added two new dungeons. clearing out all heavy workloads and putting them on instances to see how that helps performance. we shall see O_O
also took each of the 3 dungeons and made them instances so now you can party up and join with up to 5 players or go solo.
emergency fix to add some items to the prefab manager
also added a bunch of monsters to the ice cavern and volcano to go fight. desert has some scorpions and durahan models you can fight too. thinking about adding skeletons and ghosts to the forbidden city. took out halloween models til next year!
added some pumpkins and candles for halloween. thinking about making holiday events and started a new folder for such cases.
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hopefully this will show all entries
gonna have to downsize, windows+linux is not at 10gb
9-16 build
also added some sound effects to some attacks. vague I know.
still needs some work but it's looking better and should allow for steam data loads more easily!
this should server many purposes moving forward!
added vampire male, orc male, orc female, human female
clothes weren't saving because of uma physics, now they are!
also cleaning up some textures that went to the wrong shader
lots of new changes, auction house/mail/transmog/item enchantments/redone character model.
trying out some new syncvar hooks to get this partyid situation sorted out
afternoon build, still trying to figure out this partyid situation
still can't quite get it right, but patience is a virtue
still trying to figure out why the partyid doesn't update for all clients
haven't built in a few days, been playing a lot of wow. thought i"d try some things out.
probably won't work, but worth a shot
haven't built for a few days, been playing a lot of warcraft XD
figured I'd try some more configurations to get these parties working over the network!
added new dictionary, maybe this will work
added another foreach to the party allocation system!
right now it take the most recent person to join instead of the person who clicked the button.
maybe this will stop them from applying stances to other players
trying to make it fair for all players so you don't just get one shot. converted all starting gear to 1 defense and made all weapons 1-9 damage. skills increase by 5 points each level and you get 20 hp each level so it should work out nicely for now.
4-30 fairwell, new trading post comes out tomorrow probably gonna play with that
testing out teams over the network
still working out the logic and the 'feel' of how to get this incorporated.
should offer more clothing options now!
should help a lot for newbies
hopefully nothing goes wrong for a while
but now they're back up and we can continue testing some more!
this should work now with 3 arenas for everyone to play!
but now we have new arenas to play with!
changed a lot of behaviours related to the arena instancing, mainly trying to get it to work over the network. what was once 80 lines of code is now 400 and now there is a lot more functionality. these tests should determine whether or not the arena is functional for more than once client!
should help in deciphering why the instance isn't created and why player 2 isn't ported with player 1
the manual says this will work on all clients!
no other options are working :(
hopefully this fixes the problem
might need to take a break for a while.
added new buttons to check which arena you want, 1 2 or 3
now with some sound!
showing off at class today, wish me luck!
just for future reference!
the warps are commands but the creation is a regular method. that's the only way the server will take it.
still not working for anyone besides client 1
it's way harder than I thought it would be
really trying to push the deadline
they're getting ridiculous
arena test number 505
human driven ai scripting at its finest
need the arena creation, party creation, party join, arena teleport to all line up for this to work
trying to make it functional for the lobby system
maybe?
should create a party with the second member and first member then add additional members accordingly
windows locally. sorry folks, for now
let's see if that works
trying to pass partytojoinid to all scripts that need it for functionality purposes
trying but no avail
hope springs eternal
rpcs don't do it for me baby
so this patch will introduce server calls to rpcs
let's see if this works
fixed mass warping, now time to bring back all the uma goodies and double jump+skills
had to make it a command to work over the network
something went wrong and we had to go back in time a little
test number bojillion
test
naming conventions are so strict on windows
the arena is finally porting people though!
that I don't to type in patch notes for each build please let me know!
final update of the day whether or not this works
comin to get ya
more tests will commence
hopefully we won't get any more null references
must keep trying
but we have lots of stored patches!
they said, sorry I'm just a robot
any more models are greatly accepted!
sorry windows users, we'll get back to you after these tests are complete
this should work now that the computer is helping!
ai induced coding at its finest!
so many failed attempts lately, but if this works it's gonna be very nice!
lots of builds, but no way to go back
also mirror lts support should end this year so there's always that
this should sort out some id issues for the arena lobby system
testing out capabilities of different parameters
hopefully this works better
we must construct additional pylons
this should give us information to advance.
these tests should provide information on whether or not warps have been setup properly on multiple players.
nuff said I suppose
trying to do client rpc on port for all clients during start session
I should probably explore what the options are to turn off these patch notes
I took this out and it started barking at me so I put it back in, let's see if that helps
thinking about deleting all builds and then starting over and numbering each patch
create a lobby
players join
set ready
group teams
start session
create instance
port teams
so long dental plan!
gotta compensate for that extra hour!
now running windows and linux builds, testing functionality on both.
trying to get a working linux build for testing purposes
things that we will be working on are the gates open too fast, the map loads a little too slow, party needs to disband after you leave so you can join again instantly. other than that it is functional and playable at this time, so we are happy to announce the release of ARENA 1, 2, and 3
finally took some time to integrate heathen into the project. compressed 6 scriptes into one. This is the first step towards complete heathen dependency for all steam related capabilities within gamezero.
now all vendors should be working as intended
uinpctrading wasn't accepting non allocated npcs. this should fix that.
heathen settings now properly setup.
this should fix the last 4 builds
title wasn't registered on last 3 builds, this should fix that. possibly...
recalculating error in configuration
hopefully this will fix it!
now with 14 sets of armor to obtain and many more helmets and weapons
started adding clothing for the female model as well as cleaning up clothing for the male model
previous navmesh was too large which caused system to lag, removed the ocean and rebuilt it and now it should be WAY faster. hopefully this works!
something went wrong again!
old patch wasn't updating, this should.
trying to update patches but they keep reverting to old versions
fixed some errors which were preventing users from logging in
this should allow users to login while servers are online.
also trying out linux server development again.
haven't touched the game for a few months, added a lot of cleaning to the armor sets so they should look better. started working on gun animations again. can't play wow til tomorrow so I thought I'd fire up a build and see where the game stands.
added new female model, redid old male model with mixamo rig.
new boar monster, but still no hair.
no long will you start off in your underwear
new navmesh to compensate for tide fluctuations
recent tides have come and guards had to be moved around to compensate for the sudden shift on the vertical axis.
also moved viridia and all townsfolk up on the y axis to compensate for this move.
adding navigation to the forbidden city and the ice cavern. also fixed some issues with npcs falling through the ground.
timers now restart after countdown is reached defaulting gates to open position, they only go down when you enter, with a timer set so you won't get stuck inside them anymore. still need to designate players in lobby and players in world, but this is a big start.
pink/purple/blue colors now highlight the sunset in viridia
added the forbidden city
added the ice palace
added tents to the south which will house sherpas to guid you through the harsh terrain.
added the old ummorpg temple and some alchemist.
added array to player so multiple people can use the arena at once.
array allocations should allow multiple players to utilize the arena
more work on the backend. gates open but right away, text starts count down at start. Added a lot more helmets and masks to play with.
while the arenas are down please enjoy the landscape of viridia!
some of the recent models were captured with a camera and need to be remodeled
lots of new terrain with 2 pagodas and a shrine in the mountains.
the first arena has been implemented. the gates should open any day now and you can earn new rewards for honor and glory!
changed the leader board stat positions.
monsterkills still aren't registering properly, this is a test to determine where the error occurs
fixed a bug that was giving experience and kill tallies for every hit on dead bodies. players were able to level up multiple times by attacking corpses with aoe skills.
leaderboard update and still testing the lobby system
added leaders boards with kill/death/gold/rank tracking, up to 50 players can be loaded at one time.
exploring the steam lobby features to see what needs to be done for future patches.
during this time player data may be lost. we are trying our best to get through this phase as fast as possible.
mostly working on the back end, going to go back to lobbies and dps meters.
added a retired dragon knight
added viridian city guards
inferno has been added
James Radcliffe will have quests available in viridia and Highlord Gleck lords over angel island 400 units in the sky above the starting zone.
added some 4x tomes and black/red/blue/brown/skull capes along with some the spartan helmet, templar redo, funhelmet, and horned mask
fixed an issue where uma wasn't registering character sex.
the kings are now protected and durahan walks the plains ready to take on any enemies in their path!
slight modifications to lighting and water reflections.
new nav mesh on all static objects
added lion1 and lion2
darkknight idle animation set to loop
target dummies no longer attack
swapped out target dummies for enemy target dummys, need to remove attacks
added new monsters and some test dummies. also added Lancelot to protect bloodthirsty within the castle.
removing linux builds for the time being
added steam login so now you just click play to login. working on arenas
added bootstrap scene to game logic to handle steam initialization as per recommended by the heathen documentation.
won't work in the editor so we're giving this a shot
no longer need to put in your username. still asking for password tho
added leaderboard and lobby to buffer in the upcoming arenas.
fixing compilation errors on last build
testing out steamworks.net capabilities for arena
3 new portals in preparation of the queiing system
fixing bug that was produced during the creation of this patch
portals weren't working over the network so we're going with teleports
added 3 new portals and opened up the pve portal.
-activated portal to the default dungeon
-added portal options to 3 random arenas
-changed collider radius from .3 to .8 to make it easier to click players.
-changed melee aoe attacks to hit monsters AND players
we were using spherecasts to handle multiple target attacks but we're trying list driven attacks to test reliability.
added 20 more mobs ranging from level 1-30 for combat simulation.
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