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Author Topic: Update, Nov 2014 - Development Progress  (Read 7058 times)
aRny
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« on: November 02, 2014, 09:27:30 pm »
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presents you...



Hey Fans,

we realise the last update was some time ago and you all deserve much more! The time does really fly by but that is no excuse. We will do our best to jump-start the car and get the motor back in action, providing you all updates and progress more frequently.

A lot of you have been following this project for 4 or 5 years and we appreciate your commitment and energy into this project. We know it isn't easy for you all, eager to join and play the game, but then go weeks and weeks without any update from us. It must be frustrating.

We will try to put this right over the coming months and hit it hard once again.

To give you an update of what's been happening internally, we made a lot of progress in our coding team as the majority of the remaining problems are, code related.

We really took back the covers and dug deep into our code fixing some big game breaking problems which were only revealed in our alpha testing (a good reason why alpha testing should be done within a closed environment!). This meant we literally stopped all other development on maps and other areas, as we see those as less important and our focus must been on our core game play.

These were major problems which arose from our alpha testing.

- [Blocker] Infinite ammo in some really odd weapon states
- [Blocker] Invisible weapon in some odd weapon states
- [Blocker] Hands disappearing sometimes to the 1st person player
- [Blocker] Not possible to sell any armour items if one item was slightly damaged
- [Major] Floating weapons appearing after a player dies
- [Major] Player weapon/Arm animations going out of sync to spectators
- [Major] Some buymenu actions like "right click" not working on specific inventory items
- [Major] Spectator perspective of a players Cursor/Aiming is actually not correct
- [Major] Grenades are not correctly replicated in 3rd Person mode when thrown from 1st Person
- [HIGH] Spectator perspective of a weapon muzzle effects is not aligned properly
- [HIGH] Spectator Weapon bar not updating correctly when a player buys, drops or sells weapons

Now, the good news is, all of the Blockers are fixed but the bad news is, they took us about two months alone to complete. On the side of those fixes, here is an update of other developments on going.

Issues fixed:
- server sometimes thought the bomb was planted if a player was killed on the bombspot
- players not able to pick up a bomb anywhere in the map when dropped
- it was sometimes able to get a 2nd bomb and plant both, on different bomb spots (nice trick Cheesy)
- Spectator view of another real player getting in a weird loop on end of round when the player survived
- The player was not properly destroyed in some cases, causing weapons to be out of sync and active when they shouldn't be. Created a whole load of problems to dropped weapons and Spectators viewing the player
- Default selected weapon is now the Pistol, was annoying always having to swap to the pistol at the beginning of the round
- The Hack and Bomb ticking sound not playing when actions were interrupted and re-started
- Laser dot not being visible to other players (replication)

Changed:
- How the weapon animations and timers work to prevent out of syncs happening with sever/client communication
- How the firemode checks are implemented to stop sync errors from occurring
- Doubled the HE Grenade damage

So we will continue to fight and tackle those major and high priority tasks next!
Once those are out of the way, we will be organising further alpha test sessions and then we will get our video and capturing team back in action to bring you some awe dropping footage!

In the meantime, keep supporting, keep kicking our ass - that is what drives us :-)

&





All the best
Your Critical Point Team
« Last Edit: November 02, 2014, 09:40:23 pm by aRny » Logged

"Mjl86": damn i went to bed 8 hours ago and i get up and proto's still here!!
wugje
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« Reply #1 on: November 03, 2014, 04:04:43 pm »
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so... 2015 after all? ;_;
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Critical Point: Incursion & Tactical Ops & StarCraft 2

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NoSFa
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« Reply #2 on: November 03, 2014, 07:52:28 pm »
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Oha ich drück dennoch die Daumen.. Ich hoffe nur das warten lohnt sich!
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Spodeboy
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« Reply #3 on: November 06, 2014, 02:59:34 am »
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Thanks for the update.  It may be hard for us who are waiting for the game, but it is harder for you guys who are fixing the bugs.
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StealthyXIIGer
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« Reply #4 on: November 08, 2014, 09:09:01 pm »
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I have been waiting 6 years, and continue to wait :-).

Keep up the good work guys!

On a side note, this bug
"players not able to pick up a bomb anywhere in the map when dropped" existed in TO for a long time and was never fixed.
The fact that you capture these issues and fix them BEFORE TA is being released as a Beta shows your commitment to a quality game!
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am4r
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« Reply #5 on: November 16, 2014, 04:23:55 am »
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jetzt mal unter uns.....

1. 2007 wurde das projekt in die welt gerufen.... hm das sind 7 Jahre!

ok nagut... sei euch verziehen ihr wollt ja kein geld für so hoffe ich....

2. die Engine ist jetzt mittlerweile veraltet! (Es werden keine spiele mehr auf dieser Engine hergestellt) die 2014 Engine steht schon anderen Games zur verfügung.

3. Grafik, vergleicht mal die aktuelle grafik von CP:I mit: COD, BF, FC.... kann nicht mithalten.....

was sagt uns das resultat? Das Game kann NOCH SO EIN GEILES FEELING HABEN!

Es ist jetzt schon tot bevor es überhaupt draußen ist.

Echt schade hatte mich echt auf das Game gefreut.

RIP CI:P!
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wugje
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« Reply #6 on: November 16, 2014, 05:41:40 pm »
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^ unfortunetly it's true. another UT Engine is coming, when you still making the game on old one. ;\
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Critical Point: Incursion & Tactical Ops & StarCraft 2

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SnakekillerX
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« Reply #7 on: November 22, 2014, 07:18:33 pm »
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UT4 is already available...  but just look at how many finished Total Conversion mods there are on the UT3 engine.. (not many).
The only ones that do usually get finished are ones that are made by large development teams, or ones that are basically still UT, but with different guns and maps.

With UT4 it will be the same thing.  Large developers will pump out games quick enough, but anyone else will likely be working many years to make anything worth while.
As long as CP:I comes out, and is fun without being a super buggy unfixable mess, I'll be happy.

I miss the old days..  Too many people now only care about how good a game's graphics are.  They will play a game with horrible story line, the same over-used game play mechanics and filled with bug.. if it looks nice enough.

Why would people think that the UT3 engine would be immediately garbage as soon as the UT4 one comes out anyway?
Lets put this into perspective..

Batman: Arkham Asylum - 2009

This game came out on the UT3 engine and looked amazing, and had a cool combat system.. (which unfortunately we are seeing in every other game now too..) we've had several Batman games running on the UT3 engine since then as well..  guess when the next one is slated for?

Batman: Arkham Knight - 2015/06/02

Does this mean there is no point?  They are still using the UT3 engine, will the game be a complete fail because of this?  No.


All this being said, we don't know what CP:I will look like yet, or how it will play.  The fact that new engines are out don't really mean anything one way or another.
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aRny
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« Reply #8 on: November 22, 2014, 08:30:13 pm »
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well said SnakekillerX. The engine is still awesome and it is impossible for us to keep up with the moving pace as an indie team. As you said, many pro/commercial teams are only able to roll out 1 game during the length of a engine, whilst working on this 8 hours a day with 20-80 people.

We have 4-8 active members right now and putting in a combined 15hours per week. Some weeks more, some weeks less.
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"Mjl86": damn i went to bed 8 hours ago and i get up and proto's still here!!
ky0zu
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« Reply #9 on: December 09, 2014, 09:04:52 am »
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Hello everyone Wink

Keep up the good work, I actually forgot about this project for a while, nice to see it is active Wink
I'm looking forward to play it... when it's done Wink
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aka Zakenatore Wink
SoNNe
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« Reply #10 on: December 10, 2014, 03:00:57 am »
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I'm really excited for this game to come out, hopefully there is going to be a descent amount of north american players.
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