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Blood Frontier Alpha

by Acord on 09/20/2007 03:31, 344 messages, last message: 07/10/2008 09:56, 210305 views, last view: 04/29/2024 21:32

The Blood Frontier alpha is almost finished. I need one more thing: A master server. If anyone is interested, please contact me so I can change the necessary code to the IP address/ports required etc.

I will also need skilled people to try and compile the finished code for Macintosh and *nix. I've added no new files, but did remove ALL of the RPG related source code, so remember to do that before compiling. Also, make sure to rename the EXE or equivalent file and set it up so that it does not install over top of Sauerbraten.

This was developed under windows, but it should work with everything. I've *tried* to avoid windows specific stuff in the code, but I'm far from an expert coder.

Changes:
*Changed movement and gravity
*Added regeneration. Players do not constantly regenerate health, only after several seconds of non-combat actions such as shooting, being shot, or reloading.
*Health pickups/enhancements removed in favor of regeneration
*ALL NEW CONTENT. If I left anything that belongs to someone else/forgot to change it, please let me know so I can rectify it immediately.
*Most weapons have infinite ammunition, but must be reloaded when the clip is empty.
*Grenades have limited ammunition, but are very lethal.
*Most weapon behaviors are slightly different.
*Weapons now affect your actual aim when fired.
*Added a built-in snipe mode for the rifle, which will eventually become part of a secondary fire mode for almost all weapons. Bound to RMB by default.
*Removed RPG components
*Locked FOV to make gameplay fair. This may be changed in the future.
*Locked first person mode to make gameplay more fair, as third person mode allows you to see around corners.
*Added reload functionality, bound to the middle mouse button by default. So is repammo.
*All power-ups were removed. A self-regenerating player with infinite ammunition is pretty powerful already.

Gameplay:
If I'm thinking correctly here, the gameplay should become more centered around using cover and laying down suppressive fire. Could be wrong though - we'll just have to see what turns out.

This release is multi-player only - very little of the single player version is ready, except for the models and some stats. As a result, I'm leaving them out of this release.

I'm not educated as to how the -k switch works yet, so this is a *stand-alone* release. Hopefully, the next one will be under the aegis of Sauermod.

No new gamemodes yet, I want to get feedback first. There will be forums set up on the Blood Frontier sourceforge page for this.

Keep in mind that this is an *alpha*, and as such there are a lot of things missing, such as single player and some maps are not fully populated with models and ambient sounds yet. There is one known and annoying bug with the rocket launcher, being that it doesn't always damage the owner.

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#325: ..

by Acord on 04/30/2008 19:01

We're working on an interim release that will hopefully make all this much, much easier on everyone. I've still got a model to finish and several textures to redo, so I'm hoping we'll be frosty by sometime next week.

reply to this message

#326: Tribute to XKCD

by Quin on 05/02/2008 07:05

http://picasaweb.google.com.au/qreeves/BloodFrontier/photo#5195637512364802562

reply to this message

#327: ..

by Acord on 05/06/2008 06:48

New pic
http://tinypic.com/4duh11c0

I'm so close to be done with the anims it hurts - I may just pull an all nighter. Work tomorrow be damned.

reply to this message

#328: ...

by fhsdkjfconorfhksdj on 05/06/2008 08:13

Hey, wouldn't want you to lose your job then run out of money to pay the 'net bills :P

I think that it's idle animation should be a more traditional look straight ahead with slight breathing, and not looking around.

reply to this message

#329: Preparation

by Quin on 05/08/2008 12:45

Okay! Things are being tied up into little neat bows at the moment in preparation for a release candidate. We're hoping to see interest pick up with this next edition, now that we've fixed all the problems associated with the last release and further enhanced our game logic.

I'd like to organise a final SVN test run playing online multiplayer, and would like to get an idea of who is interested and what time(s) are good for them. Please list all times with your current UTC offset (eg. I am Australian East Coast, or UTC+1000).

Looking forward to making blood pour out your ears soon :)

reply to this message

#330: hrm

by fhsdkjfconorfhksdj on 05/08/2008 15:59

6:00 PM March 11.

Which according to an online converter is 1:45:55 :P

reply to this message

#331: Re: Preparation

by SheeEttin on 05/08/2008 21:10, refers to #329

Weekdays around 6:00, any time on Saturdays (EDT, UTC -0400).
I'd love to see how BF's progressed since the last time I checked out.

reply to this message

#332: Comparison

by Chaos on 05/10/2008 17:03

How up to date is BF's modified Sauer/C2 engine in comparison to the latest Sauer/C2 CVS?

reply to this message

#333: Re: Comparison

by Quin on 05/11/2008 04:16, refers to #332

Apart from any code that has diverged significantly, completely up to date.

reply to this message

#334: ..

by IllvilJa on 05/12/2008 11:06

How complicated is it to test run the CVS version of Blood Frontier for Windows users and for Linux users respectively.

I've understand that a software development person won't have much problem doing that (so I'm fine, at least on Linux ;-) but how is it for more normal people? That is, for those who usually use software like this:

1.) Download the software.
2.) Start installation program (and hit the "Next" button until install is finished ;-)
3.) Use the application!

The reason I ask is that I have a bunch of buddies (and some more folks) who usually played Battlefield 2 (Vanilla + mods) together at Wednesdays but those Battlefield 2 events have sort of vaned. I'm considering to revive those Wednesday battles and use them for trying out some opensource games instead like Freeciv, Widelands, Sauerbraten and Blood Frontier. The thing is, I would love to let everyone participating run the CVS version of Blood Frontier (or Sauerbraten) in order to carry out some playtesting, but the majority of my "Wednesday battle" buddies are in the "normal user" cathegory so if the installation process for this software is too complex (especially on Windows) a lot of potential gametesters will not be able to install the software and participate testing it.

Best regards

/IllvilJa

reply to this message

#335: Re: ..

by MovingTarget on 05/12/2008 15:08, refers to #334

It's not CVS, it's SVN (or that's what I've been checking out). And I have no experience with Linux, but with Windows it's quite easy, just install TortoiseSVN and do a checkout with the URL provided on the SF page.

reply to this message

#336: Re: ..

by SheeEttin on 05/12/2008 21:20, refers to #335

Linux is pretty easy, once you know the command to check out from SVN.

"svn co https://bloodfrontier.svn.sourceforge.net/svnroot/bloodfrontier bloodfrontier" will create and populate a bloodfrontier directory in the PWD. From there, you can compile with the Makefile in src.

reply to this message

#337: ..

by Quin on 07/07/2008 08:04

I know its been quiet on the BF front and I'm sorry we had to delay the release a bit more, but I thought I'd just share with you the things to come by whipping up a little photo album..

http://picasaweb.google.com.au/qreeves/BFBots

With that, I'd like to ask anyone interested to join us for playtesting the SVN branch throughout this entire week. I may organise some more official ones if there's enough interest here, but for now pop by #bloodfrontier on irc.freenode.net and say "Hey, let's play!"

http://bloodfrontier.com/

reply to this message

#338: Re: ..

by Q009 on 07/07/2008 14:56, refers to #337

Ok thats cool, but why bots does nothing? Just standing on playerstarts. I see waypoints in editmode but why don't works. I mean 'acord1' map. I have SVN revision 1186

reply to this message

#339: Re: ..

by Hirato Kirata on 07/08/2008 01:48, refers to #338

the prebuilt binaries were last updated in revision 1134, and from my knowledge, that's before the bots did anything

also from my knowledge, the bots did follow waypoints earlier, but that code got scraped and rebuilt into the fragging monsters we see now

reply to this message

#340: Re: ..

by Quin on 07/08/2008 06:31, refers to #338

Sorry about that, didn't realise anyone was actually using the windows binaries, I've updated them now.

reply to this message

#341: Re: ..

by Q009 on 07/08/2008 14:39, refers to #340

Ok, thanks for help! :)

reply to this message

#342: ..

by Acord on 07/10/2008 07:25

I'm still alive - just horribly, horribly busy. Stupid RL :(

reply to this message

#343: Re: ..

by Max of S2D [Fr] on 07/10/2008 08:43, refers to #342

Get rid of it :rolleyes:

reply to this message

#344: Re: ..

by noerrorsfound(deletescookies) on 07/10/2008 09:56, refers to #342

I'm doing science and I'm still alive.
I feel fantastic and I'm still alive.
While you're dying I'll be still alive.
And when you're dead I will be still alive.

Still alive, still alive.

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