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.
Continue reading “this past weekend was quite an exciting one”
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.
Continue reading “Replication of Variables in UScript – Take 1”
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.
Continue reading “Process over progress”
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.
Continue reading “Developing in Unreal has its perks, and its also got its issues”
this weekend I finally faced the situation and with some assistance from a new friend and an old one, I finally got the console framed out and mechanics working, as I want them to be. Let’s take a walk through it though!
Continue reading “Console Development”