There will be an option to disable it and use the current functionality on community servers, however all official servers will use sleepers. This is one of the last steps to ensuring continuity in our physics system. This can only be solved by leaving something behind when you logout that blocks building. Most importantly, some people discovered an exploit where logging off, building structures in the place where you logged off, then logging back in would kick you through objects. This solves a bunch of issues around people using themselves as unbreakable vaults while logging off, it also solves the issues around raiding a base, taking it over and not knowing if a previous owner will spawn inside your walls. This means your player is always vulnerable to being killed while you are offline. It’s been a long time coming, but we’ve finally decided to add a representation of your player in the world after you logout that doesn’t disappear until you connect the next time to the same server. This week I’ll be fixing a few bugs that came up in ItemV2 from our deathmatch tests, and improving the feel of the guns before unleashing it on you guys, hopefully the following week. ![]() The game mode drives things like: spawning, scoring, giving equipment, friendly fire etc The main function of the game mode system, is allowing us to swap out logic for things specific to a particular game mode without having hacky checks all over the place to see what we should do when something happens. I figured if we were going to use the deathmatch to iterate on guns, we may as well make it fun. I spent most of this week working on planning the road to the ItemV2 release, and implementing a game mode system to support the official Team Deathmatch mode. ![]() We’ve been working really hard on heaps of new stuff on our own for ages, and its finally coming together. Things are ramping up a lot around the studio in the last couple of weeks.
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