Content Patch 9

FortressCraft stuff that's not chapter-specific

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Content Patch 9

Postby djarcas » Wed Feb 15, 2012 12:28 pm

I think I might stop with the silly version scheme and go with simple numbers.

This patch has only minimal plans, as my focus is heavily on the OnLive version - those of you who have seen the Zombie video will know what odd and unexpected features this can throw up!

Estimated ship date : 11th of May 2012

TODO list:

-emitters should not emit a monster immedaitely, but should have at least 1 update (else building whilst jetpacking does nothing!)
-(Z) ombie field!!
-Client should see damage
-(cant build in others rooms unless its set to everyone build in retail as well. i am unable to build in frineds only)
-http://gyazo.com/c968ad5774e69b5dbaafad7bdab7a419 (profile with no avatar)
-Check clear up of game from Restart
-Fix audio disposed crash

- DONE - finalised 31 player support
- DONE - Final Neoteric Help
- DONE - Added in scrolling into all credit-type screens
- DONE - Updated Help and What's New
- DONE - Replace lights with light models
- DONE- Allow autorebuilding of spleef arenas
- DONE - Track all necessary stats for use with achievements
- DONE - Add stats screen
- DONE - Monster emitters emit no longer emit with jetpack on
- DONE - force zombie update for first 60 frames (ensures good lighting)
- DONE - Underground level
- DONE - Ensure all Portal stuff is removed :-)
- DONE - Add NeoTeric axe. Allows editing of the spawn.
- DONE -Change it so gunfire doesn't do it's thing with the headlight on
- DONE - Fail gracefully BUT NOT SILENTLY if a node fails to load
- DONE - Clients can no longer DELETE monster items
- DONE - Disallow Neoteric Axe spawn editing when you're a client
- DONE - Fixed 'too many gun turrets' issue.
- DONE - Build message now damped
- DONE - Final Neoteric Model
- DONE - Final Neoteric Texture
- DONE -Reorder axes

All zombie work will be experimental only (ie it will NEED A KEYBOARD OR CHATPAD)

- DONE - Restrict clients from building any monster-related items.
- DONE - Massive zombie, gunturret and sawblade optimisations
- DONE - Player damage
- DONE- Allow servers to spawn Zombies at multiple spawn points
- DONE- Improve Zombie AI + graphics
- DONE- Allow custom objects to override zombie parts
- DONE Net-sync zombies
- DONE Add zombie damage
- DONE Consider how to hurt zombies
- DONE - Sawblades
- DONE- AutoTurrets
- DONE AutoTurret NetSync (more technically, not needed)
- DONE- Add in braaaains (Zombies attempt to more-or-less head towards braaains); allows for custom scripted worlds.
- DONE - damage player if resolving and zombies active
- DONE - Copy/paste fix

Slipped to CP10:
- Finish disk access performance improvement
- Allow overrides of light models with custom blocks (may slip to CP10)
- Rotate and lower skysphere, so North is North.
-Client can't see monster emitters
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Re: Patch 9!

Postby DYZFUNCTIONAL » Wed Feb 15, 2012 12:35 pm

With the plan to add custom light models will we maybe get some new custom block lots or have we hit the limit?
Maybe for the spleef rebuilding you could make it like the copy and past works but maybe use a axe thats whit and has spleef written on it.
Image
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Re: Patch 9!

Postby gabehalo » Wed Feb 15, 2012 10:34 pm

Dude cut of one of the things your doing with SPLIT SCREEN,not so dumb spleef or whatever,really EVERYONE is constatly asking this and i'd like it to stop.AT LEAST has one primary add like THIS?
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Re: Patch 9!

Postby steveman0 » Wed Feb 15, 2012 10:43 pm

gabehalo wrote:Dude cut of one of the things your doing with SPLIT SCREEN,not so dumb spleef or whatever,really EVERYONE is constatly asking this and i'd like it to stop.AT LEAST has one primary add like THIS?

Splitscreen does work to some extent. My brother and I played a fair amount using it. It has some quirks but it does work. Many people are also asking for spleef rebuilding so I think it deserves priority since it doesn't even have a partial version implemented yet so I think those fans deserve something as well.
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Re: Patch 9!

Postby dmpdesign » Thu Feb 16, 2012 2:08 am

Im working on some new blocks...mayhaps they might make it in.
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Re: Patch 9!

Postby steveman0 » Thu Feb 16, 2012 6:16 am

dmpdesign wrote:Im working on some new blocks...mayhaps they might make it in.

Oooh nice. Haven't had any of those in a while.
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Re: Patch 9!

Postby djarcas » Thu Feb 16, 2012 11:14 am

gabehalo wrote:Dude cut of one of the things your doing with SPLIT SCREEN,not so dumb spleef or whatever,really EVERYONE is constatly asking this and i'd like it to stop.AT LEAST has one primary add like THIS?


Spleef rebuilding is a day's work. Final splitscreen is 2 weeks' work, and requires another 2-4 weeks of underlying engine changes to make it work to final quality. I don't pick things randomly out of a hat, you know! (Hey, why are people laughing at the back?)
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Re: Patch 9!

Postby LBK Madmax » Thu Feb 16, 2012 3:59 pm

So when is it available?
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Re: Patch 9!

Postby darkwingsoul » Thu Feb 16, 2012 9:14 pm

LBK Madmax wrote:So when is it available?

Well according to a comment made by the Arcmaster himself, It should be available within a couple of hours :)
Heres the link to the video: http://www.youtube.com/watch?v=nYIYGzYF ... re=channel
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Incursion??

Postby vicviper74 » Fri Feb 17, 2012 1:04 am

Incursion?

Help me out. I never really understand whats being released.

Is this in the game?
[url=http://www.xboxlc.com/profile/ciscofrisco]
[img]http://www.xboxlc.com/cards/sig/newblack/ciscofrisco.jpg[/img]
[/url]
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