DEVBLOG

LATEST UPDATES ON DEAD EYE

PRE-ALPHA 0.1.4.1

8TH FEBURARY 2017


32 BIT CLIENT FIX

ON THE 32 BIT CLIENT SEEMED TO BE A BUG WHERE THE CRAFTING MENU WOULD SHOW NO ITEMS AT ALL. THAT WAS DUE TO THE FACT THAT I FORGOT TO INCLUDE THE LIBRARY RESPONSIBLE FOR READING AND WRITING TO DATABASES FOR THE X86 ARCHITECTURE. THEREFORE THE 32 BIT CLIENT WASN'T ABLE TO IMPORT THE X64 DLL. THAT SHOULD BE FIXED NOW, INCLUDED BOTH PRECOMPILED BINARIES.


WOLF COLLIDER

BEFORE IT WAS PRETTY MUCH IMPOSSIBLE TO GET WOLF MEAT FROM A DEAD WOLF, YOU HAD TO HIT A PERCISE SPOT ON THE RAGDOLL. FINALLY I GOT AROUND FIXING THE COLLIDERS, SO NOW YOU ARE ABLE TO GET WOLF MEAT BY SIMPLY HITTING THE WOLF WITH A HATCHET.


ALL CHANGES

PRE-ALPHA 0.1.4

5TH FEBURARY 2017


OFFICIAL DEADEYE SERVER

FINALLY THERE IS AN OFFICIAL SERVER RUNNING. NOW EVERYBODY CAN PLAY ON ONE SERVER AND THE PROBLEMS PEOPLE HAD WITH PLAYING THE GAME SHOULD BE GONE. HOWEVER, THE SERVER CODE IS PRETTY MESSY RIGHT NOW, SO EXPECT THE SERVER TO BE DOWN QUIET OFTEN, SINCE I HAVE TO MANUALLY RESTART IT EVERYTIME I NOTICE THAT IT'S DOWN. I WILL WORK ON SERVER STABILITY IN THE FUTURE SO BARE WITH ME FOR NOW.


BUILDING UI

A NEW BUILDING UI HAS BEEN ADDED. YOU CAN NOW PRESS B TO ENTER THE BUILDING MODE, THEN TO SELECT A BUILDING PART YOU JUST HOLD THE RIGHT MOUSE BUTTON AND MOVE YOUR MOUSE TO THE BUILDING PART YOU WANT TO PLACE. RELEASE THE RIGHT MOUSE BUTTON TO CONFIRM YOUR CURRENT SELECTION. THE SELECTED BUILDING PART SHOULD APPEAR AS A PREVIEW IN THE GAME. THE PRICE FOR ANY BUILDING PART IS 75 WOOD AS OF NOW, THAT STILL NEEDS BALANCING.


NEW MAP

I ADDED A NEW MAP THAT IS COMPLETELY PROCEDURALLY GENERATED. THE SYSTEM START BY GENERATING A HEIGHT MAP WITH PERLIN NOISE AND THEN POPULATES THE TERRAIN STEP BY STEP WITH GRASS, TREES AND ROCKS. CURRENTLY THE MAP IS 3000X3000 UNITS BIG, BEFORE THE MAP HAD A TOTAL SIZE OF 1000X1000 UNITS. THE TERRAIN IS STILL VERY MUCH WIP SO EXPECT A LOT OF IMPROVEMENTS IN THE FUTURE. FOR NOW THE NEW MAP SHOULD GET THE JOB DONE.


ALL CHANGES

PRE-ALPHA 0.1.3

15TH JANUARY 2017


BUILDING SYSTEM

A BUILDING SYSTEM HAS BEEN ADDED TO THE GAME. I MODELED THE BUILDING PARTS MYSELF SO THEY'RE FAR FROM PERFECT, BUT I THINK THEY ARE A WAY TO START. YOU CAN TOGGLE THE BUILDING MODE BY PRESSING B, THE UGLY BAR ON THE BOTTOM IS SUPPOSED TO BE THE BUILDING UI SHOWING YOU WHAT YOU ARE BUILDING RIGHT NOW. DON'T WORRY, A PROPER BUILDING UI IS ON THE TOP OF MY TODO LIST. CURRENTLY THE WHOLE SNAPPING IS ALSO RATHER ANNOYING, IT NEEDS A BIT MORE WORK TO FEEL INTUITIVE. DOORS DO NOT SNAP IN THE DOORWAYS AS OF NOW AND YOU CAN'T REALLY OPEN OR CLOSE THEM EITHER. SO AS YOU CAN TELL THERE IS STILL A LOT TO DO HERE.


ANIMATION SYSTEM

PLAYERS ARE FINALLY ANIMATED AGAIN. ANIMATIONS FOR PLAYERS WERE ALREADY WORKING BEFORE, HOWEVER I DECIDED TO APPROACH ANIMATIONS OVER THE NETWORK IN A DIFFERENT WAY. THE SERVER USED TO EVALUATE THE ANIMATION STATE OF EACH PLAYER AND THEN SEND IT TO ALL CLIENTS WITH EVERY UPDATE. THAT MEANT THAT AT A GIVEN POINT IN TIME THERE WAS ONLY ONE STATE THE PLAYER COULD BE IN, FOR EXAMPLE EITHER JUMPING, CROUCHING OR SHOOTING. THAT PROBABLY WOULD HAVE LEAD TO PROBLEMS LATER ON. NOW THE CLIENT EVALUATES THE ANIMATION STATE BASED ON CURRENT VELOCITY OF A PLAYER AS WELL AS ACTIONS THAT ARE SENT FROM THE SERVER. SO WHEN A PLAYER SHOOTS THE SERVER TELLS ALL CLIENTS IN PROXIMITY THAT THE PLAYER HAS JUST SHOT, THEREFORE ALL CLIENTS KNOW TO PLAY THE SHOOTING ANIMATION. THE SAME CONCEPT APPLIES TO ALL ACTIONS A PLAYER CAN DO LIKE JUMPING, CROUCHING, USING HIS DRAWN WEAPON ETC.


BUG FIXES

THIS UPDATE I'VE BEEN WORKING A LOT ON BUG FIXES AND ISSUES WITH THE GAME. A MAJOR ONE BEING THAT PEOPLE SOMETIMES COULDN'T CONNECT TO SERVERS BECAUSE BOTH THE SERVER AND CLIENT WERE SITTING BEHIND A NAT. FOR MOST PEOPLE THIS SHOULD BE FIXED NOW, HOWEVER THIS PROBLEM WILL BE COMPLETELY ELIMINATED ONCE THERE IS A PUBLIC SERVER RUNNING, SO PLAYERS DO NOT HAVE TO HOST THEIR OWN SERVERS ANYMORE. BESIDES THAT THERE WAS A BUG WHERE SOMETIMES YOUR PLAYER WOULD MOVE IN A WEIRD WAY, ALMOST AS IF SOMEONE ELSE WAS PLAYING. THAT WAS A SERVER SIDE PROBLEM, TO KEEP IT SIMPLE IT : THE CLIENT SENDS COMMANDS WITH INPUT AROUND 10 TIMES A SECOND, EVERY ONE OF THOSE CONTAINS YOUR INPUT. NOW THE SERVER HAS A CERTAIN UPDATE RATE AND EACH UPDATE ONE AVAILABLE COMMAND WAS EXECUTED. THAT WORKS FINE, UNTIL THERE IS TOO MANY COMMANDS WAITING TO BE EXECUTED BY THE SERVER AND THEREFORE A THRESHOLD IS PASSED. I HAD TO CHANGE THE SERVER TO EXECUTE NOT JUST ONE BUT ALL AVAILABLE COMMANDS, THAT WAY THE SERVER WON'T GET CAUGHT UP AND LAG BEHIND CLIENT COMMANDS ANYMORE.


ALL CHANGES

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