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Well, its been about a month since my last update. So here is whats going on: I havent had a chance to work on it in the last week and a half due to personal stuff. However, before i took this little break I began extensive testing and bug-fixing of the main code. Most of the features are working correctly,

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Well, its been about a month since my last update. So here is whats going on:

I havent had a chance to work on it in the last week and a half due to personal stuff. However, before i took this little break I began extensive testing and bug-fixing of the main code. Most of the features are working correctly, however it is generating alot of script warnings in the logfile which i would like to correct. Once i get most of it worked out, I will be releasing an internal alpha version to my team of mappers and playtesters. The mappers will begin work on TMH exclusive maps, and we will track down and eliminate any major bugs that show up both on and offline.

Once there are a couple of maps done for it, and the major kinks are worked out. I will release the beta to the public. Here is whats working and whats not so far:

Hunt camera (Partial Functionality): Basic functions all working correctly. Can display an overlay texture on screen while viewing, as well as text if connected to a HuntDialogue actor. If bEndCam is True, it will display that camera when the map ends, instead of the regular "winning player" shot. The "CameraTarget" feature, which makes the camera focus on a selected actor, does not work online yet.

SpawnZone (Non-functional): Currently not working, but im trying to rectify that.

AdvancedMonsterEvent: (Fully functional): Advanced version of the MonsterEvent. Can be used to display a message on screen in any color. Can also display a countdown timer, which will trigger an event when it reaches 0.

AdvancedMonsterEnd: (fully functional): Can be used to trigger a good (hunt completed) or bad (hunt failed) ending. The ending messages can be changed to anything you want. Also features a delay timer which when triggered, waits for a specified time before triggering. It can be interrupted by triggering it again (i may remove that feature because I made the AdvancedMonsterEvent which does the same thing).

MonsterHuntPlus gametype (partially functional): Most bug fixes from original MH working. Other than alot of script warnings, the only major bug is that monsters spawned at the beginning of the game will ignore players untill shot or touched.

TeamMH gametype (partially functional): Same bugs as MHPlus, but as far as i can tell, nothing else major that needs to be fixed.

So there it is, progress. Ill be sure to post here again once i begin alpha testing.

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