The Castle Changelog

New in version 1.0.1

August 19th, 2013
  • This version tries harder to run in full screen mode now: in case it can't switch the screen resolution, It will use the current resolution.
  • The code was upgraded to use Castle Game Engine 4.1.1, making it possible to use levels that refer to network resources.

New in version 1.0.0 (January 28th, 2013)

  • The code has been upgraded to use the latest Castle Game Engine version 4.0.0, which brings many improvements and optimizations.
  • Creatures are now a little smarter and more configurable.
  • Collisions are handled in a uniform fashion, which fixes some problems with creature vs. creature collisions (for example, a creature can now step over the corpse of another creature).
  • Collisions with the ground when the creature was pushed by a force are now fixed.
  • The game data and source code are much simpler and easier to extend.
  • Levels and creatures load much faster and require less memory.

New in version 0.9.4 (January 2nd, 2012)

  • Updated to use "Castle Game Engine" 3.0.0.
  • Faster loading of 3D resources (levels, creatures, and such).
  • The ability to design custom levels using X3D, with shader effects and other features from the latest engine version.

New in version 0.8.3 (January 4th, 2009)

  • The VRML engine was updated to the newest version.
  • This provides fixes for Mesa3d (especially on Intel GPUs) and frustum culling optimizations.

New in version 0.8.2 (September 13th, 2008)

  • Support for the OpenAL-Soft implementation was fixed.
  • OpenAL-Soft is detected now, new enumeration of available sound devices works, and everything else works as with older OpenAL implementations.