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Pazrico

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First test was a complete success.

Just compiled a build with a different client name for a roommate(made a duplicate of my chatclient called gameChatClient which has significantly less options(you can't input name, server port, etc this all has to be set for the player in code).(I gave him a script of things to say tho lol)

https://gyazo.com/9bc55f0e654b5ec3f6fcb3bd09ad9554




For some trivia:
Those two names combine to become a significant clue to which branch of the army I'm in and where I'm stationed hehe-- it'll even tell you what unit I'm in.

Panzerwolf = Panzer + wolf
I'm in the Norwegian Panzerbattalion, subdivision Mechanized Infantry(Storm), with our weapon sigil being a wolf impaled on a blade.
Stormeskadronen_3.png

There is an interesting psychology behind the two "Stormeskadron"s, and the way we gradually get brainwashed
into having a mental switch that turns you into this murderous frothing hateful scum with brutal aggression.
But there is unity to be had in this, we literally call ourselves a pack with each of us being a wolf.
I agree I thought it felt cheap and like a cliche in the start(especially our Captain being referred to as Rex Lupum(king of wolves), but I bought more and more into it as I grew into my role here.

We are looked down upon as brainwashed meat machines by the rest of the subdivisions, considering our precombat shout is Storm(and we say it all the time, so some people see it as a desperate attentiongrab).
When we do combat simulations(with SAAB laser tech or targetless assaults with live ammo, the phrase that triggers that fucking rage that makes you want to smash faces in is "Ha ihjel!"(which doesn't make the slightest sense tbh, it means "To have (a) to death", but in every sense it kinda means to "put to death"), which you shout while you fill your target with lead as you walk towards them.

Disclaimer: Very biased description as I love my subdivision to death.
 

Jelly

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Pazrico said:
If you want to I'll clean up my atm very messy code for the chat and post it here.
I'll even comment it if you'd like, just to help fire up a spark under "Master Sword: Unity" hahah.

This would be interesting. :p
 

Pazrico

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Code here

Okay, so the easiest to understand and cleanest first:

Protocol
http://ideone.com/yUBGNk

One step up in difficulty:

Channel
http://ideone.com/asMnaf


Another step up:

Client
http://ideone.com/ZN1KOI

Final step:
Server
http://ideone.com/0yh5c2



This is as simple as I could write it
with workarounds only when needed
and direct approaches otherwise.

Still a bit messy(didn't want to simply erase any code I've commented out temporarily etc)

Enjoy, and don't be afraid to ask
 

Pazrico

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So for the channels I've added command support now.
/info gives you channelname, channelid and amount of clients in channel

/list gives you a list of names of clients in channel

/who name only returns name atm, but once I hook it up to my Player script on the main project
I think I'll make it return name, level, title.


If you can think of any other commands I should add, let me know.
(I could add whisper but I'm guessing people will just use Steam for that)
 

Pazrico

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Jelly said:
Code:
/?
To display list of commands. :wink:

The obvious eludes me. :oops:

I'm building the server interface with functions atm,
basically trying to use every method and property of the classes
in question so I can minimize the time spent learning
and maximize the time spent actually making something.


This is gonna take quite some time, however, so I'm gonna start
with a fresher mind tomorrow and instead get some rest now.


I'll check back in when I feel like I have made progress. :wink:
 

Jelly

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Oh and a small advice, GameObject.Find() isn't bad in the way you've used it, for single finds, but be careful not to make a habit of it.
It isn't exactly performance-friendly, so if you accidentally stick it in an Update() function, performance drop may be noticeable.

Your progress is great and I'm looking forward to next update, keep it up. :D
 

BoX

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Pazrico, this mod will be developed under vALVE's existing base, whatever that happens to be at the time. At the moment, we are moving forward under Source(). In the future, we may progress to Source2(), this remains to be seen.
The bottom line is this: MS and MSC are products of vALVE engine(s) and the core idea of this mod is to keep with those ideals. Therefore any thread/talk beyond the understanding that MSS will be developed under Source() is to speak of another mod/game. If you wish to create your own mod/game beyond - would require your own thread/permission, so you would have to speak to Thothie or myself about that... undeterred, MSS will continue as planned.
 

TheOysterHippopotami

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Given the progress MSS has made over the last ten years, I don't really think it's right to go about telling people they need "permission" to make their own MS games on different engines. Nobody needs permission to create free content. However, If someone wanted to sell a commercial product using the MasterSword intellectual property, they would need permission. But that permission would need to come from Lanethan.
 

BoX

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Right you are... got any music done yet?
 

Thothie

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Be nice folks...

Oyster's kinda right, in that no one owns legal rights to Master Sword - even if Dan wanted to claim artistic license for music or writing, it's been more than a decade, so he'd be just about out of luck, legally speaking - more importantly, I'm also fairly certain he wouldn't give a damn.

As far as "moral license" is concerned, I suppose, that torch has been handed down to me and MiB via more than one electronic verbal contract, sort-to-speak, via Lanethan and Lord K, among others, but as I've already said elsewhere, if you wanna start a Master Sword: X project, on whatever engine, I'll fully support it. If you show enough progress, I'll rig you up file space, private and public forums, and maybe even some sort of github'ish thing or video hosting. ...and just about any source materials you may want for the effort, be they models, code, maps, or whatnot.

That said, this thing is in the MSS team's subforum, and if they are concerned that someone maybe lifting potential developers or what not, or are otherwise feeling possessive, I suppose I should at least move it to General.
 

TheOysterHippopotami

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BoX said:
Right you are... got any music done yet?
Actually yes, although I'm a bit busy with paid work on another small game so things are moving slowly. Just a few days ago, though, I remixed one of the old Lanethan tunes from the "ye ancient midis" folder. MSRainSong in this case. I'll probably post it once I've done a few more.
 

Pazrico

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Technically the only reason progress was so fast was because I had several hours per day free to code,
but things like this week where we've had a Live Fire Exercise(LFX) mean I am literally 24 hours a day
out in the field, so no time for coding.

In preparation for Cold Response 2016 we're probably gonna have two busy weeks ahead of us, before
CR16 itself which is two weeks. So probably gonna be a full month with minimal progress(during the next 2 weekends),
if any. If I get any time to code, I'll post updates like usual.


What I would like is your thoughts on combat; collision detection or raycast?
 

Thothie

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Generally you'll find you'll need both in a game like this. I'd rely on the ray casting whenever you can, as it's easier on the resources and on the physics - but it would be nice to be able to swing my sword and slash a bunch of enemies in an arc as it travels.
 

D.Drew

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Lucifer Majiskus said:
Vomika7 said:
well, yeah on unity.
1 week.

10 years.

:wink:
Unity does a lot for people I guess

isn't this like.. the third revision of MS:C on unity? i'm sure this one is going to disappear in a few weeks just like the rest
 

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206799-Have-Faith-In-What-Will-Be.jpg
:oldcry:
 

Jelly

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D.Drew said:
isn't this like.. the third revision of MS:C on unity? i'm sure this one is going to disappear in a few weeks just like the rest

A good way to ensure this not happening would be to put it in a Git repo, maybe in one of the Free Git Repository Hosting services and then make Thothie owner of that repo. :p
 

Pazrico

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Technically, it's already been a few weeks hasn't it? Hehe.

I'm sorry I don't have the time I would like to pump into coding,
but after Cold Response I probably will have.

What I am doing is keeping a small notebook on my body where
whenever I have the time or get an idea for an implementation,
I scribble down the essence of that idea/implementation.

This way when I sit back down to code, I'll have goals to work towards
(probably quadruples my efficiency when I code).


Like quests for instance. I haven't been sat at my computer for more than
one hour, but I've fleshed out most of the ideas behind how I want quests
to work.

The player will have a list of bools for the quests, and each quest will
have it's own script.

Whenever the player starts a quest, the player object gets a script for that
quest attached wherein most of the functions for the quest will be handled.
The script will simply check on load whether or not you are in the right zone.
If you are, the script will be active, if not, it'll be deactivated.

When the quest is completed, the script is removed and it'll set the bool for that
quest in the player quest list to true, and this player can't start the quest again.
Making repeatable quests is as simple as just not setting a bool to be true after
completing it, and perhaps instead set it to be true whenever the player reaches
a certain level to stop them from farming it, idk how I want it to be yet myself.

This is much neater and keeps the player script compact compared to doing any quest handling on the player script.


I probably won't have any sort of branching dialogue with npcs. Also I think the "local chat" talking where you could interact with npcs will have to go with the current chat system I have. I can probably fix it to work no problem,
by giving every client in the chat channel a flag "player" or "npc", and only letting the /list command or /who command return clients flagged player. This will allow me to have the npc scan the chat and react to certain words, and check for distance between player/npc before letting the npc respond.

Typing that out also gave me a solution on how to make a true local chat too by having the clients send a vector3 of their position when they send a chat message(and the player uses Vector3.Distance(self, chatvector) < maxChatDistance to check if it should print the message or not). Is making this necessary? Probably not. Is making it a priority? Definitively not. But having the raw idea behind it typed out here speeds up the process a whole lot when I first DO decide to add it.


Anyways, this was mostly just a check in to let you know I'm still here.
Cold Response starts after next week, and lasts for two weeks.
After that you can probably start expecting some progress reports again :)

Panzerwolf out
 

Dridmar

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We should just convert to source like Heart of Evil: Source and call it a day.
 

Jelly

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Pazrico said:
What I am doing is keeping a small notebook on my body where
whenever I have the time or get an idea for an implementation,
I scribble down the essence of that idea/implementation.

Great idea! Looking forward to hearing about progress. :p

Oh and obligatory mention of Git in the hopes that any Master Sword project will use proper version control.
 

zeus9860

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The way things are looking for good ol' MSC. I would say, jump ship and focus on an entirelly new game chapter within source engine. I'm not against the use of other engines, i just do feel like source has to be used or at least given a shot, to keep the originality of MS going. Game will likely be unplayable again and again with each new patch down the road, so why bother keeping it going for a longer road? The progress has to be halted at some point. The sooner you do it and start focusing on something with more potential, the better it is down the road for all of us.

Keep MSC "alive" by releasing a final patch which focuses on ending this chapter somehow, work on a new chapter in a new engine, starting with source or source2.

I would like to see MSC go to the end of its planned lore, but i don't think it will happen unless a major change occurs. It will either take too long to get there which might lead to devs quitting eventually or the game will reach a point where its completly broken gameplay wise (well it already is, still playable to some extent) along with devs hitting a wall, which will also lead to devs potentially leaving for good along with the leftover playerbase.

Here is a way of seeing things for MSC from another perspective:
-MSC in its current version is 50% broken;
-MSC gets a new patch, it is now 60% broken;
-MSC with latest patch + bugfixes is now at 55%;
-Rinse & repeat process with new upcoming patch.

Is it worth to keep going at this rate? Question yourselves this, my opinion has been stated and this is how i see MSC since like 2012/2013, prior to this game was kept smooth for a good time. My game experience and fun from 3/4 years ago compared to now, has dropped alot. Not bashing on the patch content or anything, it's just that, the game just turns out to be even more unplayable with each new patch added. Be it either lag, glitches/bugs that break experience, instability or simply the lack of balance in new content added. All of these add up in the end, some of it gets fixed but even more stuff gets added the next patch. This is a process where frustration while playing keeps increasing, while fun keeps decreasing.
 
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