P0-B5: Part 1252: Debugging, Improvements
I have made some improvements to the multiplayer code, and fixed some other bugs that I noticed, but the floating origin issues with the terrain scanner have still not been fixed. I have also made some improvements to the procedural generation code, to fix some minor issues. I have come up with a concept solution […]
P0-B5: Part 1251: Debugging, Improvements
I have been working on extensive testing and improvements for the asynchronous scanning code in the project. This hasproven to be more work than I thought. There are some bugs in the floating origin system for the scanning code. The issue is that because the scanning code runs in a separate thread, I cannot use […]
P0-B5: Part 1250: Debugging, Improvements
I have fixed several bugs on the server that were causing too many AI entities to spawn in the world, and I have run more tests on the client-side AI, and fixed another long-standing bug that I was having, in addition to several more networking related tests. The project seems to be quite stable, I […]
P0-B5: Part 1249: Debugging, Improvements
I have been working on general testing and debugging again, and I have made several important performance improvements. I have made several improvements to the random vehicles in the world, and I have made some improvements to the character creator. I have also spend a lot of time improving the day/night cycle. I thought that […]
P0-B5: Part 1248: Debugging, Improvements
I have completed a full test of the multiplayer system, using a separate client machine and a separate internet connecting, and the live (remote) server. This test went extremely well, and I did not uncover and issues or problems, which is very encouraging. The new network code changes seem to be working fine, and are […]
P0-B5: Part 1247: Debugging, Improvements
I have created a concept for the control object switching behaviour. It is now possible for the control of an AI entity to switch to another player when the original controlling player leaves the game, or the current control object radius. This means that the AI will continue to function seamlessly as players join and […]
P0-B5: Part 1246: Debugging, Improvements
The next step is to make the Space-Based AI network safe. Currently, when enemy or NPC starships are spawned, their positions are not synced across the network. This will be more complex than the other AI types, since the Space-Based AI needs to have persistence (It needs to be able to follow the player between […]
P0-B5: Part 1245: Debugging, Improvements
Most of the network player work is now done. All control object positions and rotations work, and I have run extensive tests with paging in and out players, and testing player followers/companions, etc. I have also fixed some more minor issues that cropped up when I was testing these new changes. I have also added […]
