this past weekend was quite an exciting one

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this past weekend was quite an exciting one

Today is my dad’s birthday, I saw some friends I had been neglecting for far too long, and I kick started work on OMS. For those of you who are new to Gneu and our delusions of grandeur I’m sure this would come as a bit of a shock, but we intend to make a game. Not just any game, mind you, but one that is not made for everyone. It is going to be tailored to the concept of emulation of reality. We have quite a few notes about our goals up on the wiki, and I have another 12 paragraphs to add in the coming weeks. Some important links are at the end of this article.

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Posted on January 29th, 2008 by Bob in Game Development

Replication of Variables in UScript - Take 1

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There is a problem with my replicated mutators. They rely on the Tick function to force things to be replicated properly. The issue being that the tick function is called in between every frame being rendered to the screen and as such may impact game responsiveness or create lag under some conditions. I chose this method because of one simple reason - it worked. Replication is one of those issues where if you don’t get it working just right things don’t work. The straw that broke the camels back is often something that is misunderstood or possibly just something a developer is ignorant to. Getting replication working in the first place is often the accomplishment of many of us.

That said, it has become a goal of mine to better understand replication and I will not be working on anything else until I get my mind around how to network this shit.

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Posted on January 17th, 2008 by Bob in Game Development

Process over progress

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Early developers and web development clients are often lost in the beauty of building a website. The people I have worked with and along side of are always bogged down by the visuals and ignore the more fundamentally important aspect: how the website functions. When a client sees a pretty landing page they equate that to completion and similarly, when a budding young developer first gets into their first website it is often with gross disregard of everything else that they begin to pound away at the visual aspect, often called skinning.It should go without saying that we all start out, at one time or another, trying to build a pretty site. Visually appealing content is always going to be more interesting than if its just static text that doesn’t move. Just as in the game industry, if you go back 20 years, games were simple and building them was not about having the most artists or writers so much as having a game that was fun, Mario, Zelda & Contra for instance. Now building a game that people call successful is more about trying to make it pretty and ignore the fun aspect all together, HL2, CS and Halo 3. The internet has evolved at a comparably difficult pace to keep up with, and with the invention of tools such as Macromedia Flash, and now Microsoft’s Silverlight the internet is becoming a new playground. Building a new website is seen, by amateurs, as a paradise of simple methods that transpose data and toss it out to the user at a whim.

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Posted on January 14th, 2008 by Bob in Application Development, Game Development, Web Development

Server Advertisement UT3 Mutator

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The following is a Server Advertisement mutator for UT3. As an administrator you are provided the means of displaying up to 5 messages to the users of your server. Each message is able to be sent individually or with a global interval value. The minimum interval allowed is 10 seconds, although i would highly suggest you choose to keep your intervals above 45seconds for social graces.

Quick Note:

The string to include this mutator has changed. It is now ?mutator=ServerAdverts.ServerAdverts

Feature List:

  • Server Configurable Client Notification
  • Up to twenty-five (25) Messages
  • Configurable Color, Location, Display time

Default Values:

fPosy = 0.25
iLifetime = 5.0
iFontSize = 1
cDrawColor = (B=255,G=200,R=200,A=255)

New Config Entry Format:

Advertisement=(sMessage="Welcome to a Gneu Sponsered Server!", fPosy = 0.50)
Advertisement=(sMessage="Come to www.gneu.org for more info!")
Advertisement=(sMessage="For Assistance contact Bob@gneu.org", cDrawColor=(B=255,G=0,R=0,A=255))

It is set up so you dont have to set all variables. They default to the values above, allowing you to focus on the other values. All four of the values can be changed, feel free to be as irritating or beautiful as you wish =)

  UT3 Server Advertisement Mutator (6.7 KiB, 79 hits)

Mirror:
http://necris.net/download/serveradverts.rar v 1.70 =)

Code on SVN

Update Change Log:

  • 1.7.0
    • Thanks to Charles for his suggestion. Its been implemented x10.
    • Now messages are able to be individually configured to allow for individual message level control.
  • 1.6.1
    • Updated Timer to display for 10 seconds instead of 4.
  • 1.6.0
    • Server Networked now
    • Tested over the network to confirm it now works.
    • Tested over single player levels for those curious to how it works/looks before you connect to the server.
  • 1.5
    • Removed Beeping
    • Moved over to center of window
    • Changed font color
    • Message duration is 10 seconds
  • 1.1
    • Rotating messages.
    • Configurable ini file includes ability to display up to 25 Messages
  • 1.0
    • Initial release of this mutator based off of my work done on the other mutators. Appears to be working, Tested over network.

Posted on December 16th, 2007 by Bob in Random

Speed Mod UT3 Mutator

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UT3 comes with a few mutators already, two of which are there to tweak the speed, one faster(1.35x) and one slower(.80x). My mutator puts this tweaking into your hands. It currently accepts values between 25 and 400, providing game speeds ranging from .25x to 4x.

Features:

  • Server Configurable Speed Tweaking Mutator
  • In-Game Configuration Menu for server and local host tweaking.

  UT3 Speed Mutator (41.4 KiB, 65 hits)


Code on SVN

Update Change Log:

  • 1.1
    • Minor update
  • 1.0
    • Initial Release based off of my work done with Multi-Jump Mutator. Appears to be working, Tested over network.

Posted on December 15th, 2007 by Bob in Random

Developing in Unreal has its perks, and its also got its issues

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The last two weeks I have been developing a couple of mutators for Unreal Tournament 3 and although my simple mutator, only about 20 lines of code mind you. It went without a hitch for the first large portion, actually coding the mutator’s effects, but I have tripped up quite badly as of late in trying to get the mutator to work over the internets. This is going to be a journey through a few of my notes on UT Development and quite possibly some thoughts on the matter of comparing HL2 with Source.

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Posted on December 11th, 2007 by Bob in Game Development

Jump Mod UT3 Mutator

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The following is a multi jump (configurable via the configuration file UTJumpMod.ini) mutator that allows you to do just that, Jump multiple times. The code is pretty simple and the current version requires ini editing to modify, but I plan to release one in the coming weeks that will allow you to modify it via mutator configuration, but I need to figure out mutator configuration in order to figure it out, and that’s not going well.

Anyways, here you go folks

Quick Note:

The string to include this mutator has changed. It is now ?mutator=JumpMod.JumpMod

Feature List:

  • Server Configurable Multi Jump Capable Mutator
  • In-Game Configuration Menu for server and local host tweaking.
  • On the fly Configuration updating with the Mutate Command as follows.
    • Mutate JumpMod SetMaxJumps n
    • Mutate JumpMod SetJumpBoost n
    • n is the integer you would like them set to. The scaling is the same as with the configuration dialog.
    • These commands are Case insensitive.

  UT3 Jump Mutator (36.6 KiB, 144 hits)


Code on SVN


Direct Link to YouTube [nhn56SJsyzg]

Update Change Log:

  • 2.1.0
    • Reworked Networking to be more efficient by avoiding use of the global iterators
    • Added Server Load Message to confirm that installation is taking place properly instead of hoping.
  • 2.0.2
    • Small Insignificant Tweaks to code
    • Added Debug & log printing functions to speed up development and release time
  • 2.0.1
    • Added Another flag to make mutator more efficient
  • 2.0
    • Add Mutate options to mutator.
    • In your console you can now tweak the values for this mutator on the fly.
    • I also added the same error checking and reworked a bit of the code.
  • 1.5
    • Reworked the networking to avoid use of the Tick function altogether. I am quite satisfied with this one and hope you guys like this release as much as i did creating and figuring it out.
  • 1.4.1
    • A small update with some fufu changes to the config menu to make the text more readable
    • Some error checking to keep the .ini file from being abused
  • 1.4
    • =) This is the fully functional version of the mutator
    • I reworked the entire codebase for this fucker and tested it for nearly four hours on fifteen servers.
      • It works,
      • it works across rounds,
      • it works on dedicated servers,
      • it works on listen servers,
      • it works on lan games,
      • it works on local host games against the bots, although the bots dont use it… they arent cool like you and i
  • 1.3
    • Replication is currently working, i think. I spent a good four hours testing this with some of the guys in #UnrealScript and it worked.
    • Two possible bugs exist
      • One person lost their key bindings and had to reset them. Did not repeat.
      • Jump Boots
        • You no longer get the boost that they provide,although you do get the cool sound effect (initially)
        • After a round is completed however the boost returns.
        • A semi-reoccuring bug that I cannot narrow down the cause to is that the jump boots give the wearer 255 jumps randomly. This occured when I was playing before the replication as well, so I dont know if there is anything that I can do about this at this point in time, although I will gladly look into it when time permits.
    • With JumpMod itself working I have abandoned the QuadJump.
  • 1.2
    • Revised Replication again; conclusion - i have to do some extra coding tomorrow afternoon.
    • Release of explicit quad jump mutator.
  • 1.1
    • Added Replication Information to allow servers to run mutator.

Posted on December 3rd, 2007 by Bob in Random

When you know you have overstayed your welcome - Thanksgiving 2007

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My thanksgiving was quite uninteresting and as usual with my family quite boring and dramatic at the same time. Not many people I know can wrap their heads around how that works, but if you can more power to you. Not only was I bored out of my mind, basically spending thanksgiving with my dad and niece, even though everyone else was there, I also spent a great amount of time with my 360 and have come to the conclusion that I am satisfied with it.

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Posted on November 25th, 2007 by Bob in Random