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killermonkey

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GoldenEye: Source Release Roadmap
« on: August 21, 2013, 10:48:31 AM »

Hello everyone! I want to let everyone know what my plans are for GE:S. We are receiving a lot of traffic from various sources and want everyone to know we are NOT dead and are continuing to refine our product. I intend to release 4.2.4 very soon, currently doing a major code overhaul on the round/match management (it is very bad).

Here is my roadmap (high level):

4.2.4 - Roadmap
  • Fix bugs in aim mode
  • Fix various UI bugs
  • Fix round ending and match ending
  • Fix spawning higher than you should
  • Capture Area radius

4.3 - Roadmap
  • Move to Source SDK 2013
  • Kickstart the open source effort
  • Rewrite bot code
  • Integrate stats recording directly into GE:S (mobile API??)
  • Implement the "downloadable files" feature for Python
  • Rewrite Python API to conform with PEP-8
  • Draw objective icons in 3D space

If you have skills, we need your help! Please apply in the "Join Us" section of the forum. We need 3D artists, 2D artists, and programmers (Python preferred).
« Last Edit: August 21, 2013, 10:50:11 AM by killermonkey »
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markpeterjameslegg

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Re: GoldenEye: Source Release Roadmap
« Reply #1 on: August 21, 2013, 12:23:14 PM »

Great news KM, cant wait. I will hopefully get my fiber optic soon so i'll upload a whole set of gameplay videos to my YouTube account when the new version is released.
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Rick Astley

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Re: GoldenEye: Source Release Roadmap
« Reply #2 on: August 22, 2013, 12:03:16 AM »

Awesome News Killermonkey :-)

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WNxUufje

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Re: GoldenEye: Source Release Roadmap
« Reply #3 on: August 22, 2013, 10:07:51 AM »

Nice to see we're getting some fixes soon. I hope you'll get more people into the team, so we can look forward to even more great things for 4.3.
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namajnaG

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Re: GoldenEye: Source Release Roadmap
« Reply #4 on: August 22, 2013, 12:42:18 PM »

Seems like you have a lot of work upcoming, Take your time!
And thanks a lot for the upcoming patch, That spawning bug was quite annoying!
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killermonkey

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Re: GoldenEye: Source Release Roadmap
« Reply #5 on: September 20, 2013, 11:55:12 AM »

Code: [Select]

[==========] Running 23 tests from 2 test cases.
[----------] Global test environment set-up.
[----------] 12 tests from TimerTest
[ RUN      ] TimerTest.InitialTimer
[       OK ] TimerTest.InitialTimer (0 ms)
[ RUN      ] TimerTest.StartTimer
[       OK ] TimerTest.StartTimer (0 ms)
[ RUN      ] TimerTest.PauseTimer
[       OK ] TimerTest.PauseTimer (0 ms)
[ RUN      ] TimerTest.ResumeTimer
[       OK ] TimerTest.ResumeTimer (0 ms)
[ RUN      ] TimerTest.StopTimer
[       OK ] TimerTest.StopTimer (0 ms)
[ RUN      ] TimerTest.BadStartTimer
[       OK ] TimerTest.BadStartTimer (0 ms)
[ RUN      ] TimerTest.DualStartTimer
[       OK ] TimerTest.DualStartTimer (0 ms)
[ RUN      ] TimerTest.ChangeTimerLengthSame
[       OK ] TimerTest.ChangeTimerLengthSame (0 ms)
[ RUN      ] TimerTest.ChangeTimerLengthLess
[       OK ] TimerTest.ChangeTimerLengthLess (0 ms)
[ RUN      ] TimerTest.ChangeTimerLengthMore
[       OK ] TimerTest.ChangeTimerLengthMore (0 ms)
[ RUN      ] TimerTest.ChangeTimerLengthPaused
[       OK ] TimerTest.ChangeTimerLengthPaused (0 ms)
[ RUN      ] TimerTest.ChangeTimerLengthDisabled
[       OK ] TimerTest.ChangeTimerLengthDisabled (0 ms)
[----------] 12 tests from TimerTest (1 ms total)

[----------] 11 tests from GameplayTest
[ RUN      ] GameplayTest.StartRound
[       OK ] GameplayTest.StartRound (42 ms)
[ RUN      ] GameplayTest.EndRound_ByCall
[       OK ] GameplayTest.EndRound_ByCall (44 ms)
[ RUN      ] GameplayTest.EndRound_ByTime
[       OK ] GameplayTest.EndRound_ByTime (45 ms)
[ RUN      ] GameplayTest.EndMatch_ByCall_OneRound
[       OK ] GameplayTest.EndMatch_ByCall_OneRound (40 ms)
[ RUN      ] GameplayTest.EndMatch_ByCall_MultiRound
[       OK ] GameplayTest.EndMatch_ByCall_MultiRound (80 ms)
[ RUN      ] GameplayTest.EndMatch_ByTime
[       OK ] GameplayTest.EndMatch_ByTime (77 ms)
[ RUN      ] GameplayTest.EndRound_Blocked_ByScenario
[       OK ] GameplayTest.EndRound_Blocked_ByScenario (40 ms)
[ RUN      ] GameplayTest.EndRound_Blocked_ByTimer
[       OK ] GameplayTest.EndRound_Blocked_ByTimer (43 ms)
[ RUN      ] GameplayTest.EndMatch_Blocked_ByScenario
[       OK ] GameplayTest.EndMatch_Blocked_ByScenario (76 ms)
[ RUN      ] GameplayTest.EndMatch_Blocked_ByTimer
[       OK ] GameplayTest.EndMatch_Blocked_ByTimer (116 ms)
[ RUN      ] GameplayTest.CheckRoundLock
[       OK ] GameplayTest.CheckRoundLock (4 ms)
[----------] 11 tests from GameplayTest (608 ms total)

[----------] Global test environment tear-down
[==========] 23 tests from 2 test cases ran. (610 ms total)
[  PASSED  ] 23 tests.
Completed running all tests

Oh yah baby! It's game time, the Round/Match recode is completed!

Oh and btw, I took this opportunity to integrate Google Test into the Source SDK :-)
Now all critical pieces of GES code are covered under test cases! (this means less bugs and faster releases)
« Last Edit: September 20, 2013, 02:01:03 PM by killermonkey »
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Rick Astley

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Re: GoldenEye: Source Release Roadmap
« Reply #6 on: September 20, 2013, 03:55:01 PM »

Fantastic News KM :)

how does Google Test into Source SDK help? just curious
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killermonkey

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Re: GoldenEye: Source Release Roadmap
« Reply #7 on: September 21, 2013, 01:12:34 AM »

Google Test is a C++ testing framework that allows you to run automated tests of your code and report the results.

Here is a sample test that generated the output for "GameplayTest.EndRound_ByCall" above:

Code: [Select]
TEST_F( GameplayTest, EndRound_ByCall ) {
// Start the round
AdvanceGameTime( 1.0f );
gameplay->OnThink();

// Force round end
AdvanceGameTime( 1.0f );
gameplay->EndRound();

// Make sure we are in a round intermission
EXPECT_FALSE( gameplay->IsInRound() );
EXPECT_TRUE( gameplay->IsInRoundIntermission() );
EXPECT_FALSE( gameplay->IsInFinalIntermission() );
}

This test sets up a match as if you just started the server then proceeds to start the first round and then end that round by calling the "EndRound" function. This simulates a call to "GEMPGameRules.EndRound()" from Python.

By doing this I can see if my code contains logic errors that would prevent rounds or matches from ending in various conditions. This allows me to test all my code at once and be sure that what I changed did not break the underlying functionality. THIS IS CRITICAL TO MOVING TO SDK 2013!

Another benefit is that when we go to open source, if I member recommends a code change, I can run it against our tests to make sure they don't break anything.
« Last Edit: September 21, 2013, 01:14:29 AM by killermonkey »
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Kratos

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Re: GoldenEye: Source Release Roadmap
« Reply #8 on: September 25, 2013, 06:18:08 PM »

All of my c++ coding assignments would never pass that test.
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El Dudereno

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Re: GoldenEye: Source Release Roadmap
« Reply #9 on: October 18, 2013, 06:07:22 AM »

Soooo not to be pushy or anything but how about a 4.2.4 update?  Thanks.
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killermonkey

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Re: GoldenEye: Source Release Roadmap
« Reply #10 on: October 18, 2013, 11:23:31 AM »

Yah I've been busy. Can't make any promises, but I'll see whats cookin this weekend
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Rick Astley

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Re: GoldenEye: Source Release Roadmap
« Reply #11 on: November 01, 2013, 02:29:57 PM »

any new news KM?
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killermonkey

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Re: GoldenEye: Source Release Roadmap
« Reply #12 on: November 01, 2013, 03:03:55 PM »

I promise to put something out this weekend. I have free time :-D!!!
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kraid

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Re: GoldenEye: Source Release Roadmap
« Reply #13 on: November 01, 2013, 06:35:50 PM »

I have free time :-D!!!
You're so lucky.

Right now we have the pre-x-mas high in our printing.
This means a lot of work, but also the chance to reach the 100% bonus nearly each day.
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killermonkey

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Re: GoldenEye: Source Release Roadmap
« Reply #14 on: November 04, 2013, 04:28:09 PM »

Be patient everyone, I am very busy atm and we are trying to make sure this update doesn't fall flat.
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