Hello,
So regarding recent threads made on the forums about the development process, and some threads underlined the lack of communication. Well, this point is half-true. Indeed, we do not post very often on the forums about the recent changes. However, everyone can get the SVN, we make it so everyone can use it (binaries are compiled for you) and a changelog was even added.
So first, here is the list of changes made. It is based on the changelog with a few explanations;
Changes made from 1.1.0.4 to the trunk
Weapons
These 5 changes are supposed to make the sniper a more competitive weapon, as it used to be in the past (especially 1.0.4 actually).
The amount of bullets needed against very-armored player was ridiculously high.
Now it will be more similar to AC 1.0.4 :
100/0 : 1 sniper shot + 1 pistol shot
100/25 : 1 sniper shot + 2 pistol shots
100/50 : 1 sniper shot + 3 pistol shots
100/75 : 1 sniper shot + 3 pistol shots
100/100 : 1 sniper shot + 4 pistol shots
This changed was brought because it was asked by many members of the community and we believed it was the right way to do it.
SMG was too weak in 1104, in comparison to other weapons. It was the least used weapon after carbine.
Its damage was increased a bit to make it stronger against armored players.
The recoil was increased though, making it weaker at long range than other weapons. Also, it couldn't be much stronger because the hitreg bug (which mainly affects automatic guns) is now fixed.
The assault rifle was way too strong. Because of its impressive kickback (2.67 times as much as the SMG) and newly big magsize, and also its high damage which made it strong against armored players, it had to be weakened.
It's obviously still an interesting weapon to play, and should beats SMG at long range.
The way shotgun worked before was too simplistic and we couldn't tweak its parameters slightly. The new way it works allows finer settings.
The high amount of armor on the maps made the knife weaker.
Also, maybe it's more realistic like this.
Carbine was too weak (almost not used at all).
More logical and intuitive
Will made the approximative damage calculation scripts useless for grenades.
Also, the shotgun accuracy felt a bit weird because it could be 100 % even though only one ray hit each time. Now it's based on the "ratio rays that hit / rays fired "
The question is not: "why was this implemented ?" But "why wasn't this implemented sooner ?" ;)
There were various reasons to do that, which do not only concern aesthetics. For example, it's hard to record a video of a game on some slow computers while playing. So sometimes you have to record a demo. It's way better if the video looks like it was recorded in-game.
This was available as a script but not to everyone. It's now hardcoded and everyone can use it. It can help to shot by bursts (to reduce spread, for example).
It's a kind of "guide".
Gameplay
Sometimes you just want to vote a game for a few minutes only (e.g. in a clan match, to vote a map for 10 minutes and swap bases at intermission).
Anyway i don't see what criticisms could be done about that change.
Was suggested by someone, i don't remember who.
It doesn't require much work (it's quite easy to add new modes to this game provided that they're similar to the existing ones, for example insta ctf could be added easily);
This is actually more like a bug fix, as it seemed to be the way it was supposed to work.
It was fixed after someone reported that issue on IRC (iirc).
Chat
This one was suggested a few times on the forums. I can see multiple use (e.g. asking someone if he thinks another player is cheating, or talking to someone in particular w/o annoying the whole server).
Servers
It was implemented after the discussion we had on this thread : http://forum.cubers.net/thread-1218.html
Reduces server logs size; even ladder servers could turn this switch off.
I don't remember who suggested this. Maybe i decided to implement it myself.
Bug fixes don't need explanations or justifications i think.
This change was supposed to fix an ambiguity issue in the code;
This is a very little change, and it can be useful in some circumstances. Why shouldn't it have been done ?
Makes it way easier to configure a server supposed to run specific gamemodes only. I think i did it after Brett told me he had to disable each mode map by map manually.
Asked several times on the forums. It was very annoying and had to fixed.
Some servers (especially those who are home hosted) can get laggy if one (or several) user(s) spam-download a demo.
This issue is now fixed.
As suggested on the forums by various members, something had to be done so as to prevent players from evading the spawn delay by reconnecting to the server.
This change also fixes a possible hack.
Server browser
It might dissuade a player to join a server where his ping will be too high.
It was certainly not a waste of time to implement this since it took longer to do the commit than it took to code it.
Asked several times on the forums.
It's more user friendly.
Media (maps/textures/models)
This is a major new feature. It will allow more creativity and high quality maps with custom contents to be actually played.
We need as much feedback as possible about this feature.
Added after internal discussions. These maps were considered good enough to be official.
If you don't like them, don't play them. Adding them to the package was only a matter of a few more or less kilobytes.
These maps were added because the community asked for it.
A public poll was done, and everybody was free to register his map(s).
http://forum.cubers.net/thread-6200.html[/b]
The reasons are given here : http://forum.cubers.net/thread-4444.html
md3 is a richer, more "recent" format which produces smaller files.
I don't have the list here, i wish i had it. Having more mapmodels and textures in the official packages is a plus.
The package structure had to be cleaned. A few redundant files were deleted (such as skins/textures used by several mapmodels).
The gain of file size allowed new packages to be added (hence the previous update ^)
Mapping
Very minor change (didn't take much time) and useful yet.
same
everything that makes the coop mode closer to the offline editmode is a good thing.
This change is a preliminary change introducing hi-res textures.
It was suggested on the forums. It can make tedious and repetitive tasks faster to achieve. I discovered a few weeks ago that it was even in the TODO list of the first creators of the Cube engine actually.
I can't tell why it was introduced. If someone knows...
But anyway, it isn't harmful.
/newmap 11 (or higher size) used to crash the game on some machines. It's now fixed.
Rendering / HUD / ...
There was not very much to do iirc (not trying to minimize anything ;)) so it was done.
Should i justify bug fixes ?
Making the process of saving, uploading and sharing screenshots clearly makes the game more user friendly..
It was suggested on the forums. I think the reason given was that sometimes it was a pain to have it displayed while recording a video.
"Score" is calculated by the server and unavailable in SP.
pj and ping had no reasons to be printed in single player either.
This was asked several times and despite many dev's concerns about re adding the ratio (including myself), it was finally implemented.
One of the reasons (i think) was that some players use modded clients just because they displayed the ratio and we'd like as many people as possible to use the official binaries. (indeed, it means they are happy with the default binaries and many don't trust those who use modded clients - and they are right!).
It was asked in the proving grounds i think, and RR did it.
If there is a flag equality in flag modes, the game is considered as a tie.
If there is a frag equality in frag modes, the game is considered as a tie.
There was a debate on the forums about what should be looked at in case of a frag-flag equality to determine the winner.
This feature answers this question, and i strongly recommend competitive players to follow this "rule".
A guide for newcomers. It shows that strafe running is faster.
I can't tell what it is, sorry.
Physics
Very useful in editmode (changing gamespeed was definitely an awful way to move faster)
Some believe that minecraft creative mode commands are more intuitive i guess.
Demos / Spectating
[*] Drop camera to previous followed player position when switching to fly specmode.
It's kinda a bug fix. It was reported on the forums.
Bug fix....
Fixes a bug. (demos sometimes got corrupted because of this issue iirc).
Sounds better like that ! And i think it was supposed to be like that actually.
The problem came with the old tutorial. It wasn't compatible with the new version. We had different options :
#1 record a new tutorial
#2 "patch" the tutorial
#3 make the demo viewer able to read old demos
We opted for #3. But it's still experimental and maybe we should consider implementing a demo patcher instead (as an online service for example) or somethind different because we won't be able to keep the demo viewer compatible with any old demo in the future the same way it's currently done.
Sounds / Audio
Asked on the forums.
Should have been done a while ago.
Though, nobody ever suggested a specific sound iirc.......
Menus
Newcomers don't know about cubescript and as many options as possible has to be settable through the menus.
Same as above....
Bots
Interesting new bot mode where you have to stay and protect a zone as long as possible.
1.1 Bots felt broken. It's now way funnier to play against them. They are still a bit dumb ofc but, well, try yourself !
CubeScript
Well, the cubescript changelog is quite long, and i'm not going to detail everything myself.
Although, here is the main idea :
Cubescript should allow everyone to custom their client as much as possible so as not to require modifications to the code.
Yet, it should remain as simple as possible an minimize its impact on the gameplay.
That's what we are trying to deal with. I think we're doing it right actually.
Some people criticized a few new commands, such as onHit. (which represent 0.1 % of cubescript changes) and we listened to their opinion. We also listened to those who agreed with the changes;
Don't believe that we haven't thought about it. There were internal discussions (a while before the proving grounds were set up).
We came to the conclusion that it was worth implemented these changes.
To those would criticize these changes : Are you criticizing the use of modified clients with so much spite ?
What has to be done before releasing 1200 ?
We're now sticking to bug fixes.
Here is a list of bugs that have to be fixed (some of them might already be fixed)
We also need more testing (i mean, we mean testing, because we nearly don't have any).
I'd like a "Beta 2" version to be released, even though the first Beta was almost not played, i hope this one will be more successful and brings more feedbacks.
Why does it take so long ?
After 1.1, a few members of the dev team left or became inactive for different reasons. The team had to be renewed and that's how many of us became devs (Bukz, me, tempest, etc.).
It took a few months :
Actually, we couldn't seriously tackle to everything we wanted at first. We were new and we looked for the "older" devs approval for most changes, because they are more experienced of course. But some of them had left and wouldn't reply to our messages. (I'm not blaming them).
Then, we started to work on the main issues : weapon balance, package downloader, and recently the anticheat.
From this point the main limiting factor was the lack of support, in any kind. Maybe we're too few. But actually, it's very hard to get testers. And testing takes time. It's a necessary step for weapon balance and ACAC;
And once you've asked Brett, or the other devs, sometimes SKB, you won't find anyone else.
We can't release something that is not tested enough. Most criticisms or feedbacks we get are about AC 1.1.
And things gets "worse and worse" : the longer we wait, the more features we add. 1200 will have taken years to come, so it's expected to be a major version, and we should provide something accordingly.
Finally, we put off the release so many times that we felt like the release date didn't matter anymore. What matters is now exclusively the quality of next release.
I'm not ignoring the fact many members of the community offered their help so as to implement new features recently. Thanks Felix the ghost, thanks the others.
Unfortunately, i think the main concern at the moment is not the lack of new features (check the changelog again, and keep in mind it's not exhaustive !).
The main concern is the few bugs remaining and the lack of testing.
Regarding violent criticisms and moderation
Moderation has always been criticized. As long as it was done in a constructive manner, it was a good thing. The same goes for the dev team.
But we cannot tolerate insults, agressive posts, or everything that is the proof of an obvious ignorance of the development status and process.
Those who can't express their opinion w/o hurting the others are not welcome here.
Inconsistent criticisms are not welcome either.
(e.g.: If you believe that the dev team is ignoring everything that is said on these forums, please prove it.)
Is there anything planned beyond 1200 ?
We have plenty of ideas for future versions, and many things are already half-done :
We're also planning to report and explain more the changes we bring to the game regularly on the forums.
NB: this is not the official "dev team statement", i'm just trying to explain the current situation. I tried to be as objective as possible. However, it's possible that some devs disagree on some points
PS : i apologize for my poor English.
So regarding recent threads made on the forums about the development process, and some threads underlined the lack of communication. Well, this point is half-true. Indeed, we do not post very often on the forums about the recent changes. However, everyone can get the SVN, we make it so everyone can use it (binaries are compiled for you) and a changelog was even added.
So first, here is the list of changes made. It is based on the changelog with a few explanations;
Changes made from 1.1.0.4 to the trunk
Weapons
[SELECT ALL] Code:
[*] Sniper spread reduced (60 to 50)
[*] Sniper damage set to 82
[*] Sniper ignores some armor
[*] Pistol spread reduced
[*] Pistol magsize enlarged (8 to 10)
The amount of bullets needed against very-armored player was ridiculously high.
Now it will be more similar to AC 1.0.4 :
100/0 : 1 sniper shot + 1 pistol shot
100/25 : 1 sniper shot + 2 pistol shots
100/50 : 1 sniper shot + 3 pistol shots
100/75 : 1 sniper shot + 3 pistol shots
100/100 : 1 sniper shot + 4 pistol shots
This changed was brought because it was asked by many members of the community and we believed it was the right way to do it.
[SELECT ALL] Code:
[*] SMG damage increased (15 to 16)
[*] SMG initial spread reduced
[*] SMG recoil increased
Its damage was increased a bit to make it stronger against armored players.
The recoil was increased though, making it weaker at long range than other weapons. Also, it couldn't be much stronger because the hitreg bug (which mainly affects automatic guns) is now fixed.
[SELECT ALL] Code:
[*] AR damage reduced (24 to 22)
[*] AR kickback reduced (40 to 30)
[*] AR spread reduced
[*] AR recoil increased
It's obviously still an interesting weapon to play, and should beats SMG at long range.
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[*] New shotgun behavior : 3 types of rays (center, medium, outter) with different properties.
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[*] Knife fully ignores armor
Also, maybe it's more realistic like this.
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[*] Carbine ignores some armor
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[*] Quicknadethrow now switches to nade even if the player was attacking.
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[*] Grenades accuracy, real shotgun accuracy.
Also, the shotgun accuracy felt a bit weird because it could be 100 % even though only one ray hit each time. Now it's based on the "ratio rays that hit / rays fired "
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[*] Hudgun can be displayed when spectating (and in demos - e.g. /specthudgun 1).
There were various reasons to do that, which do not only concern aesthetics. For example, it's hard to record a video of a game on some slow computers while playing. So sometimes you have to record a demo. It's way better if the video looks like it was recorded in-game.
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[*] Burst fire settings
It's a kind of "guide".
Gameplay
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[*] Votable timelimit
Anyway i don't see what criticisms could be done about that change.
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[*] New gamemodes Team Last Swiss Standing / Team Pistol Frenzy
It doesn't require much work (it's quite easy to add new modes to this game provided that they're similar to the existing ones, for example insta ctf could be added easily);
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[*] HTF now forces those who have the best health to pickup the flag instead of allocating it randomly
It was fixed after someone reported that issue on IRC (iirc).
Chat
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[*] New Private messages feature (/pm cn message) default bind is N
Servers
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[*] Sets kill messages to appear in log for each weapon from a config file. (Default: serverkillmessages.cfg)
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[*] New switch to disable game status table of scores logging. (-l switch)
I don't remember who suggested this. Maybe i decided to implement it myself.
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[*] Linux server available HDD space bug fixed.
[*] /setnext bug fixed.
Fixed bug with map names containing slashes
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[*] The carbine is now consistently called such. (not "Rifle")
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[*] The server now differentiates between CTF/HTF scored flags in the serverlogs. (Useful for parsing/stats[ collection.)
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[*] Server can restricts voting from a mode for any map
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[*] Prevent name/skin changing spam
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[*] Prevent clients from downloading the same demo twice
This issue is now fixed.
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[*] Server side spawn delay check
This change also fixes a possible hack.
Server browser
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[*] Colored ping in serverbrowser.
It was certainly not a waste of time to implement this since it took longer to do the commit than it took to code it.
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[*] Ability to connect to a server that requires a password via the server browser. (password protected, deban, etc.)
It's more user friendly.
Media (maps/textures/models)
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[*] Ability to download maps, textures, mapmodels on the fly when they're missing
We need as much feedback as possible about this feature.
[SELECT ALL] Code:
[*] New map "ac_edifice"
[*] New map "ac_industrial"
[*] New map "ac_stellar"
[*] New map "ac_lainio"
If you don't like them, don't play them. Adding them to the package was only a matter of a few more or less kilobytes.
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[*] New map "ac_avenue"
[*] New map "ac_cavern"
[*] New map "ac_swamp"
[*] New map "ac_terros"
[*] New map "ac_venison"
[*] New map "ac_wasteland"
A public poll was done, and everybody was free to register his map(s).
http://forum.cubers.net/thread-6200.html[/b]
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[*] md2 models converted to md3
md3 is a richer, more "recent" format which produces smaller files.
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[*] Many new mapmodels and textures
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[*] Packaging reworked
The gain of file size allowed new packages to be added (hence the previous update ^)
Mapping
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[*] Key "F7" is now key bound to toggle fullbright on/off.
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[*] Key "7" is now key bound to "nextclosestent" - it gets typo'd all the time.
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[*] entproperty now works in MP coop, but buffered.
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[*] Textures can now have a non-default scale, definable through the texture command.
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[*] Multiple selections support
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[*] Configurable wave height
But anyway, it isn't harmful.
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[*] newmap crash fix
Rendering / HUD / ...
[SELECT ALL] Code:
[*] Now using ANIM_REVERSE for playermodels going backward
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[*] Fixed flag icon transparency.
[*] Nearplane fix.
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[*] screenshotscale - in-engine scaling of screenshots.
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[*] showtargetname - turns on/off showing the player name on the HUD when in your crosshair.
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[*] Scoreboard doesn't show ping/score/pj in singleplayer
pj and ping had no reasons to be printed in single player either.
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[*] Customizable scoreboard, ability to display ratio
One of the reasons (i think) was that some players use modded clients just because they displayed the ratio and we'd like as many people as possible to use the official binaries. (indeed, it means they are happy with the default binaries and many don't trust those who use modded clients - and they are right!).
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[*] Scoreboard shows the winner of each game.
If there is a flag equality in flag modes, the game is considered as a tie.
If there is a frag equality in frag modes, the game is considered as a tie.
There was a debate on the forums about what should be looked at in case of a frag-flag equality to determine the winner.
This feature answers this question, and i strongly recommend competitive players to follow this "rule".
[SELECT ALL] Code:
[*] showspeed - turns speed indicator on/off
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[*] Improved tab completion.
Physics
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[*] New "flyspeed" variable for determining how much to multiply your fly speeds by. (Range: 1.0...5.0)
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[*] Jump/Crouch raises or lowers the camera in editmode, release to stop.
Demos / Spectating
[*] Drop camera to previous followed player position when switching to fly specmode.
It's kinda a bug fix. It was reported on the forums.
[SELECT ALL] Code:
[*] Fix broken demo-viewer not able to change to SPECTATOR
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[*] Servers now choose a unique file name for the temporary demo file ("demorecord_<IP/local>_<port>")
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[*] Hitsound while spectating
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[*] Experimental compatibility mode for 1.1.0.4 demos
#1 record a new tutorial
#2 "patch" the tutorial
#3 make the demo viewer able to read old demos
We opted for #3. But it's still experimental and maybe we should consider implementing a demo patcher instead (as an online service for example) or somethind different because we won't be able to keep the demo viewer compatible with any old demo in the future the same way it's currently done.
Sounds / Audio
[SELECT ALL] Code:
[*] Optional heartbeat sound when health reaches a certain level.
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[*] New KTF score sound.
Though, nobody ever suggested a specific sound iirc.......
Menus
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[*] New menuitems in the Keyboard menu, for looking up keybinds, and enabling/disabling the old editing binds system.
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[*] New menuitems in the gameplay settings menu, for setting fly velocities, and the color that your name is highlighted in, when it appears on the console via chat. (HIGHLIGHT)
Bots
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[*] New scripted "bot survival mode".
[SELECT ALL] Code:
[*] Bots in plclips bug fixed.
[*] Bots now actually fire the carbine.
[*] Bots can switch to, and use pistol, knife or grenades.
[*] Bots can crouch
[*] Bots have different fov, depending on their difficulty.
[*] Bot PF, LSS, Team Survivor & TOSOK modes.
1.1 Bots felt broken. It's now way funnier to play against them. They are still a bit dumb ofc but, well, try yourself !
CubeScript
Well, the cubescript changelog is quite long, and i'm not going to detail everything myself.
Although, here is the main idea :
Cubescript should allow everyone to custom their client as much as possible so as not to require modifications to the code.
Yet, it should remain as simple as possible an minimize its impact on the gameplay.
That's what we are trying to deal with. I think we're doing it right actually.
Some people criticized a few new commands, such as onHit. (which represent 0.1 % of cubescript changes) and we listened to their opinion. We also listened to those who agreed with the changes;
Don't believe that we haven't thought about it. There were internal discussions (a while before the proving grounds were set up).
We came to the conclusion that it was worth implemented these changes.
To those would criticize these changes : Are you criticizing the use of modified clients with so much spite ?
What has to be done before releasing 1200 ?
We're now sticking to bug fixes.
Here is a list of bugs that have to be fixed (some of them might already be fixed)
- major linux crash issue which is likely to be caused by the compiler we're using (from what we know ATM)
- texture guides don't work (another new feature recently revealed and initially discussed in the proving grounds), which was broken after the pckdownloader merge.
- /wpflood adds waypoints where (pl)clips already exists.
- Non-player initiated team changing should only occur between death and respawn
- Due to some issues, disallow special characters for map names
- Launcher asks for config.cfg file (OSX)
- Voicecom menu won't work? (OSX)
We also need more testing (i mean, we mean testing, because we nearly don't have any).
I'd like a "Beta 2" version to be released, even though the first Beta was almost not played, i hope this one will be more successful and brings more feedbacks.
Why does it take so long ?
After 1.1, a few members of the dev team left or became inactive for different reasons. The team had to be renewed and that's how many of us became devs (Bukz, me, tempest, etc.).
It took a few months :
Actually, we couldn't seriously tackle to everything we wanted at first. We were new and we looked for the "older" devs approval for most changes, because they are more experienced of course. But some of them had left and wouldn't reply to our messages. (I'm not blaming them).
Then, we started to work on the main issues : weapon balance, package downloader, and recently the anticheat.
From this point the main limiting factor was the lack of support, in any kind. Maybe we're too few. But actually, it's very hard to get testers. And testing takes time. It's a necessary step for weapon balance and ACAC;
And once you've asked Brett, or the other devs, sometimes SKB, you won't find anyone else.
We can't release something that is not tested enough. Most criticisms or feedbacks we get are about AC 1.1.
And things gets "worse and worse" : the longer we wait, the more features we add. 1200 will have taken years to come, so it's expected to be a major version, and we should provide something accordingly.
Finally, we put off the release so many times that we felt like the release date didn't matter anymore. What matters is now exclusively the quality of next release.
I'm not ignoring the fact many members of the community offered their help so as to implement new features recently. Thanks Felix the ghost, thanks the others.
Unfortunately, i think the main concern at the moment is not the lack of new features (check the changelog again, and keep in mind it's not exhaustive !).
The main concern is the few bugs remaining and the lack of testing.
Regarding violent criticisms and moderation
Moderation has always been criticized. As long as it was done in a constructive manner, it was a good thing. The same goes for the dev team.
But we cannot tolerate insults, agressive posts, or everything that is the proof of an obvious ignorance of the development status and process.
Those who can't express their opinion w/o hurting the others are not welcome here.
Inconsistent criticisms are not welcome either.
(e.g.: If you believe that the dev team is ignoring everything that is said on these forums, please prove it.)
Is there anything planned beyond 1200 ?
We have plenty of ideas for future versions, and many things are already half-done :
- A pickup/drop weapon system, which is likely to be implemented as a new gamemode (i personally think it would be better this way) (thanks VonDrakula)
- A auth-system
- make cubescript available for servers
- Bots available in multiplayer (new gamemodes ?)
- Singleplayer campaigns
We're also planning to report and explain more the changes we bring to the game regularly on the forums.
NB: this is not the official "dev team statement", i'm just trying to explain the current situation. I tried to be as objective as possible. However, it's possible that some devs disagree on some points
PS : i apologize for my poor English.