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  1. 8:25 AM] Durandal: Hi Callum, got a minute to talk?
  2. [8:26 AM] Callum: hullo
  3. [8:27 AM] Durandal: I need to talk business with you.
  4. [8:28 AM] Durandal: The entirety of the Discovery development team is currently hedging their bets on Librelancer. I believe it is a good project and it was one which has my full endorsement, but recently we've been noticing some disconcerting trends.
  5. [8:28 AM] Durandal: We want something servicable as soon as possible. That means netcode, NPCs, the ability to drag and drop Discovery over. What we've been observing, is feature creep. Normal maps and new lighting are nice and all, but they aren't integral to a functioning game platform.
  6. [8:29 AM] Durandal: So I wanted to touch base with you and see what's what.
  7. [8:29 AM] Durandal: Are you facing obstacles? Can I allocate talent to help?
  8. [8:29 AM] Callum: Normal map discussion is more of me thinking about loud about how to structure the renderer. However I'll probably be leaving this to forks
  9. [8:30 AM] Callum: i had a look at the maths and decided it was a bit much at the moment(edited)
  10. [8:30 AM] Durandal: I approve. I know a lot of graphically oriented people out there who will happily sweep in and take that over.
  11. [8:33 AM] Callum: My current gameplay blocker is probably the rolling part of things. I'm really not quite sure of the maths around it but you're probably right about refocusing. My next move will probably be to re-do the ini parser to have a more consistent structure + error handling
  12. [8:34 AM] Durandal: Rolling part of things?
  13. [8:34 AM] Callum: Ship rolling
  14. [8:34 AM] Callum: a lot of my behaviour steering-wise matches FL now, the physics values are loaded as they are in ini
  15. [8:34 AM] Callum: just the roll axis(edited)
  16. [8:34 AM] Durandal: What's the hangup?
  17. [8:35 AM] Callum: i'll have to play around a bit more but i think FL applies some sort of levelling factor that i haven't been able to quite get
  18. [8:35 AM] Callum: in relation to the plane
  19. [8:35 AM] Durandal: Honestly,
  20. [8:35 AM] Durandal: I'd be fine with doing away with autolevel.
  21. [8:35 AM] Durandal: And I say that as a vanilla physics purist.
  22. [8:36 AM] Callum: i'm probably going to leave the handling code for a while anyway because it does do the basics of navigation
  23. [8:36 AM] Callum: it isn't technically blocking other things in terms of getting playable stuff out
  24. [8:36 AM] Durandal: I would very much like to see more progress made on NPCs and netcode.
  25. [8:36 AM] Callum: ok so that means
  26. [8:38 AM] Callum: right fleshing out gameplay
  27. [8:38 AM] Callum: those'll be in after a couple more architectural things that should hopefully mean disco opens consistently
  28. [8:38 AM] Durandal: Can you elaborate on that a bit?
  29. [8:39 AM] Callum: when my ini parser doesn't have perfect input in a lot of cases it just throws a shit fit and crashes
  30. [8:39 AM] Durandal: Okay.
  31. [8:39 AM] Callum: so i just gotta re-do it to become one that spits out more warnings instead
  32. [8:39 AM] Callum: not too hard
  33. [8:39 AM] Durandal: So fundamental parsing architecture. That makes sense.
  34. [8:39 AM] Durandal: And then from that, NPCs flow naturally.
  35. [8:40 AM] Callum: and also in general cleaning up that mess that is the ini section so I can add more to it without it getting more spaghetti-like
  36. [8:40 AM] Durandal: That'd be nice.
  37. [8:40 AM] Durandal: What about netcode? What's the sitrep on that?
  38. [8:41 AM] Callum: netcode basically relies on the same thing as NPCs which is me fleshing out the game state a bit more
  39. [8:41 AM] Callum: there's a few hardcoded demo things still left in
  40. [8:41 AM] Durandal: I see. What can I do to assist you or incentivize you in getting this work done?
  41. [8:42 AM] Callum: In terms of getting bits and bytes across a connection I've got a 3rd-party library that does that, and a lot nicer than dplay as well
  42. [8:42 AM] Durandal: And is more secure, I hope.
  43. [8:43 AM] Callum: more secure than vanilla
  44. [8:43 AM] Callum: combat's a very tricky one to keep secure
  45. [8:43 AM] Callum: but the basics of one hardpoint should have one gun can be guaranteed
  46. [8:44 AM] Durandal: It should be trivial to code in the same protection measures that dsace offers now that we no longer need to hook in.
  47. [8:44 AM] Callum: how much of dsace is server and how much client?
  48. [8:44 AM] Durandal: dsace is clientside.
  49. [8:45 AM] Durandal: Nearly all of the AC is clientside.
  50. [8:45 AM] Callum: hm
  51. [8:45 AM] Callum: i'm sure a lot of that could be verified serverside
  52. [8:45 AM] Durandal: All the server does is fuck you up if the client pings the server going "yo shit be fucked"
  53. [8:45 AM] Durandal: Well, theoretically, in a perfect world.
  54. [8:45 AM] Durandal: But since FL's shit is all handled clientside...
  55. [8:45 AM] Durandal: Collissions, fire rates, etc
  56. [8:45 AM] Durandal: You get the idea.
  57. [8:46 AM] Callum: yeah
  58. [8:46 AM] Durandal: But yeah for now.
  59. [8:46 AM] Durandal: I'd like you to focus on getting LL into a more playable state.
  60. [8:46 AM] Callum: For now it'll be, get shit moving on screen
  61. [8:46 AM] Durandal: Is that something we can expect to see, and again, how can I help?
  62. [8:47 AM] Callum: tbh now that i've fixed my build system and got the editor out a lot of crap is out the way
  63. [8:47 AM] Callum: since it actually worked through quite a few bugs
  64. [8:48 AM] Callum: net-side i'm going to have to drop some of yuri's bright sql ideas
  65. [8:49 AM] Callum: oh the only other thing is the chase camera
  66. [8:50 AM] Durandal: What's up with the chase cam?
  67. [8:50 AM] Durandal: Chase cam is uh.. pretty important. :D
  68. [8:50 AM] Callum: haven't done the weird spring stuff yet
  69. [8:50 AM] Durandal: Ah.
  70. [8:51 AM] Callum: there seem to be a few variables in the ship ini that control the spring that i haven't quite worked out
  71. [8:51 AM] Durandal: Yeah I'm not super familiar with cameras but I think they should be easy to figure out?
  72. [8:59 AM] Callum: i did also recently manage to get the renderer in a state where it didn't shit itself on jinx models
  73. [8:59 AM] Callum: which was a task
  74. [9:00 AM] Durandal: I'm sorry.
  75. [9:00 AM] Durandal: No, seriously, that's not sarcasm or humor.
  76. [9:00 AM] Durandal: I apologize for Discovery's fucked up models.
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