Tried a bunch of stuff with our CSG library, SabreCSG
Began full code-eval of SabreCSG
Rewrote all of the map-generation code.
Added Circular rooms
Cut down the number of CSG Operations by 10!
Cut down the number of Verticies in levels by 4!
Cut out tons of stuff which SabreCSG already does better.
Adding Curved rooms, and fixing map errors.
Spectator and Low-FPS Tune-up (9/13)
Fixed a bug which caused shields to never stop recharging.
Healthbar will now update to the server info on damage as a failsafe
against bugs like that.
Fixed a bug with teammate status sticking after teams had reset.
Healthbar will now update to show spectator's health info.
Added Damage direction indicators to spectator mode
Added Damage-text pop-ups to spectator mode.
Added Teammate outlines to spectator mode
Added Hitmarker graphics and sound to spectator mode
The game is now 100% consistent for low frame-rate setups:
Fixed Player Movement Audio
Fixed Ball Rotation Speed
Fixed Player deceleration
Fixed Healthbar Effect movement speed.
Fixed Fast-text movement speed.
Fixed Lighting effect rates.
Fixed Loot-grab movement speed.
Fixed Camera movement and easing.
Added Frame-rate limiter to help with testing.
Rewrote a lot of local player-control code.
Rewrote all of the respawn code and moved most of it to the server.
Players will never spawn outside of the map ever again.
Added a lot of debug tools to test spawn Locations
Checked for 100% accuracy and distribution in all spawn points.
Rooms which are too small to support requested padding are no longer
selected for spawn-points
Game-over will now cancel respawn in progress.
Stability Update (8/30)
Added a new Gui management system and moved the current to the new system
Simplified the Team-picker and Escape menu code.
Added a "controls" section which is a primer for new players
Redid the Entry Screen again.
Moved the team selector to the center of the screen.
Fixed all bugs with the mouse/team-picker getting locked up between gui states.
Fixed an issue with scoreboard showing disconnected players.
Added a new method for finding spectator targets.
Spectator mode is engaged while picking a team.
Player Stats reset correctly at the end of the game.
Fixed a ton of stability issues and crashes.
The next update will be a while. I'm moving houses and it'll be a while until I get my internet back.Once I'm back at it I'll have a lot more development time get this all cleaned up. I'll also be addingthe master server, server browser, game-modes, and other features we'll need for the mid-September launch!
Teams and Game-mode Cleanup (8/21)
Removed Elimination Temporarily
Added Team-death match as default game-mode
Added Teams
Added Team-picker
Added Change-teams button to the menu
Added Friendly fire with green feed-back and half-damage
Added Green outline effect to teammate
When a teammate shoots an enemy, their outline will show up
Added New Scoreboard with support for highly adjustable teams
Teams names, score, and total stats are shown on leaderboard
Scoreboard can show different stats based on game-mode, but not yet
Scoreboard is fully dynamic and should be able to support hundreds of players
Added Some icons to the score-board
Fixed Reticles
Adjusted all player lighting, this time it's looking great!
Picking up a lot of stuff shouldn't make you too bright anymore
Adjusted player and loot outlines
Removed a lot of unnecessary vertices
Optimized the outline effect to use less player pieces when at long distance
Reduced Enemy Outline Duration on hit.
Added toggle for Bullet holes in the escape menu
Moved game-modes to moddable json format
Removed a bunch of cVars
Moved Ammo Control To Gamemode
Moved round time to gamemode
Added adjustable win-conditions.
Game-modes will automatically customize based on the number of teams
FFA Virus has a custom team-set, seen on the leaderboard.
Added support for reaching kill/point limit before game is over.
Exceptions are now handled correctly, and you will be kicked from the server.
Game-modes were redesigned to be fully moddable.
Cleaned up a ridiculous amount of stuff.
Spectator Polish and Bug Fixes (8/16)
Loot no longer glows in the distance when picked up by an enemy.
Added Header GUI to make it clear when you aren't respawning
Smoothed out spectator-mode, but it won't be 1:1 for a while for performance reasons.
The crosshair is now correctly implemented in spectator mode.
Clicking the mouse buttons changes target in spectator mode.
Fixed a bug where killing yourself prevented spectating.
Fixed a bug where trading with another player could prevent spectating.
Polished Camera Transitions
You no longer spectate other players momentarily before respawning in skirmish.
The escape menu will show up above all other elements now.
Fixed some bugs with state transitions and missing GUI.
In-Game Timers are way more accurate and account for lag-spikes
Fixed a bug which caused enemies to have glocks instead of their actual weapons.
Game-mode Polish and Spectating (8/15)
Added a basic spectator mode
Added an end-game Victory/Defeat Screen.
Last Man Standing is now Last Bot Standing
Added Player Counter during Last Bot Standing
At the end of the game, players who lost will blow up, and those who won will stay alive.
After the game is over, the camera will slowly fade-out while spectating the winner.
Added Camera Snapping back
Player's Names will not show up during spectate.
Added text to help with game-state transition.
Added Spectator GUI and text.
Joining into a game in progress will treat you as if you have died.
Fixed a bug where loot could longer spawn before map is ready.
Enemies are correctly removed and added between games.
Enemies will not spawn on your screen until they have spawned locally. (hover bug)
Added my own UI Animation system and moved incoming-damage indicators to that system
Added some sleak new fonts
Adjusted the pistol-ammo box model
Added 2 new models for shotgun ammo pickups
Optimized Loot outlines
Removed a lot of old junk, like the original map (Rest in Peace).
Damage Direction Indicators (8/13)
Added damage direction indicators when you're shot
Started Ease-per-Time for Low FPS machines
Fixed a bug with weapon accuracy.
Bullet-hole things only show up on walls
Double Barrel + Accuracy Tune-up (8/12)
Added double-barrel shotgun (I took some artistic liberty on it.)
Added bare-minimum shotgun ammo drops.
Adjusted hitcone parameters to make sure spread is as clean as possible
Improved M32 Range, Aiming, and Damge.
Some other little things.
Accuracy and Last Man Standing (8/9)
The crosshair now expands to show the average aim-cone of your weapons
Weapons now have individual accuracy statistics
Each shot decreases a weapon's accuracy.
Implemented a basic last-man-standing Game mode
Added Respawn prevention and perma-death text.
Rewrote Respawn system
Respawn timer counts down.
There should be way less bugs with players getting stuck in between their multiple states.
When everyone leaves, LMS will default back to skirmish.
When 4 players join, the server will default to LMS.
Improved crosshair graphics
Added weapon aim cones which allow for more weapon variation.
Bullets will hit further from center based on weapon accuracy-value.
Weapons have customized stats which determine how the other weapon will be affected by each shot.
Projectile weapons will remain 100% accurate.
Loot drops spawn over time during the skirmish game-mode
Loot drops will not spawn if there are too many pickups on the map.
Added a cVar for loot-drop rate during the game.
Added a cVar for loot-drop rate when the game starts.
Starting a new game creates a new set of random loot, even if using the same map twice in a row.
Chat will now fill the screen when enter is pressed.
Bullet-hole markers have been reduced.
Weapons Tune-up and Reticle Begin (8/8)
Added a basic crosshair, which I'm trying a few things with.
Added Bullet-hole things so you can see your accuracy.
Added Bad-shot indicators to show where your bullets will land if not on the crosshair.
Rewrote all of the shooting interactions between server and client.
Combined a lot of excess weapons code into smaller modules.
Fixed a bug where enemies gun shots weren't coming through.
Laser pointers are back and upgraded. They should be accuracte and way less annoying.
Laser sights, gun_shots and particle effect locations on weapons are pixel-perfect.
Added Editor tools for making future weapons easier to develop.
Shooting, reloads, weapon-switching, and laser-sights should all be in sync.
Adjusted projectile-weapon aim mechanics.
Fixed a bug which caused players to stay shooting/aiming after death.
Enemies are no long floating just above the ground.
Destroyed the old laser-controller and implemented it into the new system.
Laser pointers will only be visible while the gun is ready to shoot.
Guns which load 1 bullet at a time will still show laser-sight while reloading (m32)
Player weapons and ammo now reset correctly when the game resets.
Spawning into a new game should be smoother and have less bugs.
Player Respawn timer is now correctly balanced on low FPS machines.
Cleaned up Game-mode/respawn texts.
The M32 shoots as soon as it's loaded it's first bullet if the mouse was never released.
Admin Panel is back online
The HUD Ammo indicators now display 0 in red.
Room density is now configurable.
Round times, game-mode timers, and basic map settings can be configured through the admin panel
Began adding Game-modes which are triggred through CVars and the admin panel