The mod was quite slow though the summer, which were caused by many of us starting on the university, and needed to adapt to the new environment.
We had a little meeting this month, and debated the progression of the mod, currently we hope to could get some animators, as they are our primary lack of resources.
Our last meeting concluded that we estimate our team to consist of 5 active team members, the reduced team is due to former actives who gained full time jobs or didn't have the time for it anymore. We will update the team and job section later this month, so if you want to contribute to the team, then expect to see some new job requests soon.
Earlier this month, we finally finished the jump code, the main problem was to retrieve a difference in time or a status of a key. Mostly it ended up in linking errors, a false output or a run time crash.
However some simplicity demand fixed it by two lines of velocity difference, which gives an acceptable solution.
Jumping and releasing the button, then pressing it again, would fail to boost you if you intentionality wanted to release the spacebar;
If you have a lot of writing to your harddisk while you play, which causes the client to lag, you could fail to loop the function in time.
Due to logging while testing the code, this have been taken into aspect, and even for some nasty lag, it should be able to maintain the boost.
We just took a look in our former code, and have found a way to reuse some of that content, So we hope to could add some stuff from our former alpha and thereby gain some time.
This include old HUD (until new is made), dash, dodge and eventually some stuff for the VGUI.
By fixing our old code, we can quickly move towards making the first weapons for the game, and actually make the alpha worth something.
Some months ago I promised to upload some video from ingame or from our animations renders. Well I didn't do so, and I'm sorry for that; recently I have been needed to adapt myself to the university work flow and style.
With the jump done and some more to come, I would prefer to wait a bit and add the animations and record a ingame trailer to you.
This ofcourse requires that I got the time for it and the animations works ingame.
This is what we got for now.
We ofcourse hope that some people would like to join our currently small team, and thereby get it progressing again like last year.