Preparing for the update
Our little experiment with Pawn didn't go really well. We had some unexpected crashes that were very difficult to debug, because the crashes were not in our code, and they were not in the Pawn code either. Instead, they were in various external libraries such as SDL_net.
But since we've been using those libraries for years without any problems, we are reasonably sure the problem is either in the Pawn scripting, or in our implementation (the C interface).
Either way, we decided to just switch back to Small which still has most of the things we want, and everything we need.
Meanwhile, we are preparing for the client update. We are not sure yet which features will make it to this update, but we are confident that the new sound engine will. There will also be the new tailoring skill, some support for mines (possibly not the explosions though), and MAYBE some rudimentary implementation of a shader engine where we can add shaders per materials.
I've decided not to release any server updates any time soon, and instead hold them back for the client update. The things I am working on now (landmines and tailoring) are not compatible with this client anyway.
I am also hoping that in 2 weeks we'll have some pre release candidate where people can test the new additions, and depending on the bugs found, the update might follow in another two weeks or so. Of course, this is just a guesstimate, so don't count on it.
But since we've been using those libraries for years without any problems, we are reasonably sure the problem is either in the Pawn scripting, or in our implementation (the C interface).
Either way, we decided to just switch back to Small which still has most of the things we want, and everything we need.
Meanwhile, we are preparing for the client update. We are not sure yet which features will make it to this update, but we are confident that the new sound engine will. There will also be the new tailoring skill, some support for mines (possibly not the explosions though), and MAYBE some rudimentary implementation of a shader engine where we can add shaders per materials.
I've decided not to release any server updates any time soon, and instead hold them back for the client update. The things I am working on now (landmines and tailoring) are not compatible with this client anyway.
I am also hoping that in 2 weeks we'll have some pre release candidate where people can test the new additions, and depending on the bugs found, the update might follow in another two weeks or so. Of course, this is just a guesstimate, so don't count on it.
6 Comments:
How about archery? Would be nice to have it because it would have a surely greater impact than landmines (even if these were supposed to work in all maps and not only pk maps).
Yes, it would be very nice to have, if we could find someone to work at the client side part of it.
So have you decided how the tailoring skill will work (for example, will thread move to it)?
You receive a BUNCH of suggestions when you mentioned it a while back but I haven't seen any discussion in the regular EL forums yet.
Sounds fun.
Too bad about Pawn, though :(
Hello Radu, I am wondering, are the new clothes that Roja posted in artwork going to be in this next client update? And, how long is it going to be until we have those amazing looking halberds and golden star maces?
:)
The whole thing, items and skill will come with this update.
As for the storage space, I don't want to increase it. The storage is not meant to keep all the items in the game, it's meant to keep the items you need or use most often. You cna also store stuff in hyperspace bags, for example.
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