 1 - default sync, 2 - adaptive(if you've already missed the vertical retrace for a given frame, it swaps buffers immediately)

  • gfx.maxfps 60(default) - maximal fps. Strongly recommended do not up it more than 60 - currently it will break helicopters rotations and AI

  • gfx.newsky on/off(default) - enable new fade effect of far grounds

  • gfx.skydistance 3000(default) - start distance of sky fade effect (do not rise it too strong, because of limits of sky sphere)

  • gfx.skylength 500(default) - length of sky fade effect

  • gfx.color_effects 0(default)/1/2 - emulate color effects like in original game in software rendering. 0 - disable, 1 - affects all, 2 - do not affect GUI

  • gfx.color_eff_pwr[1] 0-100(default) - power of red color effect

  • gfx.color_eff_pwr[2] 0-100(default) - power of blue color effect

  • gfx.color_eff_pwr[3] 0-100(default) - power of green color effect

  • gfx.color_eff_pwr[4] 0-100(default) - power of inverse color effect

  • gfx.color_eff_pwr[5] 0-100(default) - power of invdark color effect

  • gfx.color_eff_pwr[6] 0-100(default) - power of sw color effect

  • gfx.color_eff_pwr[7] 0-100(default) - power of invtuerk color effect

  • particles.limit 5000(default) - limit amount of particles

  • menu.windowed on/off(default) - always open game menu in windowed mode

  • gfx.vbo on(default)/off - disable modern VBO(upload vertex data into video card)

  • world.ini : begin_misc : fix_weapon_radius - on/off(default) - enable(on) fix of original bug that prevent working of different weapon radius

  • world.ini : begin_misc : hidden_fractions - mask for hidden fractions for whole world

  • levelfile : begin_level : hidden_fractions - mask for hidden fractions for this level

  • vehicle : hidden (yes/no) - hide this unit type

  • vehicle : unhide_radar (0 disable) - unhide number of sectors

Read official guide
CALIFICACIÓN
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PROJECT FILE

Project type
NATIVE PORT
Genre
Shooter / Action
Status
alpha
Original platform
—
Technology
Native C/C++ port (engine reimplementation)
Version
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Updated
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Target platforms 1

Windows
View on GitHub
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