Killplex Alpha 1 v11: server map downloads, netcode fixes, and more.

New week, new patch. This one brings out a few internal improvements to the engine, that will make it easier for me to develop in the future.

And yeah, there will be a lot of these in the coming years of support (tsk tsk!), but your game experience should not falter. In the current eventuality that it does, I promise I’ll try my best to send you a cake by air mail, carrier pidgeon, or time-travel.

As always, just fire up your launcher and update away (don’t forget to give Admin rights to the .exe!). If you still don’t have the game installed, you can download it here.

  • Added network graph for debugging.
  • Added server map sharing.
  • Changed the network code.
  • Fixed an issue where players couldn’t see each other after a spawn.

Killplex Alpha 1 v10: now with shiny installer!

No more “download XNA so you can play this”. Now Killplex has a proper installer, that sees if you have .NET and XNA, and (hopefully) installs them if you don’t. If it doesn’t work, please give me feedback! I’d apreciate it.

But installers are not all. We have a couple o’ changes in this, including some balancing changes.

  • Added some performance optimizations.
  • Changed the Launcher’s internal configuration.
  • Fixed an issue where some clients couldn’t see each other after a new round begun.
  • Reduced fire rate of S40 Destroyer.
  • Reduced reload time of RPG9 Eradicator, S40 Destroyer, SAIGA-6 Scattergun and P8 Pistol.
  • Slightly increased damage range of C500 Assault Rifle, UMP-90 Submachine Gun, S40 Destroyer and P8 Pistol.
  • Slightly increased bullet velocity of MG-100 Heavy Fire, S40 Destroyer and P8 Pistol.

As always, you can download it here. And don’t forget to use the Launcher! And not the .exe directly!

Killplex Alpha 1 v9 (HOTFIX): another major bug fix

This is what happens when I’m drunk. Except that I didn’t drink anything. So it was all a product of my stupidity.

  • Fixed an issue where the countdown label in the Info/Scoreboard UI would disappear if the game was minimized during endround.
  • Fixed an issue where the game had a purple screen when the connection to the server was lost.
  • Fixed an issue where the server couldn’t cycle maps.
  • Removed bloom effect.

Bloom was removed because it was conflicting with the whole engine. It was a partial cause of the infamous purple screen error. So I removed it for the time being, and it will return once I figure out how to re-implement it. This means “Draw.Bloom” doesn’t work anymore.

I didn’t remove the option in the settings though… I’ll leave it be for now, since bloom will make a return soon.

Download in the usual place. Feedback in the comments, if you have any!

Killplex Alpha 1 v8: major bug fix, some gameplay tweaks!

Hey! New week, new patch to install.

Nothing significant has been added to this version, mostly fixes and tweaks. There was one nasty bug that crashed the game when some people did Alt+TAB to Windows, or even minimized the window entirely, but I fixed it.

There were a couple of tweaks done as well, but I guess a list does the job better than I do at reporting this sort of stuff.

  • Added feedback sound when a player is capturing/neutralizing a capture point in Domination.
  • Added support for in-game option changing through the console.
  • Changed some server internal logic and configuration.
  • Changed the explosion particle effect of the RPG-9 Eradicator.
  • Changed the game connection sequence slightly in order to avoid issues related to high latency and others.
  • Fixed an issue where other players’ overlay was being shown when they spawned.
  • Fixed an issue where the engine would crash with a purple screen if the game was minimized somehow.
  • Fixed an issue where the player wouldn’t be able to switch teams if they were balanced and the player was a spectator.
  • Fixed an issue where the server admin couldn’t kick a player due to “name not recognized” even if the names were the same.
  • Fixed blood spatter particle effect appearing in the wrong place.

You can download it in the usual spot. Also, don’t forget to give feedback in the comments!

Update 18:08: I fixed the download link! Sorry about that.

Killplex v7 brings a minimap, and a lot of tweaks!

A (very busy) week has passed since I last updated Killplex. Here’s a new release with a bunch of new features, that I conveniently explained here last week.

  • Added a Minimap UI.
  • Added a whitelist feature where the admin can control who is allowed on the server, through a “whitelist.cfg” file and client UIDs.
  • Added new map adaptations from “arena”, for Team and Squad Deathmatch, and changed dm_arena and dom_arena to their latest versions.
  • Added Xbox 360 controller support.
  • Fixed an issue where players didn’t have the right textures.
  • Fixed an issue where the “Remove Server” button in the Launcher Favourites wouldn’t work.
  • Fixed an issue where the RPG fire sound volume would be too high.
  • The selected weapon is now saved between rounds in the configuration file.

Download it now!

Testing out some new stuff…

I’ve been busy trying to put in some new things into Killplex. Most notably, a minimap, which you can pretty much disable by pressing M.

I’m also testing out controller input. Yes, mouse and keyboard are still the main focus of this game, but I thought adding it wouldn’t be bad. Controlling the player position with the left thumbstick, right thumbstick to aim, R1 (or right shoulder button) to fire, L1 (left shoulder button) to sprint, and some other basic stuff.

The most difficult part was trying to implement the current buttons working with it. I had to come up with a pretty nasty hack (game-wise, I didn’t account for controller input at the time) to make it work. And for now it shall remain like that.

I also made a video documenting this. I thought it would be cool.

Killplex Alpha 1 v5, you can “perv” out on players! (nope: v6!)

Well… not literally.

This release is complemented with its fair share of bug fixes, and some new features, which you can check out here. Meanwhile, here’s just the highlights of what’s been changed.

  • Added ability to scroll through chat history with the mouse scroll wheel.
  • Fixed an issue where the Chat UI would lose focus to the Spawn UI if the player died while the Chat UI was opened.
  • Fixed an issue where the Spawn UI would appear if the player died while in Endround.
  • Spectator mode added.

Yes, you read that right. There is now a spectator mode.

Download it now!

Update (2012/08/04): there’s a new version, v6! It’s mostly changes, tweaks and bugfixes, so just fire up your launcher and let it update!

Killplex Alpha 1 v4, with yummy engine rewrites!

I did good with my promise yesterday, and pretty much decided to release this version today. To know what’s so special about this version, you should pretty much click the link above (fair warning, the post is a bit technical, so beware).

As always, you can check a more detailed Changelog here.

And, you should be wary of this list, and post your own, if no one found any yet. Otherwise, I can’t guarantee that it’ll be fixed.

For those that already have the game, you just need to open your Launcher and let it auto-update!

Download it now!

The engine now has automatic Screen Management

For all of those who know XNA, you know when you’re really lazy and insist on coding everything into the Game.cs class, just so I can control everything from there and not having to worry about stuff?

I did it with Killplex. And I was very, very wrong in doing so.

I had a really big mess of code, where Game.cs would have everything related to network, sound, drawing, and even the input was mixed with regular non-input logic. When I tried to make new features… oh boy. I was like, “let’s browse through the 3000+ lines of code in this mess, and fix it up.”

There was a time when I tried to refactor everything into a tiny little package. And I gave up because I was too lazy to redo all of it.

Not anymore.

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