Fun with replication!

Working on replicating loadouts – both player and item – from server to client.

Since items can attach to other items, there is a chance that attachments will run several layers deep. To test this, I added an attachment point to the ACOG and created a new weapon loadout to abuse it.

The following is the in-game results…

dev_ingame_20132010a

I had to laugh.

Needless to say, no, you won’t actually be able to do this in the final game 😛

Either way, it feels good to be working on gameplay related stuff.

-Kris

Boring stuff needs doing too!

Engine updates, bug fixes, fiddling with motion capture files, UI work – all quite boring.

I spent quite a bit of time this weekend tracking down an issue that developed – which was my fault – and migrating to a new UE3 build.

Seem to have nailed the problem, hopefully for good.

I hope so, otherwise John will slap me upside the head again.

Speaking of John, he’s recently been replacing the crappy awesome programmer art I created for the UI with proper assets, based on this mockup.

Jeremy continues creating new animations, based on earlier motion capture work.

Nothing particularly fun or interesting, but it is progress.

– Kris

Weapon Positions

Currently, we have eight (8!) weapon positions planned, excluding sprinting or similar.

Why so many?
A few reasons.

  • Prevents clipping issues.
  • Visually indicates accuracy.
  • Naturally helps balances different weapon types.
  • Gives weapons a sense of weight and size

What follows is essentially a cut and paste from our dev wiki, minus requirements and references.