Darkraze is a tactical FPS project in development, created by a two man team named Renegrad Studios. We are planning to implement unique and team-based features, and tactics to turn the tide of the battle. There will be a variety of weapons and heavy customization to fit your style. The use of various technological gadgets will aide you through the battle and have specific specializations to support your team. Keep in mind that what is currently being shown is NOT final. Follow us on Facebook and Twitter for more frequent updates.

Report RSS Development Log #3 - Stay Awake!

This update introduces an idle timer which automatically kicks inactive players, improved network sync of explosives, and fixed minor visual errors.

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Welcome to another development week of Darkraze!

This week started out with general fixes and improvements to the developer console. This improvement filters out repeated output messages to avoid spamming. This makes development workflow easier and less frustrating to be flooded with the same message.

Another feature that could be useful for some people is the option to automatically kick inactive (AFK) players from the server. The inactivity threshold is disabled by default, and can go up to 5 minutes (300 seconds) of inactivity.

Server setting for idle time threshold:

Kicked from server due to inactivity:

Enabling this will free up more player slots for others to join.

We have also improved/changed the recoil system to smooth and blend with other background animations.

Additionally, to improve the player's preferences towards input, you can now change the mouse smoothing factor to your liking. Disabling mouse smoothing WILL result in jerkiness due to raw input, but provides for better control. It is recommended to keep the smoothing factor from 25% to 75% for an optimal balance. Default smoothing is set to a factor of 60%.

Mouse smoothing:

Other changes:

  • Automatic destruction of inactive C4.
  • Improved network syncing of thrown explosives.
  • Slightly reduced bandwidth usage and fixed some networking errors.
  • Reordered and resized UI.
  • Prevented player shadow caster from interfering with SSAO.
  • Switched to raw mouse input for improved look control.
  • Slightly improved some first person player animations.
  • Switched to 64 bit build.

Hope you enjoyed this week's development, and I will keep you updated next week!

Thanks,
Kevin - lead developer of Renegrad Studios

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