Tuesday, May 31, 2011

Step 1 to Optimizing the PSP

So After today, I spoke with a Daedalusx64 Developer about How I could Optimize my engine, and boy did I learn alot. He Pointed me in the direction of VFPU, and I got it setup with Revamps engine. I replaced some of the functions and Got a slight boost in framerate(Not really noticeable, but its a bit).

I am now going to start learning some ASM so I can use VFPU to the max. VFPU, if Done correctly, will massively increase Revamps framerate. That is my priority right now is to Get VFPU integrated.

Other than that, I have successfully finished Custom games in the new menu, and it all works. Saving/loading/naming, etc. Its all done.

I also fixed all the code trouble that I came upon, so Things are going really well.

Monday, May 30, 2011

Ugh, Code trouble

Well I finished the Custom options for Slayer last night. Now I have some odd menu issues after adding Leader Traits. What a pain.
I also started working on Snowballs and some Menu tunes, but thats the only good stuff.

I am having some major code issues. All of the Sudden, nothing seems to work. The bots don't do what they are supposed to anymore, Red Reticules broke, and my whole team system has crashed... What a mess...

I am working on recovering all the broken code and fixing it up. I would rather be focusing on bigger things like coding other options menu, and texturing maps, but no, I have to work on this insane code outbreak...

To top it all off, my cold refuses to leave, so this memorial Monday is not being spent too well.

I went fishing yesterday and had a wonderful time, but I didn't catch anything but 3 inch small fries. Well, thats all I gotta say today.

Friday, May 27, 2011

DarkSlayer

What is Darkslayer? It is a New, original game variant for Revamped.
Info: 1 player is a Dark player, and the rest are light. The light players have limited Vision(Covered by black fog) and The Dark players can see a bit more. The Dark player is alot stronger than the rest of the players, and takes teamwork to take down. However, the Light players have limited amounts of lives.

If all the Light players die, then The Dark player wins; The light player who gets the last bullet on the Dark player is the one who wins.

So it is teamplay, except you are against eachother. It is supposed to be a creepy enviroment where Sound is a sense to use, and you never know what might be behind you, lurking....

Revamped: Misc

Just thought I'd post an update on things. I've caught a brutal cold somehow, and It is driving me mad. I can't focus on too much for too long before I have to Go walk around to clear my head.

Anyways, I worked a little bit on Revamped today. I added in Teleporters into Bloodvally and more deathmatch spawn points.

Survivor man is a very interesting show, so I am watching that and working on Revamped simultaneously.

Wednesday, May 25, 2011

Zoom and No competition

Last night I got Zoom for all zoomable weapons done. I am pretty proud of my zoom code because it changes the sensitivity, but before it does, it saves the users sensitivity and returns it when you exit the scope, allowing the player to change their sensitivity with no Problems with zooming.
Sniper scope in action
Photobucket

Then here is the Pistol scope in action
Photobucket

Anyways, we are not entering the big genesis competition, with the big factor being I don't want to released a product that I'm not proud of, nor a product that won't have players keep playing, and the genesis competition isn't going to break me of those values.

But we will wait and see when a possible release date may be.

Tuesday, May 24, 2011

Working on the PSP

The PSP is a bit of a pain to work with, beings that there is some massive memory limitations, and Debugging for the engine isn't the easiest thing. When Testing engine changes, you must get out your usb, compile, put the fresh eboot on your psp, and Run it up. This can be painful sometimes if you are debugging something difficult.

PC version is much easier as you can just plop the .exe in the folder and test.

I came across a problem with the PSP build today and it puzzled me why it froze during a map load.
It happened to be because of a certain model, but figuring that out wasn't simple.

But, good thing its fixed and PSP is getting the brand new fresh menu ported to it as we speak

Monday, May 23, 2011

Revamped PC online

Yesterday A few trusted people from the forums and Myself did some Realtime network testing on Revamped PC. I found it a major benchmark test and was/am Very proud of our progress so far.

The online Was smooth for the most part. It was also very fun, regardless of the bugs that Popped up. It was also a good time to search for bugs, and boy did we.

We played games like Infection, CTF, Headhunter, Slayer, Team Slayer, Modified Infection, and all kinds of gametypes. I now know what I need to get done on Revamped to increase the fun in the gameplay.

Everyone seemed to enjoy the game very much as I did. We got on another chatroom that allowed for mic talking, and we played.

After we were finished, XenoGalaxy asked if I would release the mapping files for Revamped, which I gladly did. They can be found on the Revamped forums in the Revamped 2 section for anyone that wants to create a map.

Reaper and Alex created some gameplay clips that will be featured on the Moddb page as soon as they are done, so be expecting those soon.

Anyways, Online is going great, the game is going superb, and I hope you all anticipate a release!

Sunday, May 22, 2011

Back

I have been gone for the past week Due to no internet connection. That doesn't mean I have done nothing... I have actually done Quite a bit! I have completed more Than if I did have Internet.

Here is my Quite big, Documented changelog.

-Moved Team frags update into a find function [FPS boost]
-Coded CTF bots
-Coded infection bots (Zombies + Humans)
-Fixed ground weapon picking up ammo when you have the gun
-Increased DP effects
-Added last man standing And effects in Infection
-Added Flag carrier effects in CTF
-Fixed player bouncing on death, and gravity on spawn
-Made jumping more Fluent like Halo space
-Waypointed maps (BIG bot improvemet)
-Major code Structure cleanup + Comments added(For moddability)
-Fixed alot of Warnings
-Made Dropped flags have a bigger bounding box(Easier pickup, and makes Bot returning more efficient)
-Ammo is refilled for last man on infection
-Polished up frag grenades a bit
-Implemented a MUCH better Team sorting system
-Team sorting system supports setting a number of Zombies When creating a custom game
-Fixed up using impulses during reload and melee
-Weapons are Thrown at death(1 or 2 depending on the players gun) [COMPLETELY WIP, I'm having troubles with its compatibility]
-Coded in Brand new Menu system(PC, Partially PSP)
-Added much more Killing medal names(15)
-Cleaned up Reload code a bit and added a few universal Floats to reduce future kludge

That is Quite alot of Big things done. I am much more proud of Revamps code, and And ALOT closer to releasing the game in a playable state

Tuesday, May 17, 2011

CTF Bots

Bots add alot to a game, and making them work is a pain. In the previous revisions of Revamped 2, I had thought that I had created a nice bot code setup for Capture the flag. Boy was I wrong.... Somehow the bots got messed up and didn't like static waypoints at all. I never knew how important Waypoints were until I noticed my bots always running in circles or running into walls constantly.

I was very happy when they would run to The opposing base in Bloodvally and get the flag, however there was a slight problem. Their Dynamic, self waypointing system didn't allow them to Return back to their own base, Thus they would Go into a corner and sit there.

Well Not only is the new CTF better, but the bots are near fully functional as well.
New CTF features:
-Flag returning(Sitting at your flag for 10 seconds to return it to your base)
-Bots Get/return the flag, using static waypoints
-Bots get Dropped flags from their teams flag carrier
-Bots Attempt to kill the opposing teams flag carrier, more-so than a regular player

To-Do
-Improve Bots killing opposing player slightly
-Add Bot team flag returning(Getting to the flag to return it to your base)
-Maybe(if enough clients are in-game) a Flag defender?

Anyways, I will start posting more on my blog here about random things on Revamped I want to talk about.

-Mexicouger