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Blood Frontier Alpha

by Acord on 09/20/2007 03:31, 344 messages, last message: 07/10/2008 09:56, 212891 views, last view: 05/16/2024 13:49

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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#305: ..

by Julius on 01/20/2008 21:52

ok, looks like it is indeed Eihrul who did it for BF. Definitly a cool feature when completed.

reply to this message

#306: ..

by Acord on 01/21/2008 04:08

That is correct.

reply to this message

#307: ..

by ezombie on 01/25/2008 03:48

We would be happy to host a master server for BF. Just fire off an email with instructions.

Server OS: ArchLinux (Don\'t Panic)
Capacity: Beefy! Currently running two 32 slot ET servers + one 16 slot QW Server.
Location: Olympia, WA Datacenter

reply to this message

#308: ..

by Acord on 01/26/2008 02:24

Sorry - Don't mean to not reply to folks, but I've had a wicked ass cold all week, and outside of my day job, I've hardly had the energy to do a whole lot.

But I think we may definitely be taking you up on that offer - I'll drop you a line soon and we can set up all the details. I can't seem to get ahold of Wykis :(

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#309: Re: ..

by SheeEttin on 01/26/2008 02:38, refers to #308

> wicked ass cold
http://xkcd.com/37/

Sorry. It's reflexive now. >_>

reply to this message

#310: ..

by Acord on 01/27/2008 18:43

ezombie: email sent :)

reply to this message

#311: Re: ..

by Quin on 01/28/2008 01:41, refers to #308

We already have have a colo box in the US for this, it's what bloodfrontier.com is currently hosted on. Drakas has already put the masterserver in SVN, it's just a matter of me (or someone) setting it up.

I'm currently settling in down here in Victoria, getting stuff setup slowly. Will be a while to getting ADSL hooked up (if I can at all, the line here is dodgy). I still manage to come here and admin some stuff, but it's from a cruddy dialup connection.

Anyway, just thought I better throw that in before things go too far. I'd rather be able to manage everything myself, and I personally know the guys who have root access to our box.

reply to this message

#312: Master Server

by netomx on 01/30/2008 07:47

I can host it to

CentOS Linux
California
P4 3ghz
1GB RAM
2.4ghz lines

reply to this message

#313: ..

by Quin on 02/04/2008 01:29

What will really be needed are servers once I get all my stuff setup down here in Victoria and make a release.

We don't really have any hosting issues, and I prefer to retain control of anything that is official to Blood Frontier.

For the record, Blood Frontier's discussion forums and preferred location for official discussions are located at:

http://groups.google.com/group/bloodfrontier

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#314: ..

by Acord on 04/05/2008 00:30

News:

Quin has finally returned to the Sauer community(Yay! He's not dead!)

And I redid the main character - again.

http://i30.tinypic.com/2lbadv.jpg
http://i26.tinypic.com/24uxi11.jpg

reply to this message

#315: ..

by Julius on 04/05/2008 01:19

Got any wire shots?
Those limbs for example look way to tubular.

It is however quite a bit better than before.

Oh and great to hear that there is still life in the project.

reply to this message

#316: ..

by Acord on 04/06/2008 10:05

Rigged - needs another cut at the knees tho.

http://i28.tinypic.com/2nw0tah.jpg
http://i25.tinypic.com/35375s1.jpg

Aaaand I'm off to bed.

reply to this message

#317: ..

by James007 on 04/06/2008 16:01

thats so awesome dude :D

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#318: Help Wanted

by Quin on 04/09/2008 18:09

The next release is in desperate need of completion, as such, help is wanted for the development of Blood Frontier.

Maps: A dedicated mapper to help redo the current or create new multiplayer maps, coordinate community mapping efforts, and provide input/ideas on engine design to make mapping better.

Code: An assistant coder to help with new gameplay and engine aspects, provide input/ideas, and design code to specification.

Web: A web designer to help coordinate online presence, and develop the official website/web based software.

If you feel you're serious and up to one or more of the tasks, please come talk to us on our IRC channel, irc.freenode.net @ #bloodfrontier

Of course, we're always open to the public too, for any questions/suggestions you might have. We love a good brainstorm.

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#319: Invisible mosnter bug

by sgt_fox on 04/28/2008 02:43

I apologize if this has been discussed, I actually did go through a couple pages searching for "invisible", but I didn't want to search this whole thing.. Anyway, when playing this mod for sauerbraten, the monsters are invisible. =/

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#320: Re: Invisible mosnter bug

by MovingTarget on 04/28/2008 03:35, refers to #319

LOL! I asked the same thing... the response I got was basically no monster models.

reply to this message

#321: Re: Invisible mosnter bug

by SheeEttin on 04/28/2008 05:16, refers to #320

Yeah. It's not that they're invisible, it's just that they don't have any models...
If you wanted to, you could probably steal the monster models from Sauer and hook them up to BF.

reply to this message

#322: Re: Invisible mosnter bug

by Quin on 04/28/2008 05:50, refers to #319

Officially, the game is meant to be an online multiplayer preview at the moment. I usually encourage people to download the SVN copy, as the release is quite obsolete.

In case you're wondering, the reason the release is so outdated is there's still alot of heavy development going on and there hasn't been a time yet in which it has been stable enough for the general public.

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#323: ..

by scasd on 04/28/2008 22:01

Is there a Linux version ?
I cant get the code compile under Linux btw

reply to this message

#324: Re: ..

by Quin on 04/29/2008 13:03, refers to #323

Download SVN, or go back ~300 posts to when this was all discussed already. But really, just get SVN, all the issues in the release were adressed.

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