Recent Posts

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91
Editing A&A / Re: Peewee Mod Fork 1.3.1
« Last post by peewee_RotA on October 10, 2016, 10:38:12 AM »
Hi, welcome to the community!

I'm glad that you've enjoyed it. I'm working on another quest pack. Just resumed work on it over the weekend. It's going to take the player through a ghost town, a battle field, and ultimately end at a big castle on a cliff. I've gone through a lot of designs to get the castle just right, but oddly enough the movie Victor Frankenstein finally showed a castle layout that works great in these kinds of 2.5 D engines.
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It'd be great to take a look at the script files, but from what I remember of other people looking into it, the scripts only open the exit to the maze. There's nothing at the end of it.

I did go into the map file once to confirm that the maze doesn't have anything useful in it. But the script files weren't posted in the forums until earlier this year. So I don't think that anyone ever went back to confirm it.
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Editing A&A / Re: Peewee Mod Fork 1.3.1
« Last post by Emre on September 30, 2016, 01:24:38 AM »
Just wanted to say thanks for making this. I am loving the new quests so far.
94
Hints, Cheats, Tips & walkthroughs / Three switches at the end of Elmore's Retreat
« Last post by Emre on September 30, 2016, 01:19:45 AM »
I am curious about what the three switches at the end of Elmore's Retreat quest do.

Near the labyrinths, there are two different rooms with switches: The first one being 4-switch room that unlocks the treasure (if I remember correctly). And there is a second room with three switches. I hear some distant stone movement sound in a particular configuration but I was never able to find where that sound originates from.
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Editing A&A / Re: Server upgrades (pie in the sky talk)
« Last post by peewee_RotA on July 31, 2016, 06:51:13 AM »
Quick update, Quake Expo has ended and I've got one more project to finish before getting to this. Just didn't want to go without checking in.  :D
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Editing A&A / Server upgrades (pie in the sky talk)
« Last post by peewee_RotA on July 16, 2016, 07:32:47 AM »
After some thought about the minor patching to the networking I think that it's not the best approach. Especially since the persistent world is a very popular idea. So with that in mind, I think I'd like to start rewriting the server and networking. It would use the same basic protocols and packet format, but the server itself would start holding world information and player lists. More of a client/server architecture. I want to start simple first, and then build upon it.

For example, chat! Right now every client holds a list of all of the players who are in their current area. Areas are sectioned off by either a specific map or by town. Then clients are in charge of searching through their own list of players in their area and sending packets to everyone in that list. Instead I think that the server should hold these lists, and clients should request the data. Especially when it comes to chat. Another issue caused by this approach is that chat messages can be missed depending on area. If chat were persisted on the server and fetched by the client periodically, then a more complete chat history can be served.

I've been, and will be for the next two weeks, throwing my free time at the Quake Expo. But during August I'd like to ramp up development on this again.
(Note: I've used a lot of the neat FPS/RPG tricks that I learned in the A&A source base to start developing a hexen 2 mod)

Speaking of quake expo, there is this amazing booth that seems really obvious once you hear it. IRC chat support in game! Now I'm not proposing this for A&A but once the client/server chat features are in place it would be much easier to hook in something like this!
https://qexpo2016.com/quakespasm-with-irc-twitch-chat-support/



As a last aside, .NET core (a cross platform version of the Microsoft .NET framework) was released recently. So things like the server can be written in C# without causing platform dependence! I've probably said some lame things about not using C# in the past. Well, shame on me because I was totally wrong!
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Editing A&A / Re: Dev Stream
« Last post by peewee_RotA on June 17, 2016, 05:57:51 AM »
Sorry folks, worked quite a bit of overtime yesterday. No steam  :(
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Editing A&A / Re: Dev Stream
« Last post by peewee_RotA on June 10, 2016, 11:40:07 AM »
Got the stream off the ground again this week. Did some mapping work on tuesday and another multiplayer stream last night.
99
Editing A&A / Re: Dev Stream
« Last post by peewee_RotA on May 21, 2016, 05:30:08 AM »
I haven't updated in a while, but there's been some slight progress with the thursday night game. We identified a couple glitches in the past 2 games. Stealing from a player crashed the game, and damage to monsters in pwmod is inconsistent across clients, so monsters do not always appear dead.

I have a plan to fix the inconsistent damage because it seems to be from backstabbing/surprise attacks. If I send over an identifier for the attacking player, possibly the network player object number since I think that's consistent across all clients, it should fix that.

As for stealing, I think there's just a simple null reference issue that I'm hitting. It's probably trying to look at a creature logic struct and players don't have that.
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Editing A&A / Re: Level editing: Git or Dropbox?
« Last post by LysleShields on April 29, 2016, 10:06:02 AM »
I still think using a git repository is fine for all files (binaries included) -- IF they're not being created on each compile pass.
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