I really need to count the usage of the word "legal" per post written by a special forum member ;) Anyway.
The main goal is to keep Neocron running as long as possible and while we're trying to keep things up we do some random work in the meanwhile.
It may not sound that promising in the firts place but do not underestaminate
'random work'.
I am honest: I didn't spent much time in the last months because of some heavy workload in RL so there is no huge progress in the remaining 5-10% (= I need to do until the client/server is ready to work with the balancing changes) but at least I am not the entire team.
I hate to repeat myself that's why I don't write about the things I did since the last post... because there is nothing new so far.
Things I did so far:
- I/O improvement on the server side - some of the 'readonly' stuff is now cached in RAM
- Finetunings in the tool I called "Balancing playground" - It contains all the new playerskill calculations which influences the weapon damage, handling and aim - for example: Tank - STR, DEX, WEP, HC, TC, etc..
- Changes in the DEFs and code: weapons do have a 'family' now. For example: baseball bat and peacemaker are part of the same family
- A new proxy software which is still work in progress
- A new tool to replace textures of actors without rebaking them - Because we didn't have all the source files - KK simply lost them
- A rework of our internal 'Neocron Suite'
- A tool which allows us to reorganize the existing weapons -> Weapon Families
- Some bugsfixes in our definition-database service (to handle DEFs - read+write)
- Some refactorings in the code to align with our guidelines
Our content and assets team are working on several things like new missions and graphical changes etc. - It's just awesome but I don't wanna spoil something yet, It's there job ;) Wait I do repeat myself: IT'S AWESOME :D
You're right. Every single team member is just a clone of Kim Jong Un.
Note to myself:
Delete this user.