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View Full Version : Forsaken - Alpha 4 Hit


Obike
09-26-2005, 01:47 PM
Welp, we're VERY VERY VERY close to closed beta testing for Forsaken... just a few gameplay mechanics we need to work out and adding in some more visual polish. The migration from Alpha 3 to Alpha 4 has been the longest and largest jump in alphas that we've had as a team... I compiled a list of changes as far as just the code goes to give you an idea of what all has been done. Here ya are:

*Add* 1201FP is the first on the road to fully functional recoil
*Add* All weapons have a limited amount of accuracy limitation done to them.
*Add* 1201FP is fully functional as far as accuracy goes (dependent upon movement).
*Fix* Fall damage crash
*Fix* View offsets
*Fix* Jump height
*Fix* Crouch speed
*Add* Muzzleflash capabilities for all weapons, just a matter of jumping through hoops
*Add* Weapon packages, just need to finish testing and finalize the look/feel w/ Shrill
*Add* Proper player/physics interaction
*Add* Got LINUX FUCKIN DEDICATED FUCKIN SERVER WORKIN!!! WOOO!!!! We now have a dedicated server for testing
*Add* Penetrating bullets
*Fix* Dedicated server 'say' crash.
*Fix* Sprint anim no longer played if you are out of sprint or can no longer sprint.
*Fix* Sprinting animstate reset on respawn.
*Fix* Molotov timer removed.
*Added* New logic functionality, now destroy objectives can be a part of the logic.
*Added* New objective information, objective_name. This allows you to have a name like 'North Arms Store' when having messages sent to the client.
*Fix* Sprint and kick view model animations now work, and kick ass
*Fix* Governors now have a slower top speed.
*Fix* Sprint speed has been lowered.
*Fix* SA80 firing cone now grows the more bullets fired.
*Fix* Dual weapons now play alternating fire animations.
*Added* Leader auras, just need the abilities now.
*Added* Dead person tag in scoreboard.
*Added* Team talk colors.
*Fixed* Spawn code, now if you can't spawn it puts you in spec mode.
*Fixed* No scope while jumping/kicking/sprinting (I think you should be able to scope while running).
*Fixed* No sprinting backwards.
*Fixed* No sprint vweap anim while standing still/crouching.
*Fixed* No kicking while moving. Player must stand still BEFORE pressing kick.
*Fixed* Jump sprint exploit.
*Fixed* World reload anims.
*Fixed* Objective capture linux crash.
*Fixed* The infamous "two leaders" crash! HUZZAH!
*Added* Capability for world-reload animations, Sean just needs to have the animations now.
*Added* Broadcast messages for objective status and information, currently stubs until HUD 2.0 is completed.
*Fixed* A more stable fix to the "two leader" crash.
*Fixed* All weapons now send the reload animation bit... previously this was just the 1201FP (why I didn't do this for the others is beyond me).
*Added* Melee capability added to all guns that need it.
*Added* Sprint limiter (need at least 15% of your max sprint to sprint).
*Fixed* Grenade priming is now finished before the grenade is thrown.
*Fixed* Throw grenade animation is now played consistently.
*Fixed* Dead players are only displayed on the scoreboard if you are on the same team.
*Fixed* No reloading while sprinting and vice versa.
*Fixed* SA80 cone now shrinks.
*Removed* The grenade not penetrating through water isn't a bug... but more something that should be discussed on the team. Basically if you are outside the water and a grenade goes off inside it the forces won't be enough to do damage to you (although it would kinda knock you off balance). If you are in the water it would kill you though if within a certain radius (that radius is shortened though). This is due to the high pressures of water.
*Added* A "to scope" view model animation.
*Added* A "from scope" view model animation.
*Added* A put away/holster animation.
*Added* Spectators can see all people alive/dead in the scoreboard.
*Changed* Increased minimum duck hull. You can no longer go into places that you could before (and shouldn't have been going). Due to this change some maps will have to be reworked because you simply can't go through legitimate paths (i.e. pipes in purity). Just an FYI the standing hull size is 61.39418819353566498754100711687 and the ducking hull size is 43.03169264231119956055010925004.
*Removed* The ability to lean has been removed from the client until further notice.
*Added* Player ID's for friends after 1 second, spectators can ID anyone instantaneously.
*Added* World shell ejection and muzzle flashes.
*Added* Objective assistance code is complete.
*Added* The revolver is now implemented.
*Changed* Overall speed is now decreased 25% as requested.
*Added* Weapon loadout screen for all factions. A special note about the weapon loadout... you are only allowed to select one weapon of each type (standard weapon, leader weapon, and shared weapon).
*Changed* The custom 'ButtonImage' VGUI control now has support for a selected and un-selected border. By default this is a RGBA value of 0, 0, 0, 255. You can change this by defining 'ButtonImage.NonSelectedFocus' and 'Button.SelectedFocus'.
*Changed* The weapon loadout panel now supports the selecting of a standard weapon, leader weapon, and shared weapons. To have one selected the Command needs to be "standard_weap <id>", "leader_weap <id>", and "shared_weap <id>" respectively. The <id> is the integer to the control name, so if you wanted to select standard_weap3 the command would be "standard_weap 3".
*Changed* Decreased the damage of the 1201FP.
*Added* A installer and uninstaller that we will now be using... I was banging my head against some Forsaken stuff and so I turned my attention to something else to temporarily take my mind off of the main codebase. Alpha 4 will now be using this installer and uninstaller
*Added* New method of calculating accuracy is on all weapons now (not just the SA-80).
*Added* RPG is now in-game and fully functional.
*Fixed* Fixed bug with weapon loadout that wouldn't let you hit "ok".
*Fixed* Revolver now uses the right bullets.
*Added* Weapon loadouts for all teams, w00t!
*Moved* Muzzle flashes to polishing phase.
*Moved* Screen overlays to polishing phase.
*Removed* Team info entity, no longer necessary.
*Added* Weapon accuracies are now complete for all weapons, with the new method of calculation. Needs to be thoroughly tested again.

And as a teaser, a small little animated gif of the RPG in action.

http://www.auburn.edu/~everebd/rocket!.gif

P.S. You are the first to see screenshots of the new map.

Grider
09-26-2005, 02:15 PM
Slowest Screenshot to load Evar. :)

Nice work though.

Obike
09-27-2005, 11:51 AM
Thanks grider :) I'll start posting more screenshots as we make progress.

insert_car
09-27-2005, 11:52 AM
*Fixed* No kicking while moving. Player must stand still BEFORE pressing kick.
WHAT?? no drop kicks!! come on man! :D

Obike
09-27-2005, 12:24 PM
WHAT?? no drop kicks!! come on man! :D

The way the kick works, drop kicking won't be done with that... remember this is beta. If people request it we'll allow two different kinds of kicks, the stand-still kick and the drop-kick. For now it's just the stand-still kick... one of those takes off 75% of your health, and it's used (for now) to break down doors, etc (so you don't waste ammo... which is very precious).

Zx RaTeD
09-27-2005, 02:51 PM
Lookin schweet Ben!