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Blood Frontier Alpha

by Acord on 09/20/2007 03:31, 344 messages, last message: 07/10/2008 09:56, 212898 views, last view: 05/16/2024 21:27

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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#1: Knoppix

by Morosoph on 09/20/2007 03:41

You could do worse than compiling Blood Frontier under Knoppix.

http://www.knopper.net/knoppix/index-en.html

You can create a persistent file (say 2GB) to save state between boot-ups. Copy the files into your home directory before you start!

Really, the answer is to dual-boot; coders should be competent in a diversity of environments. In particular, they should be comfortable with the command-line.

Good luck!

reply to this message

#2: ..

by SheeEttin on 09/20/2007 04:12, refers to #1

Give me a link and I'll see what it does under Linux.

I warn you, though, I have a very limited understanding of C/C++.

reply to this message

#3: ..

by Drakas on 09/20/2007 08:55

Hey, I can get one working when I'm back home. Come to woop clan's IRC or e-mail me about the address (must test before announcing). I think that about 1800BST would do.

reply to this message

#4: ..

by Drakas on 09/20/2007 08:56

or I could e-mail you :P

reply to this message

#5: ..

by makkE on 09/20/2007 11:02

"Locked FOV to make gameplay fair. This may be changed in the future."

You should lock it in a reasonable range (in case you want zoom only on certain guns). Like 90-120. Locking it to one value is not good. Some people get motion sickness on low fov and need higher fovs like 110, 120..

reply to this message

#6: ..

by Passa on 09/20/2007 12:29

Once you've got it the masterserver running, I'll host a dedicated server. Promising stuff indeed :)

And makkE is spot on, locking the FOV to one value is annoying.

reply to this message

#7: Games Knoppix

by Morosoph on 09/20/2007 15:16, refers to #1

Games Knoppix might be more appropriate if you want to try play-testing the game.

http://www.games-knoppix.org/

I'm wondering why the kernel guys haven't come after them yet. Maybe it's that you need to request the proprietry drivers deliberately at boot-time.

reply to this message

#8: FOV Rango

by hsfjdldconorkirkdfhdfhsdf on 09/20/2007 15:40

I think 80 - 125 is good, because I play on 125 and I don't know of many that do.

reply to this message

#9: Downloading

by Q009 on 09/20/2007 15:59

How to download it? Give me link please if its possible...

reply to this message

#10: ..

by Julius on 09/20/2007 16:07

Screenshots or it didn't happen :)

reply to this message

#11: Re: ..

by tentus_ on 09/20/2007 16:15, refers to #10

Except that we've already seen screenies of his work in progress. Way to be one top of things.

http://acord.789mb.com/mod.htm

reply to this message

#12: ..

by Julius on 09/20/2007 17:58

I though there might be new unreleased stuff :)

reply to this message

#13: ..

by Acord on 09/20/2007 18:04

There are two maps that nobody has gotten to see, the player model was changed, all the weapons underwent a major overhaul - I've just been too busy working on it to post updates.

The FOV is set to 115 right now, but I'll see if I can work out a way to let players adjust it. The biggest issue is that the sniper rifle uses the FOV.

reply to this message

#14: x[

by Q009 on 09/20/2007 18:25

x[ WHERE I CAN DOWNLOAD IT?? Tell me please! I must buy it?? x[

reply to this message

#15: Re: x[

by Drakas on 09/20/2007 19:20, refers to #14

Read the post...

reply to this message

#16: ..

by Acord on 09/20/2007 19:27

Drakas, did you get my email? Man, this place needs it's own messaging system.

reply to this message

#17: ..

by Q009 on 09/20/2007 19:36

eeheh =I

so im waiting...

reply to this message

#18: Re: ..

by Drakas on 09/20/2007 19:52, refers to #16

Yes, check your e-mail now ;-)
Can the code be compiled on GNU/Linux?

reply to this message

#19: ..

by Acord on 09/20/2007 22:15

I don't see why not - it includes all the same Sauer source code, and I don't think I used anything windows specific. If there are any funny linebreaks, most decent compilers will identify them, strip them out and replace them.

Remember that if you're compiling into *nix or mac(and please do) that you need to remove the entire RPG part of the project before you do so or it will not work correctly.

The file is uploading now - should be available in about 4 hours if all goes well(crosses fingers). I hate upload caps.

I'm just asking everyone to remember that this is a *standalone* release. PLEASE don't unzip it over sauerbraten. If you do, you can pretty much count on having to re-install sauerbraten again.

I'll repost the sourceforge page link etc. When everything is uploaded.

Oh yeah - the ATI bug switches are enabled by default, since I use an ATI card. You'll have to turn them off. Got a GF6600 in the mail yesterday, but I want to wait until this is uploaded and working before I start swapping hardware.

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#20: Re: ..

by Drakas on 09/20/2007 22:50, refers to #19

Did you test if the masterserver works as intended?

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