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Posted by Fettness
September 6, 2010

Articles
By Darth.Hunter
Published: April 29, 2008
Updated: April 29, 2008
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Impact on TNE development

Our original plan was to release the mod along with the event. Unfortunately, quite a couple of factors have prevented us from doing so. Trouble with the SDK that prevented us from implementing required features in time, hardware outages and exams just to mention a few of them. But there is also one major issue that really prevents us from releasing the mod right now:

If you know the Source Engine well, you know that all regular weapons fire zero-time projectiles. It works well with lag compensation and the implemented prediction system. However, this system was unsuitable for the slower-traveling blaster bolts in TNE. Our goal was to create an authentic experience that would force players to aim into the running direction of moving targets, just like in Star Wars.
Our solution was to derive a method that would create each single blaster bolt as a physical entity. It worked - or rather seemed to work. During the playtests with the beta team however, we noticed that hitting moving targets was extremely hard in close ranges (10-20 meters). A lot of investigation followed. We raised bullet speed, did optimizations to the code, but no solution would suffice. When we finally lowered the timescale on the server, we figured out that there is a glitch in Source with physical projectiles: After being released from the weapon, they stop for a very short moment in mid-air and then fly away with their targeted speed.

Although this delay is short, it is enough to miss your target when you're strafing and shooting. Although the convention guests did not really notice this, we noticed that close encounters take far too long to be resolved.

As a result, we searched for solutions and we actually found one: A batch simulation code for bullets that would allow us to still spawn realtime bolts, but without that nasty delay. Unfortunately, such a system cannot be implemented quickly. It requires proper implementation, testing and tweaking. With the Orange Box Engine (Source 8) being released, it was also a consideration for us to port the entire mod over and implement these new features on the new engine. Multicore Support, new third person animation code and visual enhancements would have been some of the benefits.

Before doing a shortsighted decision however, we tested the Orange Box code first and also took into consideration feedback from other teams. And it turned out that the code is still far too bugged for us to use. So, we will first release the updated bullet simulation system with the Episode 1 Engine as a public beta to figure out if this solution really works on large scale.

 

We are sorry that we couldn't announce this earlier, but all the testing and possible considerations combined with the stress of preparing FedCon delayed a definite decision on this. As a result, we will implement the new features, do some detailed testing and will polish the build, whereafter TNE will be released as an open beta until we can finally move forward to Orange Box Engine, which is crucial for some of the later features. Since we cannot definitely estimate how long the restructuring of the bullet code will take (especially with exams currently), we can't announce a clear release date.

We're sorry, but hope that you understand this decision. It's a disappointment for us as well, but we'd rather give you a release with a properly working core - which is the combat system in the end.


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