Hobbyist Game Developer: Pat AfterMoon's blog
- November 30, 2006
COOP or DIE bug fix
Yesterday I have corrected a bug for COOP or DIE.
The new version 0.5d is available. The bug was related to a crash when entering
the "Launch Command" map, more information could be read
here.
- November 15, 2006
Gears of war : cooperative games with my neighbour
Yesterday, my neighbour and I started the 'Gears of war' campaign. For our
first try out, I've used my XBox360 and a 17" screen for playing in his living room.
We will probably continue the game through XBox live. Our first impression was
very good. It's cool to see a game really designed with cooperative play in mind.
I like the 'Y' key that automatically turns your character to the direction
of your teammates, cool for quickly retrieving him!
The visual aspect of this game has reached a new level. The continuous flow of
game-play sequences and in-game cinematic is really topnotch, particularly on
a 32" HDTV !
- November 8, 2006
My tremulous plans
Step by step the idea make its path: the Tremulous
standalone game could be a very good start for my next COOP or DIE development.
The GPL Quake3
engine and game content licensed under
Creative Commons Attribution-Sharealike
fit exactly my needs.
I'm currently learning GtkRadiant
and working on a map for Tremulous. I also thinking about a little game modification,
something like the COOP or DIE H.U.D. mixed with the Enemy Territory
Fire-Teams features.
- November 7, 2006
coopordie.com log files overflow
The COOP or DIE worldserver produce
some log files during player's sessions. These files are very detailed: map
progression, health, inventory ...etc
I use them for detecting cheat or exploit (only for the challenge mode). I also
use them for debugging. After the release of the 0.5 version, I have added too
much debug information, and the result was a big grows of these files. The
size limit of my web space was reached at the start of the November month. The
main consequence was for the web-chat, the messages file wasn't enable to be rewritten,
and the chat was broken. All work fine now, and I have reduced the verbosity of the log!
- August 22, 2006
The next step...
The next step for COOP or DIE
is now to merge the player database of the
WorldServer with a PhpBB forum. In the future, players will
have to register to the forum for creating their account. The actual register
PHP code will be removed and the new forum will be hosted on the COOP or DIE website.
But before starting this work, I will make a little break. Working on the
COOP or DIE Quake2 modification is cool, but for maintain my motivation I must
look at something a little more challenging. These days, I have started to play with the
Quake3 code of the standalone game Tremulous.
I have already implemented a
worldserver for Quake3
in the past. But it is not the current purpose. I want to
improve my Quake3 code knowledge, and evaluate the possibility of creating a
single-player (and coop) mode for Tremulous.
- July 27, 2006
The bonus promised for QExpo is available
The "Punishment" map is now more multiplayer friendly, I have added some coop
spawn points and some armor for a better chance to survive the first encounter.
The story behind this map is quite funny. Someday, after a beta-testing session
I have forgotten to disable cheats. Some players have noticed it and exploited it.
It was not really ugly, but I have promised them that someday if they come back
they will spawn in front of a big monster for their punishment! Now you can try
yourself what they have endured :D
Of course today I can test COOP or DIE on-line without enabling cheats for all users !
The "Crash n Massacre" and "Rush for the Head" special missions have been re-arranged
and are now available directly from the StartMap. If you haven't already tried
these goodies created by
Crusard,
it's time to do.
My preferred is the "Crash n Massacre" mission, because you are separated from
your teammates and must find a way to rejoin them. The COOP or DIE H.U.D. helps
a lot for that ;)
- July 24, 2006
They does it in the way it was meant to be !
During the QExpo,
the team composed by
zorg and
GONZO
has beaten the entire game
in challenge mode. They have fought side by side, helping each over, until they
have slayed Makron. Regarding the WorldServer log file, the hottest moment was
in "Outer Courts" during mission 9, when GONZO was only 18 health points left!!!
Congratulation to these champions.
- July 13, 2006
Another bug fix was released for COOP or DIE
I must admit that it is a hack and not a clean correction. The difference now is
that I have understood the real nature of the problem. The Quake2 server stores
multiple command orders before sending them to the WorldServer. The problem comes
from the fact that server state can change between the time the command was ordered
and the time it is computed and sent. It is particularly true during level
loading and depends of the computer speed. Like the inventory and map
progression are saved on WorldServer at each map change... the problem is here!!!
The 0.5c version will allow gamers to play without trouble during my holidays (until 23 of July).
I will rewrite a big part of the WorldServer RPC call after that.
- July 12, 2006
The 0.5b bug fix is released for COOP or DIE
Some players have experienced a bug related to inventory and map progression saved
on the WorldServer. I have corrected the bug and enhanced the log system for
better error reporting in the future.
The QExpo 2006
website is near to be launched. Unfortunately I will be away from 14 til 23 of July.
But I will take a booth and you can expect some fun bonus before the end of the expo.
- July 8, 2006
The 0.5 version of COOP or DIE is released
COOP or DIE is back to its original form: a DLL only Quake2 modification. The
download size is greatly reduced (483 Ko) and you can now choose the engine of
your choice. I will make a break in coding for the next weeks and work on a
little bonus released during the
QExpo 2006.
After that, the work will restart with a new objective: merging the WorldServer
registration and account system with
PhpBB.
- July 4, 2006
Desktop screen-shot during development
Here is a screenshot of my desktop during the test of the last 0.5 version of
COOP or DIE. During a long time when
I wanted to test multiplayer I used to run the game on my 2 computers. But finally
I prefer to run 2 instances on the same computer. I haven't noticed any side effect
and it is a lot more useful.
Running the game in a multiplayer context on my local WorldServer allow me
to monitor a lot of information. When testing is easier, you can test more ;)
This is probably why the last release is so long to come. I have noticed and
corrected a lot of bugs related to the WorldServer and multiplayer Quake2
interaction. I will release it rapidly and start to work on the
QExpo
bonus. Some new feature will come later in a 0.5b version.
- June 27, 2006
The high resolution Collector's Edition of Another World
Eric Chahi the author of Another World (graphist and coder / 1991), has released
a high resolution Collector's Edition of his game for Windows. This game was
one of my better gamer moments in the past and it's a pleasure to retrieve it.
This is a one man project and it was a hit when it was released on Atari St and Amiga.
For me it's the better example of what can be achieved in game development with an original
author's vision, by opposition with the actual industry and big company vision. I guess
free and low cost game engines will allow us to see more "other worlds" in the future...
- June 21, 2006
The next release of COOP or DIE is currently tested
The DLL part is done and currently tested. Don't be surprised
if you see some people connecting to the worldserver with engines like
R1Q2 and
EGL.
In addition to my account
betatest,
I have allowed the accounts of the two German players
zorg and
GONZO,
to test the stuff.
The release is for soon, I currently clean up some PHP code on the WorldServer
side, and when it's done ... it's done.
There are some
rumors
about a QExpo
this year for celebrating the 10th anniversary
of the first Quake's release. The date seems to be July 17 till 27. If so, I
will request for a booth and probably release some special stuff during the event.
I think about something in the spirit of the punishment map... stay tuned!
- June 7, 2006
COOP or DIE for Quake2 progression
I have successfully tested the new version with these Quake2 engines:
Quake2maX v0.44 and
EGL v0.3.0.
The game doesn't work properly with
R1Q2
and crash with
Quake2 Evolved.
I will investigate a little more before releasing the stuff.
- May 25, 2006
Some bugs correction for COOP or DIE
The bug that cause sometime teammates to spawn on same position has been corrected.
It's part of the new version planned to be released soon, but like it's a worldserver patch,
it is already in use. I have also corrected a bug related to friendly fire, but
it will be available on next release.
- May 10, 2006
New Version of COOP or DIE for Quake2 is on progress
Yesterday I conducted a multiplayer test with my 2 PC. There are some little
corrections to apply, then it will be possible to release to whole stuff.
The worldserver will be closed for maintenance a few hours during the upgrade.
The main feature of this release is the return to the old "dll only" scheme.
So, everybody will be able to use the engine he wants, from the initial software
rendering engine to actual eye-candy engines.
- April 7, 2006
Addicted to Tremulous
Rarely a multiplayer game has hooked me so quickly. The game-play is really cool
and the tutorial mode with shortcuts displayed on screen help a lot at the begining.
I have actually some difficulty with Aliens, and need some wall-walking training ;)
But it's already a lot of fun. If you meet me in-game, say hello, but don't hurt me
too much, I'm better at software coding than at gaming :D
- April 2, 2006
The stand alone version of Tremulous was released !
Even if I was on vacation and skiing, I have used the hotel's Internet facility
and taken a look at the
Tremulous home page
the day of the planned release.
So, here it is, the standalone version is available.
This team based FPS powered by the GPL
Quake3
engine and inspired by
Gloom is a Must-Have.
It's nice, it's good, it's addictive and it's free. The source code is under the
GNU GPL license
and the media is under a
Creative Commons license
So what are you waiting for, go,
download and play !
- February 28, 2006
Next release of CoopOrDie for Quake2 is on progress
All existing code has been removed from the
KMQuake2
Dll and re-implemented on a
standard Q2 Dll. I have successfully tested it on-line with the stock Quake2 engine and with the
Quake2maX engine.
I have also tested with the
EGL engine and with the
Quake2 Evolved engine,
but without success. I've got an incompatibility error with the first and a crash
with the second. I will investigate these issues later.
- February 2, 2006
2006 : it's probably my come-back to the Quake scene
Even afters years without new release,
COOP or DIE
continue to brings some new players. The limit of 2000 registered players has been
reached during the last month, and I must admit that it is always a pleasure for me when
I look at the website and peoples playing.
A new champion named
Haunted
has beaten the game in challenge mode last week and send me some
screen-shot of his performance.
I have added a little enhancement to the worldserver, now players who want to play
alone can do it without the risk to lost their progression if someone join them.
I will also release a last version of
COOP or DIE. It will be a cleanup
and a return to the dll only form. It will be possible to use the engine you want, like
in the past.
Plan for the future are no defined, but the idea to create a new
COOP or DIE franchise become to
take its way. The plan is open; I could modify a recent game like DOOM3, Quake4 or the upcoming Quake wars.
It could also use the Quake3 GPL engine and maybe make a deal with a team that has already enough
content for creating a standalone game.
Stay tuned ;-)