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"King Dave's worklog"
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Total Entries: 1 | draconus Entry: 1 03/28/2005 02:31 PM
| King Dave: +Added XWorld for levels +Wrote basic movement code +Added Particle Candy for all particle effects +Added dynamic light management code which hides lights that are far away to keep FPS rates high +Designed and created an external file structure for loading particle types for use with particle candy (.pce - Particle Candy Effect) +Created player editor for setting positions of guns, engines etc +Added engine boost and jump movement +Added engine on/off control +Worked on grenade code; added normal grenades, smoke grenades and wall hugger grenades for testing +Added menu screen +Added LAN/Internet server list screen - lists basic info about servers including name, map, game type, team mode, respawn mode, password needed & current ping time. +Added server filter screen (for hiding servers that don't match the criteria and setting how to sort them on screen) +Added options screen with graphic options and network options (all saved to cm.ini) +Added firewall warning message on first run +All pervious filter settings & host settings now saved to cm.ini +Added host startup screen - choose map, game type, team & respawn options +Added background effects and music to pre-game screens +Added direct connect screen - allows you to type and IP/host & port to connect to +Added button on main menu to reconnect to last server +Worked on basic UDP structure for network messages (includes support for reliable messages, connection handling, keep-alive code & statistics) +Upgraded from XWorld to GLET (newer version not available to the public, permission from author to adapt for this game) +Worked on public server list code (both in the game and web server side) to be able to see other servers on the internet +Added 3D sprite message system for join/left and chat messages +Added bot & nickname select screen (remembered in cm.ini) +Worked on client/server connection +Players now appear on all connected clients +Added movement networking code, testing it with a max of 10 packets per second +Worked on dedicated server code (uses the same code but runs in a different mode where no local player is needed, no textures or sounds are needed and the world is not rendered on screen) |
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