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Camelot Unchained Devs Provide Update Detailing Support Classes, Textures, Database Upgrades, More

Poorna Shankar Posted:
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In a new blog post, Camelot Unchained devs, CSE, provided an update on support classes, textures, database hardware upgrades, and more.

Check out a snippet of the post below, and read the full posting here.

  1. WIP – Tech – Support classes: This week, Anthony thought some music would do the world good, and reinvigorated the Minstrel class. It is mostly ready to go mechanically, and will be undergoing internal testing before it is ready for primetime. Also, the Dark Fool and the Skald are also in progress but a bit farther out.  

  2. WIP – Tech – Textures: This week, Wylie landed code that lets us easily define new layouts for generated textures. Generated textures allow us to texture map models that are made up of several pieces. For instance, when you equip a new helmet, the helmet’s texture will be baked into the special area of a master texture sheet that is dedicated to helmets. By expanding this system to accept different layouts, we can use piecemeal model generation on things other than player characters, like weapons and creatures.  

  3. Tech – Database hardware upgrades: We’ve been dealing with some database errors and lag happening behind the scenes recently. It turns out that some of our oldest hardware just wasn’t able to keep up with CSE & CU’s growth anymore. So, we’ve upgraded and deployed new hardware for several database members.  

  4. Tech – Textures: George fixed a texture issue that caused artifacts, black spots and Missing or blown out reflections, on some materials. After the change Bull rebuilt all the textures in the game over the course of two days to take advantage of this.  

  5. WIP – Tech – SFX: dB is working on a generic ability interrupt SFX sound. Once hooked up, this sound will be played when something interrupts one of your abilities.  

  6. Tech – Unified Build Scripts: We had a couple different scripts that were used to turn code into clients, editors, and servers. Each of the scripts did similar, but very slightly different, things. This manner of organization has been a thorn in our side, because any time we add a new server, or upgrade visual studio, or change the build process in any way, we had to do it to all the scripts. We’ve unified them all into a single script, so that we can change them once and be done.  

  7. Tech – Scenario Scripting: Spidey delivered new objective scripting tech for enabling objectives on a scenario and additional improvements for the scenario dev UI for debugging and tracking scripts and objectives in the scenario. This will allow designers to script enabling/disabling of objectives that are placed in the world for a scenario.


ShankTheTank

Poorna Shankar