GoldenEye: Source Forums

  • December 21, 2024, 12:10:03 pm
  • Welcome, Guest
Advanced search  

News:

Pages: [1]   Go Down

Author Topic: KM Blog - Phased Updates  (Read 17951 times)

0 Members and 1 Guest are viewing this topic.

killermonkey

  • GES Programmer
  • Retired Lead Developer
  • GE:S Fanatic
  • *
  • Posts: 5,473
  • Reputation Power: 346
  • killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!
  • Offline Offline
    • DroidMonkey Apps
KM Blog - Phased Updates
« on: June 19, 2011, 12:06:47 am »

Ok friends, its been a while since I posted here. I just want to get you guys up to speed with the current developments on the programming front for v4.2.

Basically, to kick this off, we have multiplayer bots FULLY implemented as of right now using HL2 AI coupled with Python. This means we can code bot behaviors for each gameplay within python, not to mention everything else that you can do with the AI like setup schedules, tasks, etc. If you are interested, you can read more here: http://developer.valvesoftware.com/wiki/AI_Programming

Secondly, we are starting to look at our old code, the stuff that was written for Beta 3. Frankly, its bad news. Most of it is kinda hacky, not very robust, and worst of all is getting in my way to making a more dynamic environment for future updates. We are presently working on a phased development strategy that will allow us to bring in new features whilst ensuring existing ones don't break.

Phase 1 - Player Spawns
  • Fix player spawning into firefights
  • Implement toggleable spawns for more dynamic levels
  • Create a gameplay entity that fires outputs on various gameplay events

Phase 2 - Weapon/Ammo/Armor Spawners
  • Rewrite code from scratch
  • Implement toggeable spawns
  • Write "ammo checker" debug cmd to see if there are mismatched ammo/weapon spawns

Phase 3 - Teamplay Enhancements
  • Update or Rewrite CTK (again)
  • Add Teammate icons overhead (toggleable)
  • Enhanced teamplay spawn protection (mitigate camping in team spawns)
  • Teammate "damage" notice (let me know when I am attacking my own teammate)

Phase 4 - Radar Enhancements
  • Rewrite client side radar code
  • Implement radar simplification enhancements

Phase 5 - General HUD/VGUI updates
  • Prototype: Your death notices always remain visible for X secs, they will scroll to top and "stick" there until expired
Logged

Rick Astley

  • 007
  • ****
  • Posts: 1,044
  • Reputation Power: 174
  • Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!Rick Astley is awe-inspiring!
  • Offline Offline
Re: KM Blog - Phased Updates
« Reply #1 on: June 19, 2011, 01:56:01 am »

This is awesome news

Logged

namajnaG

  • Grindcore FM worshipper
  • 007
  • ****
  • Posts: 1,144
  • Reputation Power: 333
  • namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!
  • Offline Offline
Re: KM Blog - Phased Updates
« Reply #2 on: June 19, 2011, 02:29:24 am »

People have been complaining about spawns for a long time, The first phase is great news, I'm glad it wasn't forgotten.

For toggleable spawns for ammo/weapons/armors, Will there only be an "On" and "Off" option or will there be options about putting a longer/shorter respawn time? (I guess not but just wondering.)

Quote
Teammate "damage" notice (let me know when I am attacking my own teammate)
This is very, Very smart, As I often run on new players that wastes their ammo on me for 10-15 seconds until I tell them "Same team."
This should be toggleable though.

Quote
Implement radar simplification enhancements
I'm not sure what that one is, If you don't mind clarifying this to me, Please.

All in all, Pretty good news, Man.

killermonkey

  • GES Programmer
  • Retired Lead Developer
  • GE:S Fanatic
  • *
  • Posts: 5,473
  • Reputation Power: 346
  • killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!
  • Offline Offline
    • DroidMonkey Apps
Re: KM Blog - Phased Updates
« Reply #3 on: June 19, 2011, 02:44:11 am »

By toggleable, I mean via map entity logic. This has nothing to do with the respawn timing..

The radar enhancements are still being refined behind closed doors so I will leave it vague for now.
Logged

Kratos

  • 007
  • ****
  • Posts: 1,157
  • Reputation Power: 125
  • Kratos is awe-inspiring!Kratos is awe-inspiring!Kratos is awe-inspiring!Kratos is awe-inspiring!Kratos is awe-inspiring!Kratos is awe-inspiring!Kratos is awe-inspiring!Kratos is awe-inspiring!Kratos is awe-inspiring!Kratos is awe-inspiring!Kratos is awe-inspiring!Kratos is awe-inspiring!
  • Offline Offline
Re: KM Blog - Phased Updates
« Reply #4 on: June 19, 2011, 06:00:06 am »

Thanks for the bots man!

I love you all!  :-*
Logged
Pages: [1]   Go Up