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Global Communications => Development Media => killermonkey's Blog => Topic started by: killermonkey on June 19, 2011, 12:06:47 am

Title: KM Blog - Phased Updates
Post by: killermonkey 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

Phase 2 - Weapon/Ammo/Armor Spawners

Phase 3 - Teamplay Enhancements

Phase 4 - Radar Enhancements

Phase 5 - General HUD/VGUI updates
Title: Re: KM Blog - Phased Updates
Post by: Rick Astley on June 19, 2011, 01:56:01 am
This is awesome news

Title: Re: KM Blog - Phased Updates
Post by: namajnaG 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.
Title: Re: KM Blog - Phased Updates
Post by: killermonkey 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.
Title: Re: KM Blog - Phased Updates
Post by: Kratos on June 19, 2011, 06:00:06 am
Thanks for the bots man!

I love you all!  :-*