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Author Topic: What is left before BETA  (Read 832 times)
NiteHawk
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« on: February 16, 2011, 07:22:37 AM »

We are getting there, still have one MAJOR change to do with syncing, but its getting there. This in no way has what I've wanted for 2.0 here; http://stellarfrontier.ss-network.net/index.php/topic,585.0.html which is the reason why it will be going in Beta rather then release. It will still be in SVN I believe until it is more stable.

Before Beta is released todo:

-Finalize syncing using GUID for messages and give the lag/sync a major test online.
-Any additional bugs need to be zapped. Most of them should be gone except for some loading/exiting crashes at this time.
-Nexus play with only 'allowed' mods to be enabled on the Nexus. Future will have 'server scores' mode as well.
-Basic website with basic features like fleet management.

After Beta release first ups:
-Scripting. So that people can script AI, events, fun things.
-The ability to modify your DAT files IN GAME, or at least the ability to reload them.
-Keymapping. The ability to change what KEY PRESS does what. create a WASD keymap list too. Clean up current keymapping.
-Global chat.
-Better firing mapping. Fire 'grouping'. etc.
-New interface.
-New sound engine & music player controls.

Then probably release, and then I'll work on whats left in this post: http://stellarfrontier.ss-network.net/index.php/topic,585.0.html

Mind you, once the syncing, nexus, and website are done, the rest should move ALOT quicker then it currently is. Right now it's pretty much stripping a TON of coding and replacing it. It's a huge mess to do. The game should be 1000% more playable then 1.4, however.
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Blackdog
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« Reply #1 on: February 16, 2011, 10:54:12 AM »

That is great!  It's nice to see the to do list so short.  I know that each item is a huge project though so it is not as simple as you simply stated.  But it is good to see that there is a light at the end of the tunnel.  Keep up the good work you guys.  So far the alpha has been coming along real nice.
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Geo
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« Reply #2 on: February 16, 2011, 05:51:02 PM »

 Grin Grin
So glad to see the project so well underway. Been a long time coming, and I know there's still plenty yet to be done but, as Blackdog stated, it's wonderful to finally see the "light at the end of the tunnel."

I'm Pumped!  Cool
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« Reply #3 on: February 16, 2011, 07:48:56 PM »

hmm time to quote Anasta . Geo "light at the end of the tunnel. GFT!

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« Reply #4 on: February 16, 2011, 09:47:41 PM »

it's Arsan, and it's QFT.

and i agree. =P
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« Reply #5 on: February 17, 2011, 05:37:36 AM »

my mistake i ment well though
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« Reply #6 on: February 17, 2011, 08:08:12 AM »

BFT?!?!

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« Reply #7 on: February 17, 2011, 03:11:55 PM »

... ah this again :/

ill be over here
*hides off board*
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« Reply #8 on: February 17, 2011, 05:54:49 PM »

Just realized, with the last update the mouse fire seems to be wonky sometimes and doesn't fire. I'll fix this soon. Probably a small detection of the mouse issue, just pointing it out though so no one freaks out.
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« Reply #9 on: February 17, 2011, 08:03:52 PM »

Apparently it happens when a bullet is nearby, you cant seem to fire. I checked it out and it seems like when a bullets near when using the mousefire, the tube isn't set to active.

I'm guessing theres a clash between defensive weapon mode and generic weapon mode. I hope to find it for tomorrow (heading to sleep now) but if not, will be in a day or two.
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NiteHawk
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« Reply #10 on: February 18, 2011, 05:41:05 PM »

So quick list.

-Fix firing on death
-Fix sync bug. Shields etc go up/down, doesn't seem to be giving right slots or something like that.
-Autodefensive weapons don't send online.

Report any crashes. Also, right now Upload is eating up alot of resources , its like 20-30k per client for upload if you are a server, so it can cause lag if you are doing other things other then hosting a server Wink We'll optimize it later though.
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« Reply #11 on: February 18, 2011, 06:22:40 PM »

So, err, what language were you planning to support for serverside scripting again?
Was it Lua, or Python?
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NiteHawk
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« Reply #12 on: February 18, 2011, 06:42:44 PM »

I think Python. Seems like thats what the majority of people want
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