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Posted

I figure I should post something here so you guys don't wonder too much,

 

Here's where it stands:

 

Me: I am totally booked. I've decided to get my degree in three years instead of four, and also to graduate with honors. I've got a part time job, and I added an extra course to my schedule because I like pain.

 

But, I somehow manage to do work on the zone.

 

Map is progressing. I've decided to abandon the superbase idea that we created in conjunction with Omega Fire so long ago. I've also been redoing the tileset to make it easier for me to map. My aim is to make bases that allow better game play as far as flagging is concerned.

 

The codebase is coming along marvelously. The old new one had a fatal flaw that I had hoped wouldn't surface, but of course, it did. That basicly stopped all progress I was making. Sai^H^H^HMichaelG offered to help me code on the condition that we start from scratch. These two events means we started the code over again, but some fairly extreme progress is being made on a very nice piece of work (won't have to throw it away). I'm really excited about how flexable it is. You guys will be happy, I'm sure.

 

No progress has been made on LVZ related stuff yet. I do hope to eventually use the shipsets that I demo'ed so long ago. Other than that, I figure that we'll just use the graphics we already have, as they aren't bad.

 

The new modules *will* have periodic flag rewards. It will also have a different soccer reward system that scales better with large populations. I may change the kill formula, as items will work slightly differently, but I might not.

 

I hope to really get going on this stuff after this finals week.

 

I've probably left out some bits. If you have a question (BESIDES E.T.A), just ask.

 

Ok, I'm off to bed so I can wake up bright and early for my first final exam.

Posted

Sounds like good progress. Coding around fatal flaws is always a bad idea :)

 

I was wondering how you were going to do the periodic flag reward stuff. Will it be based on the existing periodic module, or something else? I'm curious mostly because, as you might have heard, I'm completely rewriting the flags code, and the interface will be somewhat different. It's relatively easy to port stuff (at least the stuff I've ported), but will take some effort. You can see a preview of the interface at http://sscx.net/!@#$%^&*s/flagcore.h . The good news is that this will allow all sorts of new flag games (like real ctf), and also fix a bunch of bugs in the old flag stuff.

Posted

My plan was to use the existing periodic reward interface, yah. Giving money on some kind of event is one of the easiest things to do, so porting should be easy.

 

That flagcore interface looks like a nice piece of work.

 

No, I have no plans to implement a KotH game in the main arena, but I will probably add KotH support to the reward module in case picano wants to do it.

Posted

We could probably fit KoTH into starfox somewhere, if it was found to be worthwhile. It would basically reward points to the team who kills the other team's captain first.

 

Either way, if your basecode is as flexable as you say, I'm impressed that you've done so much considering your other commitments. Keep up the good work.

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